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4th.survivor

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  1. has also been a thing for ages with ninja run. Not sure why the animation is shy to come out. Sometimes happens with Hack, as well, and I suspect others since I just notice it on my openers.
  2. Focused feedback regarding the changes: Slash has been fixed, but has gone from dog**** to dog water, as it is still beset by the whims of low DPA for this set, and is emblematic of the sets problems as a whole. However, as a T1 attack, it doesn't need to be amazing, and the tweak offered here is probably what the set needs throughout. More on this below. Slice: I admit that I like the additional -res being added and the ST tweaks. More than anything, the cast time improvement is what we crave, but it's in a pretty weird place for a power. For scrappers at least, but I suspect across all ATs, Boomerang slice and Slice are not mutually exclusive. Rather, the game will not let me select boomerang slice unless I have slice, and once I have slice, I can take both. I would rather have an exclusive choice between slash or parry, since they're doing the same job, or more likely to be implemented: between parry and boomerang slice, since boomerang slice is a niche role with a nice animation, but a DPS brake similar to parry, and parry is a mule pick or useless for most defense sets once they've gotten their defenses online. Those defense sets could benefit from respeccing into boomerang instead, so they can still mule a set while having a nifty little ranged gimmick, and then broadsword isn't inundated with 3 of 9 possible picks being at minor damage scale. futher, the -res on slice does not really aid my single target rotation, if we're being honest, even with the ST additions. The dilemma this gives me now is: I can use a dps brake to make my other attacks hit harder, or I can just use my harder hitting attacks. I see that the set is being setup to succeed better in pylon tests or possibly reichsman/tougher AV's, but little else. I agree that the -res would be felt more meaningfully on disembowel, and I would love if that power were sped up to be useable. Whirling Sword: I appreciate whirling sword doing a better job, considering lotus drops was just better, faster damage. In my opinion, controlling more territory is a reasonable trade-off for attack speed animation time on a pbaoe, so whirling sword being a slightly slower, slightly bigger aoe than lotus drops is fine with me. Headsplitter: I am now hitting targets behind me with headsplitter? That stretches credibility for a glance quite a bit, but I guess I'll take it. The glance mechanic is enjoyable, overall, when the cone isn't being weird. This power was always the (chipped) diamond in the rough of the set though, so giving it this function is welcome. Agree that glance is maybe not the term to use, and Cleave! would be clearer at a ...glance. While we're discussing that, Rending Slice! Might be better described simply by Rend! and then perhaps the feature could be considered more carefully for use across different powers. Disembowel is just pure dog water, as others have pointed out. Whatever changes being considered for this set ought to be considered here first before anything else. Slice's improvements would have found a welcome home here. Overall: I know it's not a sexy suggestion, but I would be fine if this set were a carbon copy clone of katana, albeit one-handed. Katana offers quick, swordsman-like attacks and decent DPA, albeit on a commonly resisted damage type. With that being off the table, any additional and new mechanics must be weighed against that at least hopeful position. So while some of the above is great, the atrocious dpa of attacks through the set is really what is holding it back, and stacking -res will never be a melee role priority (though is appreciated for compensating the prevalance of lethal resist in the game). Having a good single target with a bit of AoE in headsplitter is nice, and having a cone with a bit of single target in Slice is nice, and I appreciate that the set is getting something. What this set needs, more than anything, is to be brought towards parity with DPA numbers to comparable sets. Having high damage attacks with slow animation times is fine for mace and axe, these are chunky, forward heavy weapons. It makes sense for titan weapons. At the time the animations were made, one handed weapon animations were all the same. Broadsword could reasonably have its animation times sped up (as was done with hail of bullets, slash, et al) to better reflect the set as its users likely envision without having to touch its damage numbers. Absent that, it needs more damage to compensate these long animation times, because as it is, much of that damage will be thrown into the void with overkill even before you compare it power by power to other sets to see they just have higher dps with better damage types besides. I would prefer the set feel like I am swinging a sword and not a weighted piece of rebar in a room with an active MRI machine, and I don't think the set suffers for letting people have that fantasy just because katana or dual blades exist. IF the set is to be the chunky big brother to either of those two, it is still too chunky and not big enough. It need not be so.
  3. A tanker friend and I ran two back to back Khallisti bank heists at both high and mid difficulty. The BWI/PEACE keepers are challenging, which I believe was a goal (check for that). The power FX on many of the powers are quite cool, I like the blue energy effects and those are reminiscent of Resistance tech. That's about where the fun ended for me. I am not opposed to things being difficult for the sake of difficulty, but the things I disliked about them revolve around how the group feels to fight: There is a lot of "random powers go!" at play here, and and and... It feels like they're almost there, but thematically they are a mess. Something that could have unified them would have been the cool hex-grid energy shields/armor and a few interesting mob types, something like a 50 version of the Praetorian Police combo'd with the resistance and how those units had tech that brought their looks together while also making players wish we could have energy melee that looked that cool or guns that shot cool blue blaster bolts like that (fighting both those groups -feels- very cohesive). But the energy panels on the PEACE keepers armor feels quickly lost as each mob type more or less does its own thing, instead serving as visual justification to explain how they're also super hard to kill/high resistance, despite looking flimsier in their skinny tactical gear and fashionable hairdos as opposed to the chunky looks of comparably tough/high resist critters (Crey Tanks, Freakshow). @Cobalt Arachne some of your stuff is great but these could look neater, imo, and the powersets they deploy against the player feel like they're using a smattering of random powersets that anything cohesive. The other tech/gadget groups may not offer the challenge these do, but they feel fun to fight where the PEACE keepers do not. I know a lot of the looks of older CoX groups are dated by now and we have the means and tech here to add some cool new FX and make groups that challenge the modern incarnate, but these ones could desperately use a pass for something like verisimilitude. These guys will always be fanon, imo. But who knows, perhaps they will grow on the playerbase.
  4. I came in to start a thread like this and was pleased to see I'm not the only one. Hetween having it in my ingame power list along with temps/etc, and in my character info section, the option to revoke either at Luna or START in the same way as the START/p2w powers would be much loved since they were acquired randomly while badging for time capsules. Thanks for reading
  5. confirmed this is still around, found this myself
  6. Would it be possible to add Technician Naylor's portal in Nerva Archipelago to the Shadow Shard Travel network without breaking his quests or anything else that points there? Would be a nice touch, imo. Cheers
  7. Minor dialogue glitch? I'm not sure if the last patch did this, but when I'm slinking around blueside zones now on my Rogue, any blueside contact I talk to informs me with some variety of dialogue that I should go see Bobcat for new jobs. I tested this alongside @General Stratos and they kept getting told to go see The Pilgrim. In both our cases we were told to go see a single specific contact. Look, if Bobcat wants my number she can have it, but I'm used to seeing "I don't trust you, maybe if you were more like me" type dialogue from these opposing contacts, so I suspect something is being misread or swapped bizarrely when it comes to reading what jobs are current for your character or who the active contact ought to be. Haven't checked if the reverse is true for a Bluesider touring through the Isles as a vigilante. cheers
  8. with all the changes regarding drawn weapon sets and new weapon models from page 4, this issue persists. You can either be a dual pistol user with one invisible gun, or a tactical arrow user with an invisible bow.
  9. Pretty good photos describing the other cases. I don't disagree with EI D, and I figured the placement was mainly to line up with the hand position of the draw, but nevertheless. As pictured it defies gravity rather intensely and I'd rather suffer something looking weird for .7 seconds rather than the entire time it's on my back XD Thanks in any case. Edit: Looks like it got adjusted a bit in this pass! Gracias!
  10. Hey there, I've noticed some of the new sheathed weapons sit pretty high. Whatever the choice around this, some are more egregious than others. I wanted to point out the Broadsword sets Longsword specifically. It's very much an improved version of the legacy/vanilla "sharpened 2x4" broadsword, but compared to both the legacy broadsword, broadsword, and barbarian sword, it is sitting WAY high when sheathed. Apex appears to wear his much more naturally, so I've attached a screenshot showing this dissonance to make my point. It may be my preference, but where it sits on Apex feels much more natural.
  11. I also encountered this bug and it appears to be specific to if I have a sheathed arachnos mace on my back. I play a Bane Spider with two builds - the first build is entirely rifle powers and the second is entirely mace powers. I was hoping to use a sheathed mace on all my costumes, however, when using the rifle with the sheathed mace, part of the gunfire effect from burst/heavy burst is displaced above and behind the character's head. Removing the sheathed mace fixes the issue, but prevents using the cool feature on my mace build. My workaround to date has been to have the bottom row of costumes with sheathed maces and the top row without, but this halves the amount of costumes I can create which is less desireable. there are a number of 'displaced muzzleflash' bugs throughout various sets and the like, including buildswapping producing a muzzleflash bug on arachnos soldiers that causes the gunfire to be about 5 feet to the right of them (usually fixed on zoning), but this one appears to be very specific to the sheathed mace and persists.
  12. You're a peach. I knew it was something like this! tyvm
  13. Hey gang. I can't figure out what's causing this - note the contact dialogue window is scaled down SUPER SMOLL. It's annoyingly hard to click such small interaction text and reading it when it's that tiny is manageable but feels unnecessary. I should note that whatever caused this appeared somewhat out of the blue, and only on one character! It is persistent to the character. I have tried - messing with graphic resolutions, switching to/from window mode, switching UI scaling to auto/manual, scaling the UI up/down (this works, but the contact window is always half size, so if I were to make it as big as the rest of my UI, my UI would fill the screen at mammoth size), and loading chat and window settings from defaults. None of this has solved the issue. It feels like there is a secret 'Contact UI' option and that the scale for such an option magically was set to 50%. I'd love to correct this, since this character is a 50 and I play them semi frequently. My other characters do not have this problem. Let me know if you have any ideas.
  14. I realize that, this feels like you've arrived backwards to my rationale of the sonic arrow. I don't want a sonic arrow, or any power which mimics the effects of another one because it is currently performing poorly and needs a buff that stretches the bounds of what similar powers do. Previously you've extended my logic well past the bounds of my intentions by suggesting my proposals in matching Trick Arrow/Entangling to Traps/Web Grenade would produce WoW-clone like effects where each powerset across the AT is functionally identical, despite Traps and TA having great thematic distinction even with their common elements. That's not what I'm proposing, but this change does bring us closer to that outcome with regards to this power specifically, and you are citing the reasons why right here, as I did earlier... Entangling is now like a 66% effective Sonic Siphon coupled with an immob. It's not a problem, but you do have a problem with it... I think? I see no contradiction in my desire that Trick Arrow should retain its mechanical kinship with other device powersets, either with respect to Entangling arrow or Acid arrow...any more than someone arguing that Fire powersets should retain DoTs across AT's or sets, or that Ice powersets should retain slow or -rech effects, or any other number of mechanical similarities which introduce interesting gameplay effects while reinforcing their thematic elements. I did not imagine those similarities or conflate them with each other - they are literally in the descriptions of powers and sets unified under a common theme. Fire. Ice. Psychic/Mental sets. Entangling arrows and web nades which hold people in place or acid arrows/mortars which sizzle through armor, Etc. The presence of those mechanics present in lesser or greater degrees is self evident. We also don't need to extend the logic I'm applying here to the point of absurdity, I'm not for homogenizing sets, and that if anything adding a nice chonky -res debuff into entangling is a move towards making it more like 'other' support sets. As you point out in your very next point, Trick Arrow and Traps are plenty distinct even with their commonalities... Correct, I don't want to go down this road and I agree with you that this is a desirable goal. This is not the position I'm taking. I just want off the ride. Bullets evidently can -resistance... but seems that effect only applies when your character does some cool twirl and then uh... forces the bullets out of the gun faster by punching forward 😛 Look, I take your points on theme being flexible, Nemesis Plots, etc and I don't think I'm as dogmatic about this as you charge me with, and I take your point that -res is more common than my initial assessment, given that I tend to play mostly device-based characters (where it is present more rarely). But within that framework, -res still is rather valuable, since as an example only one power in the pistols powerset produces it. In many of the examples you've previously cited of the presence of -res, it tends to be present within perhaps one power of the set which specifically emphasizes it (eg. Rib Cracker. eg, Piercing Bullets, eg. Rend Armor) as some kind of heavy or armor piercing attack, or else it presents more generally, as a global rider with sets that have this (sonic). Hence my opinion that it is considered to be a 'valuable' secondary effect, which I think people would agree with given its direct outcome on damage output. If Assault Rifle were to be considered for a buff, putting a comparable amount of -res into sniper rifle probably makes sense, thematically. Why this effect isn't in place already you allude to - the game has been shipped, sold, cancelled, and frankensteined back to life by hard working volunteers. To break this kick circle, and since you opened the can...is there an example of a frag grenade which doesn't cause knockback? I appreciate this offering, as someone I play with frequently has a psychic/telekinetic character that emphasizes telekinesis moreso than mental telepathy, so they play a Grav/Psionic dominator with the gravity powers flavored as manifestations of telekinetic force and recolour the effects to more closely match the general oscillating pink waves of the psi powers. But I am not quite talking about that, I think. I've attempted to demonstrate a pretty simple objection on the basis of internal consistency within the framework of similar powers, and in the process you have illustrated how power effects differ widely across sets and ATs when that's not exactly what I meant. I think that I have suggested there is room for improvement on this page 1 offering, nothing more. I certainly don't want to have my position twisted to the point that my understanding of the powers is imperfect beyond grasping, or that I've imagined the frameworks which these powers are clearly situated in, or that failing to use what's being offered is somehow a failing of my imagination. We can sidestep all that and I appreciate that you've tried to be fair along the way even as we veer into these territories. To be honest, I suspect that this entire exchange (while enlightening) has been something of a distraction for this thread and the work being done here. Moving a -res effect away from acid arrow and creating a new one in entangling is (imo) the wrong choice if consolidating powers is one of the principal goals. It's not the wrong choice if improving performance is the sole goal. There's a tension there. That the change produces an idiosyncratic effect with respect to other device-themed immobilizes can be overlooked as many have suggested, but like removing a nonfunctional -end effect in disrupting, would be pretty cool if it could be corrected (ie, that if the two net powers we have in the game end up resembling each other mechanically in some form at least, even as pale shadows beyond the AT divide). Personally, I would sincerely miss sizzling dudes with my armor-eating acid arrow (as I have already created the sort of 'personal storytelling' that this effect fits into, as you suggest), but I'll learn to live with it if that's the way the wheel is pulled, even as people tell me how much I'll love the new one. Probably they're right. ❤️
  15. Yes, I misspoke and mentioned Defenders specifically when I meant to refer to Trick Arrow users generally. You make your points well, but I stand by my position. There are themes within sets and there are themes across sets of related powers. Commonalities between device based powers is one such theme. The beta changes run counter to those themes, and it need not be so. Thanks for your responses
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