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Booper

City Council
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Posts posted by Booper

  1. 3 minutes ago, Legion of One said:


    I guess that means the closed testing began in Nov?  

    No, we were preparing for open beta when we thought there was a window for it in November. But plans changed, December hiatus happened, and I think a couple other things happened that caused us to go to open beta in January, instead.

     

    Either way, youll notice a lot of our Patch Notes posts are started days before the actual Patch Notes gets released. Nothing interesting about it, we just don't like doing everything at the last minute. 

    • Thumbs Up 2
  2. 1 hour ago, Neogumbercules said:

    Yes I could do the whole powerexec location whatever thing but I don't like doing that because those power macros don't show cooldown status on the tray, which I need.

    Thank you for the feedback. In regards to the quoted section, when you play are you using your mouse to select powers, or your keyboard? Personally, I use my keyboard (numpad, specifically), and I set up binds that executes a location AoE on my target. The power still goes on cooldown like normal and shows the countdown.

     

    Just a suggestion if it works for you, but I understand if that change is too drastic. It would be nice if macros could be hooked into the power, and the cooldown shows for them. Maybe someday Six can cook up that kind of magic.

    • Like 2
  3. 17 hours ago, tricon said:

     

    The damage is listed in the power overview and it takes aoe dmg sets but it does no damage.

     

    Picked up the power after the mini patch of the latest build and testest in on a Corruptor with a full set of Trap of the Hunter IOs, the lethal proc works but the lvl 1/2 Hellions in Web and some incarnate mobs have not suffered any dot damage from the power.

     

     

    It appears the Defender/Corruptor version was missing the regular damage (it was scourging, though). Good find, fixed internally.

    • Thumbs Up 1
  4. 8 hours ago, csr said:

    Regarding Fate Sealed:

     

    I've been trying to figure out a build where this power is really worthwhile, but one of the issues I run into is that Dominate is not available until level 12, so I end up with one more ST non-mez attack than I want or need, or I have to take Fate Sealed early on when I have nothing much for it to buff.  You have only 1 mez power (Subdue) available before level 12.  Your mez powers come at 2 (Subdue), 12 (Dominate), 18 (Scramble Thoughts), 24 (Confuse), 26 (Total Domination), 28 (Aura of Confusion) and 30 (Psychic Wail).  So taking Fated Sealed early in the build isn't very helpful.

     

    It would be nice if you had a mez power you could take at level 1 in a Fortunata build.  It would also be helpful to have an AoE mez available at the level 24 respec.

     

    The simplest reorder I could think of was to move Dominate to level 1, Total Domination to level 12 and Fate Sealed to level 26.  Remembering, of course, that you can't actually get Dominate or Total Domination before level 24 anyway, so that it's mostly a build order change, not a leveling power choice change.  The only difference there is making Total Domination available at 24 instead of 26 and swapping Fate Sealed the other direction.  It would affect Exemp play a bit when you go down below level 21.

     

    Fate Sealed just continues to underwhelm.

     

    You can't actually take Fate Sealed at level 1, it'll become available at level 1 after respec, but you'll still have an assortment of powers you'd be taking along with it. Unless you really want the mez resistance, you can get away with taking it later depending on what your exemplaring play-style dictates.

  5. 2 minutes ago, Lockely said:

     

    I wonder if it would help everyone testing these (and future) new sets if the devs behind them put their intentions for the set into the testing prompts at the top post. 

    I know that's significantly helped with FFXIV's balance patches, as they explain in a few short sentences the reasoning behind specific buffs, debuffs, and reworks so the players can better view it through the lens they're intending us to view it through. 

    Not a bad suggestion, and we may consider that in the future. However, we do prefer keeping it a blank canvas so that we don't bias the feedback reporting. It helps us find concerns we may have overlooked, and allows us to consider alternatives or solutions to those concerns. In the mean time, please keep testing the latest build and report any bugs you find/suspect in the Beta Bug Reporting Forums, and keep reporting any test results/findings in this Focused Feedback channel.

    • Thanks 2
  6. 10 minutes ago, balor said:

    When should the taunt be triggering and does it trigger more than once?

    The taunt is a click power, that ideally will trigger immediately when the pet is summoned, but it may take a few moments to activate. I may tweak it into an auto power that applies the taunt periodically. Hopefully it keeps the attention of the baddies a bit longer 

    • Thumbs Up 1
  7. 6 minutes ago, balor said:

    You are correct I shared at a +4.  But I'm attaching the data from a +0 with AIM active down below

    I am mostly wanting to focus on your feedback about the taunt and stun durations. Can you tell me if you saw the taunt not working prior to the explosion? Or did the taunt stop after the explosion?

     

    As for the Stun, how long exactly did it last, and did it end before or after the bomb vanished?

     

    There is a chance the power is not working as designed, and if that's the case, I'd like to know what potential root causes there could be. But there's also a chance it was merely purple patch that caused the durations to be far shorter than you hoped, especially if you hadn't enhanced them. Might be worth retesting with Stun IOs in the power. If it does not extend the Stun duration, then we know something is wrong, and I might know where to look.

  8. 3 hours ago, balor said:

    adding my numbers from my combat log for +4 x8

    After reading your feedback, I see now you were testing against +4s. Did you factor in the purple patch when it comes tonthe performance of the power?

     

    I was unable to open your build from my phone, but I was curious on how you slotted the power.

     

    Also, was this testing with Build 3? I believe it was in build 2 or 3 that we increased the base accuracy to help with hitting higher level foes. I take it from the feedback that you did in fact hit quite a bit of the targets.

    • Thumbs Up 1
  9. Yeah, I believe this is a UI bug. The damage and knockdown are now tied to a shared effect group. That effect group has an 8% chance of triggering (checks 5 times per second), however the UI seems to only look at the chance of the damage effect itself, and does not include the effect group chance. So you're getting 151 successful ticks when typically you'll get around 12.

  10. 13 hours ago, SwitchFade said:

    Ok so, now that the stalker hide proc has been flagged not interruptable by damage for 3 seconds....

     

    What was the point of even making the change to it in the first place?

    We didn't change that, that has been there from the start.

     

    What did change is we implemented a fix to the Cancel on Damage event. Before, it was unreliably canceling. Under the hood, there was an engine bug that prevents the cancel from working most of the time. It would depend on the ordering within the combat tick, so damage could cancel but seemingly random. Recent testing that was requested by Player-1 shows that on Live you would see the Stalker ATO proc get canceled 14% of the time, which for what it's worth is what similar tests showed for Beta.

     

    Regardless, we have added a small buff to the Stalker ATO and Placate powers by giving them a small window where they will not cancel via damage. So instead of having an 86% success rate, you'll now have a 100% success rate within those windows.

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  11. 1 minute ago, Arcadio said:

    I'm not sure how much this has been mentioned this thread but I severely don't like smoke canister's interaction with domination. Dominators have no lines of defense outside of control. The strength of the control should not be random ever. Dominators are over cautiously balanced IMO.

    Can you clarify, is that comment based on the recent changes in Build 3 or from prior testing? There was a fix in this build to Domination, so I want to know where the problem lies.

  12. 38 minutes ago, Dispari said:

    So you're going to add floating text for a status effect to sets like Water Blast that don't even use said status effect and have no context for, so a different person on the team can know they're going to get an effect they probably don't even know about unless they carefully read the power description since they otherwise have no way to generate or use it?

     

    ...Okay.

    I never said how we were going to fix it. The point that was raised was how would players be notified if a target is wet or not. That needs to be discussed internally.

  13. 12 minutes ago, Lockely said:

     

    I feel like you need an actual status condition added to the flying combat text called Wet for this natural 'discovery' to work. Players aren't going to see this happening organically, they're just going to be confused as to what that note in the power description means.

     

    I don't hate the idea of the bonus itself, in fact I really love cross-class powers comboing off each other, those are neat interactions, but this implementation leaves a lot to be desired.

    Great point, I will pass that along.

    • Like 1
  14. 10 minutes ago, Dispari said:

    Also is this the only set that triggers an effect based on a condition that the set itself cannot create?

    Oil Slick Arrow

     

    As for a list in the patch notes, that will be provided when it goes Live. For now, we want to test the natural discovery of the mechanic. Most players don't read patch notes, so we want to look at how this mechanic will player with the greater audience. Obviously, we can't get that from beta testers with the answers already provided. Regardless, this bonus effect is just that, a bonus. It is a thematic bonus, where if you are wet and you touch something extremely cold, you will get stuck (folks who have seen Dumb and Dumber or a Christmas Story will be familiar with the scene where the person licks a frozen metal pole).

     

    It's there for flavor, it's a minor buff if you can thematically match it with a set that provides "Wet" to a target, but it's minor enough that it does not invalidate the use of other sets with Arsenal Control.

     

    1 hour ago, Rand0lk said:

    Found another power that enables the "wet" condition: Water Spout from Leviathan Mastery,

    Great work Rand0lk!

    • Confused 1
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