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Posts posted by Booper
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The sleep Grenade bug should be fixed internally. As expected, there were remnants of when the power was foe-targeted causing the issue (location AoEs should have affected target be the caster, it was still set to foe). The disappearing act should not be seen in the next build, but if it is, let us know.
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1 hour ago, ShinMagmus said:
If I understand this game's spaghetti code power execution like I think I do, then they just need to add an autohit flag to the "carrier" power that plants Sleep Grenade's psuedopets onto the ground. For a lot of patch (psuedopet) powers, if you check City of Data, the power that comes up first is just a carrier. It creates an entity and that entity has to be clicked on and looked at independently to see all the real power effects. Hopefully the devs making sure all of the carriers are flagged as autohit is a simple fix.
This is a good guess, and is the first thing I'd check. But I think the issue is something else. Should be a simple fix once we get a look at the details. In the meantime, maybe test blaster glue arrow and see if you see a similar bug. Glue arrow may not be a great example as the pet is autohit, but I'm blanking on foe targeted pseudopets that create a patch that isn't auto-hit. If you can think of one, do try it.
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32 minutes ago, brass_eagle said:
Edit: Sidenote--don't get me wrong. I'm required to have spreadsheet-design perfection in my day-to-day. 😄
Nothing wrong with spreadsheets. It's data aggregation, and making sense of all the numbers. Too often it gets misconstrued as a calculator where you throw in inputs and get an output. It can be used for that, but it's a far cry from everything you can use spreadsheets for. Without spreadsheets, you're just working off memory, and that's typically faulty.
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10 minutes ago, Psyonico said:
just tried slotting Synapse's Shock again on both my controller and my defender with no luck, all slots are grayed out and won't accept the IOs.
edit: I can't even slot a common End Mod IO in the power.
Thank you. This is a known issue, a previous fix attempt was missed in the merge request, but it is fixed internally and will be in the next build (probably Saturday).
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58 minutes ago, brass_eagle said:
this will probably be the only major pass at Epic pools
Incorrect. This is a multi-page effort. There are a number of sets planned for future release. Some were held back for technical issues (a bummer, because we really would've liked it in this page for what will someday be for obvious reasons), while others just needed further development.
Edit: I don't mean to reply to only a portion of your post to correct you. I will love to expand on my response to address many of your concerns that are valid. I will have to do so later when I have the time to type out my thoughts with better clarity. Right now, I would be rushing it, and I believe it would not be as helpful to you or the community.
In short, this is phase 1. There are more phases to come. I'll explain more later.
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Spoiler, it wasn't fixed...but now should be fixed internally? We'll see with next build.
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I believe you mentioned in the Focused Feedback thread that you're still seeing this in RC2. @Captain Powerhouse, can you follow up on this?
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Can you check to see if this is still an issue in RC2?
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Known issue, there is no fix. A new attribute was added beneath the hood, but it has no player-facing impacts at this time...with the exception of causing some monitored attributes to shift by 1 index. I'm sorry for the inconvenience, but you'll have to fix your monitored attributes after this goes live.
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I saw Dominators had it, but the others didn't. Fixed internally, will be in next build.
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Should be fixed in RC2, but if you see it still happening, let us know.
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Is this on Brainstorm? Are you seeing the same thing on Live?
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47 minutes ago, stryve said:
I completely missed that patch note, and was going off experience with previous builds. This did inspire me to do some more dedicated testing of Sleep Grenade, and I'm afraid I have to report that it is currently suppressing KD and damage for Liquid Nitrogen.
Can you confirm if your videos are tests from Release Candidate 1, or from Release Candidate 2 that went out about an hour ago?
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That's how the power works. Superior Invisibility is the same way.
Typically, as you noted, attacking or being hit by a foe will make you visible. However these powers do not use that rule.
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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.
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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.
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9 hours ago, Legion of One said:
Why do The Currator’s posts always get the Nov 22, 2023 date stamp? It’s damn confusing 😵💫
They don't. All the posts you see were drafted on that date in preparation for Open Beta, and they were edited over time. When Open Beta dropped, those posts were made public.
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On 2/8/2024 at 10:57 PM, Snarky said:
Well,…any ideas, prognostications, wild speculation, or haphazard statements on when we will see 27/7 drop from Beta to Live?
July 27th
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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.
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51 minutes ago, balor said:
When the taunt is fixed, I will test it more mid-combat.
The taunt was turned into an auto in build 4, refreshing every 1s. Are you seeing anything odd with the taunt between when the OM is summoned and when it is detonated?
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3 hours ago, Chris24601 said:
Static Discharge going from 12s to 24s and 14.82 to 27.3 End for a measly .91 to .958 damage increase.
That end cost would clearly be a bug. Please report it in the Beta Bug Reports forum.
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All great feedback. Moving this out of the focused feedback, as it is more of a global testing discussion. Feel free to continue here with the suggestions and ideas you have on ways to improve the testing feedback methodology.
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Storm Blast Showing pseudo-pets and redirects
in [Open Beta] Bug Reports
Posted
Pinging for follow up. Is this still seen on beta, and is it also seen on Live?