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Booper

City Council
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Everything posted by Booper

  1. Can you post this in the Beta Bug Reports section? Can look into it later tonight, and I don't want this to get lost in the thread
  2. I'll see if I can play with it some more to find that feel. The challenge is getting a repel that moves in a spiral around the center. As you probably know, we can do a vector repel, but the duration set for the repel will have the foe move along that initial line, not rotate around. I had played with an idea of using short duration repels with a high update rate from the pseudopet, which allowed for the movement to somewhat travel in a circular direction, however it was very choppy and didn't pass our quality of standards. That's where I had to settle for the vectored knock. I set it to an angle that had the foe get knocked toward the center and also perpindicular to the center. I believe it's set to 60 degrees yaw, but I'd have to confirm that number later. I'm open to revisiting the repel, but it would have to look right while staying thematic. There would have to be a rotational (spiral-like) component and it would need to not look cheap. Again, I'll think of some ideas. Maybe I'll have a eureka moment after having stepped away from the initial attempts for so long. If folks have their own ideas, feel free to pitch the mechanics they think might work for the inward-spiraling look. In the mean time, I could use more testing feedback on the playability of the set after last round of changes. Storm Cell in particular. Now has a 60s cooldown and the perception was reduced in hopes of less chasing after wrong enemies.
  3. My guess is they slotted Storm Cell with 53% accuracy. 1.1 x 1.53 = 1.683
  4. Pulling in isn't on theme. I looked into it long ago when I was curious on an inverse-repel effect, but hurricanes don't suck things into its vortex. There is upward lifting winds, but objects would be blown up and out, sorta like what the vectored knock is currently doing. I did stretch the realism a bit by having the knock go somewhat inward while also knocking to the side, which was done to be somewhat more player friendly. Instead of being thrown out of the hurricane, it will typically knock foes around the hurricane. Unless, of course, you enhance the KB and foes will cross over and out of its radius of effect
  5. When you pull up the help info I am pretty sure you're seeing the Slow Snipe details, which should be 20% end drain. Quick Snipe does 10%.
  6. ATOs are classified as Damage, so any power taking damage boosts will accept its enhancements. Edit: I'm gonna "well, actually" myself. Dominator and Controller ATOs are classified as Mezz, not Damage. But under the context of Storm Blast, all relevant ATOs are treated as damage.
  7. I am not following. Are you wanting the power to not be able to enhance itself using SOs, Hamis, and Alpha incarnates? I was simply clarifying what the full slotting options are. As for the design, the game has always worked that way. I will be reviewing the options to address the matter.l, though.
  8. Sadly, that is a limitation of the display UI. We only added info about the granted powers so folks can see what they do, but you're right the slotting is falsifying the information. We may have to remove that info from displaying.
  9. You can still slot non-sets to enhance all (SO, Hami, Basic IO) and alpha incarnates.
  10. Circling back on this. The bug I thought you were reporting wasn't what I thought it was. I overlooked the fact you were referencing the Wind Speed proc, not the Lightning Aura proc. The reason why Positron Blast is not enhancing the accuracy is because Positron is classified as a damage boost, and windspeed does not accept damage boosts. This is the same behavior seen with MM pets. So it's not a bug, but I will look more into it.
  11. Update, I think we have a fix identified and it will be in next build. Thank you @Frosticus for bringing up a very significant bug. Set IOs in Storm Cell and Category Five were doing nothing for the granted lighting/wind speed powers. In my opinion, I believe that would cause a significant impact to the DPS performance.
  12. Are you seeing damage being enhanced? I see the bug you mentioned. Here's what's odd...if I slot SOs, the accuracy gets enhanced in the proc lightning. But Set IOs, no. I'm digging as we speak, but I don't have a root cause determined.
  13. I will have to go in game to look myself, but can you expand on this bug report (how did you verify)? And also, can you make a Beta Bug Report. It's difficult to keep track of bug reports that are only mentioned in feedback threads. As for intended behavior, slotting Accuracy into Storm Cell is supposed to give that accuracy to Wind Speed and Storm Cell's Lightning Aura. Are you verifying that slotting Storm Cell with accuracy is not improving the chance to hit of the proc'd lighting/wind speed?
  14. Not quite, the procs are triggered using Activation Effect Groups, which means you can still generate a proc even if you miss with your attack.
  15. If you come up with a good idea in that thread, we'll see it. But I will not be able to give you a guarantee that those ideas will get implemented. Right now, we need testing done on the changes currently on Brainstorm. And I need this channel to view that feedback. If you wish to test the current implementation and provide feedback on how it performs, please post it here.
  16. As I said yesterday, feedback on Aim is off-topic at this point. If you wish to have that conversation, please do so in the thread created here. Going forward, feedback needs to be on what is currently on test. I hope I don't have to say this again. If you need a refresher on the focused feedback guidelines, you can read them here.
  17. How far ahead, exactly? And what AT were you? Edit: Ok, I suspect I know what happened. It copied the AT modifiers so its perception is 500' instead of the typical 50'. I'll look into that tonight. We'll probably want to reduce it so the storm only follows foes inside its radius.
  18. https://forums.homecomingservers.com/topic/42227-focused-feedback-storm-blast/?do=findComment&comment=548234
  19. Are you thinking of the recent animation change for Chain Lightning? That used to do a ball toss. I am not aware of a change happening to Cloudburst's animation. If it had happened, it would have been unlikely to revert back.
  20. Just to clarify, the same target can only be hit every 5s. You can certainly proc more often than that to hit other targets.
  21. Everyone, Aim is not coming back. If you wish to discuss the matter, do so outside of the focused feedback thread (https://forums.homecomingservers.com/forum/57-homecoming-beta/ exists for that purpose). This thread is specifically to provide feedback for the changes that exist on beta and this on-going discussion is drowning out other player's feedback. If you want to discuss the increased damage or the reduced cooldown for stun, great. If you want to discuss the numerous other buffs to AR, great. But the Aim discussion needs to move elsewhere.
  22. Storm Cell is auto-hit with its debuff. Category 5 is two pseudopets, the ramped up one has a base accuracy of 1.3x, however the starter is only set to 1.0x so that can be buffed.
  23. First, I would like to remind everyone that providing "feedback" to others' feedback is not appropriate. Let everyone provide their ideas, results, concerns, etc without having to devolve into a bunch of arguing and misinformation spreading. The set does not come to Brainstorm ready to go. We don't do business that way. We are always looking at the feedback and trying to find ways to improve on the set that keeps balance in a good spot. This is a good place to get fresh eyes on a subject in hopes of identifying concerns that were overlooked during the internal development phase and closed beta phase. For example, a few days ago I pitched an idea to address a concern that I felt had a lot of merit. A 90s cooldown on Storm Cell may be too harsh on a low level character (where enhancement slots and other sources of recharge buffs are very limited). The overwhelming response was a 40s fixed cooldown was not desirable, so I didn't pursue that option. But that is still an example where we are listening to the feedback from both test servers and trying to find solutions to problems that we agree need to be addressed. That being said, the set is close to a release candidate, but there will still be tweaks that need testing so take this down-time to recharge the batteries and get ready for the next set of changes.
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