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pwntoon

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  1. If Fold Space becomes a standard part of peoples' builds, then naturally Ultimate inspirations will become a highly sought after item. It's the only way to make the power viable at end game. And at lower levels (read: anything below 50+1), the power is Brawl tier, particularly if you're sidekicked up. Anything at +1 difficulty, you start seeing bosses at +2/3 your level. If you run a +4 ITF, for example, as a 49, you'll auto-miss the lieuts too lol.
  2. It's likely a combination of a line-of-sight problem, and a teleport magnitude problem. You can't get bosses more than +2 your level. There's a year old petition to change it at here. Jimmy talks about it a little in the teleport feedback thread here. Now that Fold Space is live, players are going to run into this problem and chock it up to opponents being out of range or missing, but really the foe teleport simply can't work on higher level opponents.
  3. Since most of the chatter seems to be around unintended effects of raising the Teleport magnitude, I decided to roll a toon on Thunderspy, since they've changed Wormhole to have a magnitude 10 teleport. They've actually re-worked Gravity Control in a lot of ways which are great, but I digress. I can at least say that wormhole does work on bosses more than +2 your level. In fact I could Teleport 54's while I was SK'd to 49. I need to pop a few yellows but it works 😉 It doesn't work on AVs It doesn't work on Objects such as Rikti Pylons or Artillery Guns/Turrets like the ones in Striga, It doesn't work on Giant Monsters or Monsters Everything I notice is just anecdotal. I don't know if they've coded anything else special. If we could bump up the mag up on the QA server, I'd be down to test it on various things.
  4. So is there any dev chatter about Wormhole and Fold Space not working on bosses more than +2 your level? Beta 3 still doesn't have a fix for that.
  5. This has been mentioned a couple times but I'd like to throw my voice in for fixing the teleport magnitude mechanics as it relates to bosses more then +2 levels over the player's level. There's a long running thread in Feedback and Suggestions talking about how Wormhole is affected by this, and now with the introduction of Fold Space, this power is also affected by it. Fold Space and Wormhole are arguably not viable powers if they can't be used to teleport bosses more than 2 over your level. Particularly at lower levels this is very painful, because if the team lead is one level higher than you, teams running at +2 will break foe teleport powers. But even at end game content, plenty of teams run at +4, and it's nearly impossible to use Fold Space or Wormhole on normal groups.
  6. When I first read the patch notes recently, I thought Fold Space was the Group Recall power from the live days. I now see that it's a group foe teleport. Really neat power! I tried it out on the Beta and notice it, too, cannot move bosses more than +2 my level. Maybe there is enough interest to fix both of these powers' teleport mechanics before Fold Space goes live?
  7. @Vanden that's really encouraging to hear. If the team needs any help testing, I'm absolutely on board. @Solarverse if you start a suggestion/thread about Dimension Shift, I'll absolutely participate. I never take that power and would love to see it tweaked. At least one other private server has changed the way that power works and it looks much more exciting than its vanilla behavior
  8. Happy birthday wormhole petition thread. You're a whole year older
  9. It's been a month since the last post. Any interest in fixing this? Just for funzies, here's some footage of me trying literally everything I can think of to get the teleport to proc. Teleport is like it's own little category of resistance so nothing you try can enhance it. I've got: Domination (+Mez) Vanguard Medal (+Mez) Alpha Slotted (+1 level shift) Melt Armor (-11.25%% resistance to all damage for 40.00s on target, Defense debuff) Clarion Radial Epiphany (+Secondary effect boost) Power Up (Boosts the damage and secondary effects of your powers) Control Core Embodiment (75% Chance for +1 Mag to "Controls") Power Analyzer (simply verifies the Boss's TP resistance at "0%". It's unclear to me what that means in practice.) The power hits (see combat log). Replay 2020-05-26 01-46-32_Trim.webm
  10. All Wormhole targets gain 10000.00% resistance to teleport after the initial hit, so it doesn't seem possible. I have tried double wormhole-ing targets with a second grav toon but the targets gain the temporary TP res and don't move lol.
  11. Agreed, I'd love to hear some dev or GM commentary.
  12. Yes, incarnate shifts that apply during incarnate trials like BAF, Lamda, etc shift your level (up to 3 levels), and you can therefore TP lvl 55 bosses. However, some trials have mobs which are also level shifted, so it's on a case by case basis which trials you'll be within +2 levels of the mobs.
  13. This happens if the team runs the LGTF below the +2 level difficulty. Hami spawns as an Elite Boss, so Wormhole can work on it if it's within the level requirement and an accuracy check passes. Just to clarify: it's only a level disparity check. The video I posted (https://forums.homecomingservers.com/uploads/monthly_2019_09/585267662_UltimateInspirationWorks.webm.3eb16ed82f19248b322ab178ec0368b2.webm) demonstrates this. At 30 seconds in I use an Ultimate Inspiration and successfully TP the boss. Those Ultimate inspirations are Super Inspiration rewards for incarnate trials. They can also be acquired on the ah, or you can trade Incarnate Threads for them in ouro. I typically carry a few around with me to work around this annoying mechanic, but it's really expensive to use them for every lvl 54 mob I come across, in MSRs, ITFs, Tin, Apex, Mission teams, etc.
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