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Posts posted by macskull
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People will point to Rad and Bio as examples for why DA and Fire can be offense-oriented and not have any real holes, but I feel like that argument is counterproductive because I'm sure those two sets are on the "no fun allowed" short list. Instead, let's compare them against another offense-oriented set that has no real holes and was turned into a top-tier set by the HC powers devs - Stone Armor. Any argument for not giving Dark and Fire actual KB protection went right out the window with the Stone Armor overhaul.
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2 hours ago, DougGraves said:
Please show what facts and logic have shown that there is a massive proc nerf around the corner. Or discussion of a massive proc nerf around the corner - besides this thread.
And please explain what facts and logic have shown that procs are not a problem.
This thread is simply a collection of hysteria, strawmen, and ad hominem attacks.
The lead powers dev has literally said on multiple occasions that it’s going to happen. I don’t know what more evidence is needed. At this point it’s a question of when and how, not if.
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4 minutes ago, arcane said:
“Power creep hasn’t completely ruined the game yet so more power creep must be good” is what I’m reading.
Hey, if you wanna go back to Issue 0 or something, don’t let me stop you. I hear there’s a team working on a version of the game based off how it was at launch, which sounds like it might be more up your alley.
There are plenty of good things to rail against if you’re opposed to power creep, but, uhh… this ain’t it, chief.
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9 hours ago, Clave Dark 5 said:
That is inherently ridiculous, because asking for anything to extended by five times without some major rework or rebalancing is ridiculous and clearly not gonna fly.
Some other examples of much more impactful QoL buffs that have happened without needing “major rework or rebalancing:”
- MM pets persisting between zones
- MM pet upgrades becoming AoE
- Massive reduction in recharge time of MM pet summon powers
- Making almost every quick-recharge single-target buff into a 255-target AoE
- Making the Fitness pool inherent
- Getting rid of crashes on nukes
- Assassin’s Focus
- Fast snipes
- Travel power level unlocks
- Primary and secondary power level unlocks
- Travel power speed buffs
- The very existence of the START vendors
- Giving everyone access to /ah
There are plenty of way more impactful QoL changes that have been introduced over the years and somehow the sky hasn’t fallen.
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47 minutes ago, UltraAlt said:
Meanwhile,
https://homecoming.wiki/wiki/Luck_of_the_Gambler:_Defense/Increased_Global_Recharge_Speed
https://homecoming.wiki/wiki/Panacea:_Chance_for_%2BHit_Points/Endurance
https://homecoming.wiki/wiki/Sudden_Acceleration:_Knockback_to_Knockdown
https://homecoming.wiki/wiki/Performance_Shifter:_Chance_for_%2BEndurance
https://homecoming.wiki/wiki/Power_Transfer:_Chance_to_Heal_Self
... and ... do I really need to go on?
Two of the things on that list aren’t even procs, the other three are common but could hardly be considered overpowered, and previous changes have demonstrated that if a particular non-damage proc is considered to have an unacceptably high level of performance then that proc is addressed on an individual basis (looking at you, Call of the Sandman).
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19 minutes ago, Lunar Ronin said:
FWIW, a bit of a history lesson on the development of PPM can be found here. As noted by @DreadShinobi in that thread twelve years ago (wow, do I feel old now), is that one of the major issues with PPM is that it kills the viability of the Agility and Spiritual Alpha abilities. There's also nothing in-game that makes this apparent.
One of the major issues with PPM as it is currently implemented, anyways. People think that PPM was an I24 thing, but PPM-based procs already existed in the live game from cash shop enhancements, and those just used base recharge. I24 changed this initially to "modified recharge" (which included both slotted and global recharge) until it was pointed out that including global recharge would result in undesirable performance changes while teamed with certain support sets. I don't think the current system is bad, it's just that the game has zero explanation of how the system actually works so you have to rely on outside calculators and spreadsheets to do the math. If the game explained it somewhere, I don't think it would be a big deal.
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1 hour ago, Clave Dark 5 said:
It's that the asked for buff is ridiculously OP.
You've said this a few times in here yet have provided zero evidence to support the claim.
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1 hour ago, DougGraves said:
I suppose when facts and logic are against you, I suppose ad hominen attacks are what you have to go with.
To date, there has been a complete lack of "facts and logic" presented to explain why procs are a problem. The best argument I've heard re: procs is that the current PPM system is confusing and counterintuitive, and I do agree with that, but that is a problem that can be solved without sweeping changes. The argument that procs are too powerful and need to be toned down in the interest of game balance? Nah.
P.S., calling a group of people unreasonable isn't an ad hominem attack, or really an attack at all.
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I suppose I'll throw my usual line in here: proc nerfs are a solution in search of a problem. Do I fully expect they're going to happen, and probably soon? Yeah. Is any reasonable player going to like them? No.
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9 hours ago, BRADICAL said:
Is Purple Patch-friendly -10% max HP really worth so much that it justifies that recharge/duration ratio with no other effects to make it better than a t1 power?
Not really. If you ignore Brine's recharge time it's a decent power at face value, but once you factor that in it's pretty... meh now. With the prior numbers you ended up with a power that was roughly equivalent to Degen's -maxhp (assuming Degen is at the stack limit), but now it's even less -maxhp than a single Degen stack. There's not really much reason for the first-ever -maxhp power in an actual support set to be worse than an Interface ability that any character can take, but I fear someone's going to read into this and decide that it's actually Degen that's too strong and not Brine that's too weak.
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8 hours ago, Luminara said:
Yes, provided that something is lost. There's no way in hell we'd be permitted to change a 10' radius AoE to 16' radius without paying for it in some way, at least in regard to offensive powers. The radius of every offensive power is an important factor in its balance.
I mean... gestures broadly at Tankers
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+1 to the OP. Zero reason base buffs shouldn't be stackable when P2W buffs already are.
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Gauntlet, technically. Other than that, no.
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1 hour ago, Ukase said:
Amazing! You captured pretty much how that entire effort felt - except for the hami part. That was fairly straightforward.
Yeahhhh... getting people on the right characters with the right builds is only half the battle. Player skill matters a whole lot more with determining whether a run goes smoothly and stacking the deck via team composition will only get you so far.
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11 minutes ago, AboveTheChemist said:
Are you referring to the Proc120 description on the Issue 18 HC wiki page as the one in error? I checked the few other Proc120 descriptions that I know of on the HC wiki and they are all correct. If you aren't referring to that page, can you please link the page you are referring to?
No, the description on the I18 page is correct, but the actual patch notes don't have the change listed. The wiki page I found to be incorrect is this one. I would've edited it myself but the database is still locked.
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Just now, Luminara said:
No, I'm just the dumbest dumb person who ever did anything dumb.
I forgot it was slotted in Combat Jumping, not Sprint, on that character.
May I please have some condiment for my crow?
If it makes you feel any better:
- The proc120 change is in the update description for Issue 18 but if you go to the actual patch notes for that date it isn't in there
- The HCwiki page for proc120s also describes the wrong behavior
- I thought you might be on to something when I kept seeing Kismet last after I detoggled Tactics but then I remembered I had it slotted in CJ
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4 minutes ago, Luminara said:
Nope.
Test it yourself, you'll have the same result. Thrust is borked.
So let's do this.
Celerity in Sprint, Sprint toggled on.
A few seconds after detoggling Sprint. No stealth.
Maybe it's something specific with Unbounded Leap? Let's try that instead.
Working as expected so far, let's try toggling it off.
Again, a few seconds after toggling Sprint off. No stealth.
Dunno what you're doing to get Unbounded Leap to keep giving you stealth but I'd love it if it worked that way. You might have found an unintentional bug, but the behavior you're experiencing isn't the expected behavior.
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2 hours ago, Luminara said:
No. I tested a Stealth IO, which uses the same 120s duration, and that lasted 120s after I turned the toggle off. That's how Proc120 IOs work. If they're in a toggle, the 120s duration is refreshed every time the power re-activates. Thrust is supposed to be a Proc120, but it's not 120ing.
Stealth IOs (indeed, any Proc120) in a toggle power only work while the toggle is active, so Thrust's behavior is WAI.
EDIT: Just verified ingame with both a stealth IO in Sprint and a Kismet +tohit in Combat Jumping. Both turn off when the respective toggle turns off, as expected. The behavior you're describing in your posts here is how these used to work, but proc120s haven't worked that way since they were changed to their current behavior in Issue 18.
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On 4/7/2024 at 2:19 PM, Ukase said:
I am not certain what circles you run in, but I don't think I've EVER seen a team with most having leadership toggles running. Certainly not a pug.
I could see a fairly cohesive SG that relays various build suggestions prior - but certainly not a pug.That's probably it then, I would rather gouge out my eyes with a rusty melon baller than run hard mode content with a PuG.
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FWIW Teleswap is handled through Lua so there's no way to prevent the teleport from happening (unless you have the Hamidon temp power on the last mission), but Clarion will at least mitigate the confuse. Granted, it's not super important there because odds are pretty good at least six people on your team are running Tactics. While Clarion may not be particularly useful for that scenario, I would consider it damn near mandatory for a 4* LGTF run. Between Rikti and Hamidon there's so much mez flying around that things can go sideways real quick.
On the flip side, the assault suits have a particular vulnerability to being teleported, which can be useful if you're quick with a TP Target to get them away from the group just before they're defeated.
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2 hours ago, Tenkay Volts said:
Shifting Tides - This ability on the other hand, would love to have an extended range on this to be basically unlimited. Currently if I anchor this ability on a pet, travelling through elevators etc on a mission map will drop the toggle. I think giving it zone-wide range when anchored to a friendly would make more sense here. Or maybe convert it away from a toggle and make it a click power instead, similar to something like Venomous Gas.
For what it's worth, every ally-targeted toggle power behaves the way you describe.
Re: Venomous Gas, I have to assume you're talking about the Mastermind version, since the version every other AT gets is a self-anchored toggle.
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9 minutes ago, Vanden said:
You wouldn't even get an attuned end cost or recharge IO to slot at early levels and then not have to worry about until 50?
No, because IO enhancement values below level 27 are pretty terrible. If I'm leveling something the old-fashioned way and not doing the "go straight to AE and do not leave until 50 and incarnates unlocked" route I'm using SOs until 27ish when I can slot level 30 IOs, unless it's a global or proc and then I'll slot it as soon as I can.
Is slotting attuned set enhancements at the level the set opens up probably cheaper than doing it that way? Yeah. Is it optimal? Nope.
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I would proceed to completely ignore a set with bonuses like that, especially in powers that are appealing now because they do things well with only one or two slots.
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4 hours ago, Saiyajinzoningen said:
tbh id rather see a generic io set for all those powers that accept nothing else
here are some examples
phase shift
Assault
Acrobatics
Burnout
Fold space
lightning reflexes
quickness
I'm sure there are other powers that don't accept set IO's but that is just off the top of my head
Slow already has more sets than To-hit buffs, threat, or fear.
Can we spread the love?
Some of the powers in your list don't accept enhancement sets because there's literally nothing to enhance. What enhancement types would Phase Shift, Assault, and Burnout even take?
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Does Dark Regeneration need a balance pass?
in Suggestions & Feedback
Posted
How has no one pointed out that Cloak of Fear also has 0.67x base accuracy and ends up with an out of the box 50% chance to hit an even-con enemy?