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macskull

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Everything posted by macskull

  1. 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).
  2. 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.
  3. You've said this a few times in here yet have provided zero evidence to support the claim.
  4. 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.
  5. 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.
  6. I mean... gestures broadly at Tankers
  7. +1 to the OP. Zero reason base buffs shouldn't be stackable when P2W buffs already are.
  8. Gauntlet, technically. Other than that, no.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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?
  19. Inb4 name gets generic’d for copying an ingame character >.>
  20. Unfortunately Zar is no longer with us. 😔
  21. Well, looks like I found my new frontrunner for today's "bad ideas as answers to nonexistent problems" thread.
  22. For me, BS's arc is fast enough that I don't see it as a drag, and I get a few merits for my trouble. Of course, I almost never go with patron pools anymore, so that may have something to do with it.
  23. I brought this up during beta testing when I got got by a waypoint. Coming from outside the base, any waypoint inside the base appears to simply point at a random spot below the ground, and vice versa for waypoints outside the base while you're in the base. Yes, I understand it's a side effect of the base actually being connected to the rest of the map now, but if it's throwing off people who've been playing the game and doing the content for a long time, it's probably even more confusing to those who haven't. Waypoints seemingly directing you to nonexistent locations is bad UX. It's annoying on other maps (especially Skyway) where the mission door is in a tunnel or something, but it's especially annoying in RWZ because the way waypoints are used to navigate that zone has fundamentally changed.
  24. The reason this isn't going to be enabled on Homecoming has less to do with functionality and more to do with the sheer database size. There might be an API-connected alternative one day, but the current version of CIT is way too resource-heavy to run on HC.
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