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Everything posted by macskull
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Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
But Force of Will does not get Combat Jumping (or anything even close to it) and it's that power alone that's keeping me from ever really considering Force of Will over Leaping. I realize I'm not everyone here which I why I think your suggestion about Acrobatics is a good direction to take things. -
Is there any way to make teams less boring?
macskull replied to RogueWolf's topic in General Discussion
There are plenty of ways to make the teaming experience more "difficult:" Run at higher difficulty Run with a smaller team size Fight harder enemies Make use of the TF/flashback challenge options Exemplar down so you don't get your level 50 set bonuses + incarnate powers All of these are options which currently exist in the game and can be utilized if you're feeling like things are too easy. -
General Feedback: Issue 27, Page 2
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
I think so, but as was said before I can't think of any powers off the top of my head that were only flagged as toxic with no other types or positions so it doesn't really change anything. -
General Feedback: Issue 27, Page 2
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
If I remember correctly toxic defense was actually introduced with I27P1 back in November but I may be mixing up testing cycles in my head. Either way, while toxic defense does now actually exist, there are no powers that explicitly give it. All of Mind Control's powers are flagged as only psionic and lack positional defense tags. -
Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Teleport pretty much just needs two endurance reduction enhancements to be a viable long-distance option as long as your build has a decent amount of recovery. Sure, you might have to detoggle some powers over very long distances, but it isn't as big a deal as it seems. Teleport is already significantly faster than any other travel power out of the box - those other travel powers require enhancements to reach their new higher caps (and with the exception of flight powers, to reach their previous ones) so it makes sense Teleport would require a bit of investment to be universally useful. -
Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Perhaps this could be part of a sweeping change to power text descriptions, but with very few exceptions this game's power text descriptions do not give any numbers at all. -
Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Yes, but in this case "enough recharge" is 300% global recharge because you can't slot any recharge into Takeoff itself. EDIT: More like 330% if you account for animation time. -
Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Would be reasonable as long as the maximum wasn't as high as Takeoff could get you - you'd end up with being faster than Mighty Leap most of the time with Mighty Leap being faster in short bursts - and it would incentivize people to take Acrobatics again. -
Focused Feedback: Power Changes (Release Candidates)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
The Rooted movement changes only apply while not running Granite, which seems to have been omitted from the patch notes. -
Focused Feedback: PvP Changes (Release Candidates)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
There were some very minor PvE damage scale tweaks which I'd chalk up to rounding changes and would result in a difference of only a few points of damage at level 50, so I did not include those in my list of changes when I went through the CoD files last month. Despite the initial patch note saying they'd done a PvE and PvP pass I was unable to find any significant PvE changes in either damage scale or crit rate except for Guarded Spin, which had a damage scale change of 0.2317 to 0.2417 for each DoT tick and 1.39 to 1.2085 for its crit. Here is what I found for PvP-specific changes though: -
General Feedback: Issue 27, Page 2
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
The only change that affects PvE is the internal recharge change - the power will still recharge in 24s but for proc chance calculations it will be 12s. -
Bees?
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Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
It's not a lot of range increase, so you won't see much benefit from it over short distances. Once you factor in range enhancements basically being more effective and the extra range making it faster over long distances 50ft is pretty generous. That's basically the difference between 91MPH and 106MPH, assuming no range slotting or bonuses. With ED-capped range slotting that changes to 142MPH and 166MPH. -
Focused Feedback: Power Changes (Release Candidates)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Ehh, I'm not really seeing why the movement slow resistance value needed to be lowered, especially since you don't get any of the extra movement bonuses at the same time as the movement slow resistance. It might be a bit more palatable if it were 40% resistance to all slows (recharge included). -
Focused Feedback: Power Changes (Release Candidates)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
So I'm finding an issue here. Defensive Adaptation's "before" value is listed as "65% speed strength" which implies it does what Efficient Adaptation is now doing, but in reality Defensive Adaptation provides 65% slow resistance (except to recharge). Is this patch note incorrect, or did the slow resistance actually get nerfed? -
Focused Feedback: Power Changes (Release Candidates)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
You won't need to do that anymore, but IIRC you'd still be able to just pop the breakfrees before activating Rest and you'd still get the immob protection. -
They're not saying Fly is overperforming, they're saying it's poor design that flight powers get little to no benefit from enhancements because the fly speed cap is so low. Builds which specifically took a flight power because it required no real investment to reach the cap (which is a really odd take but that's neither here nor there) will continue to have equal or greater speed than before without changing anything, or those builds can be tweaked to go faster than they can now at the expensive of power picks or slotting elsewhere. Teleport is, once again, the odd one of the bunch of travel powers because it doesn't have an explicit speed cap - you are only limited by your endurance and the amount of range bonus you can get (the +range cap is 400%, so Teleport's 350ft becomes 1400ft which equates to a theoretical maximum travel speed of about 425MPH). None of the travel or universal travel sets have more than three pieces, but their bonuses are actually pretty good for the number of slots required, especially the universal travel sets. Calling something a "dead slot" because it isn't directly enhancing the power it's slotted in is a little weird though since in many cases the benefit provided by the enhancement in that slot is more beneficial to the build as a whole than whatever the enhancement attribute would've been. I'd much rather have the slow resist or knockback protection than a bit of extra speed enhancement in my travel powers in most cases. You're... practically arguing against yourself earlier in this thread at this point. First you complained that teleportation was too fast compared to other travel powers, now you're saying it's useless over long distances because it costs too much endurance? I think you're starting to realize why it's okay for teleportation to be so fast, but you're not quite putting it together yet. For what it's worth, the only AT that gets movement bonuses from Bio Armor is Sentinel which has arguably the worst version of Bio Armor anyways. The (presumable) reasons Sentinels don't get an additional range boost to match their speed boost from Athletic Regulation are as follows: Sentinels already get a 33.3% range boost from Aim so you can use that to bump up your speed over longer distances It's not possible to give a range bonus which only applies to one power unless you make every other power ignore range bonuses so this would be a gamewide buff but you'd only have access to it if you chose one particular powerset on one particular archetype. EDIT: And I see Jimmy has already addressed pretty much every one of my points, this is what I get for getting distracted in the middle of a post.
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Focused Feedback: Travel Power Updates (Build 1)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
It should be abundantly clear by now they are not making a good-faith argument. The only thing they care about is their speed relative to the maximum possible speed regardless of what that speed actually is which is a completely nonsensical way to approach this. You were correct earlier when you said other players are correctly seeing these changes as a buff. -
Focused Feedback: Travel Power Updates (Build 1)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
This doesn't really check with the rest of your post, since Rage has a 120s duration and a 240s recharge and therefore needs no additional recharge short of what you'd already slot in the power. -
There should be a "screenshots" folder inside the game's install folder, which is wherever you told Island Rum to install it. Pretty sure the default is your Applications folder. If you're playing in fullscreen you can still use shift+cmd+3 to capture a screenshot using MacOS's built-in screenshot tool.
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If the team leader is okay with unilaterally changing difficulty/parameters without talking to the team beforehand, I'm also okay with unilaterally leaving the team. After the leader refused to dial the difficulty back down I probably would've just said "okay, bye" and took off.
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Focused Feedback: Travel Power Updates (Build 1)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Translocation doesn't have a built-in hover because you have to be running Mystic Flight to use it, and using that two-press macro means you'll drop out of the sky as soon as you teleport (sometimes this is desirable, sometimes it is not). A potential advantage of Translocation relative to Teleport was you didn't have to sit there and wait for 4 seconds before being able to move again, though the current set of changes sort of removes this restriction for Teleport. It's worth noting Translocation does not ignore bonuses such as range increase or endurance reduction, so any amount of those you have via IOs, buffs, or other powers will apply to Translocation even if it can't be directly enhanced. I think the point of the travel power overhaul happening here is there was little reason to use the "old" travel power pools when the newer origin pools were better in virtually every way, so it makes sense Teleport would still retain some advantages over Translocation. The end result is Mystic Flight isn't going to be as fast as Fly and Translocation isn't going to be as flexible as Teleport, but that's okay from a balance perspective because you get both types of travel with only one power pick. -
Focused Feedback: Travel Power Updates (Build 1)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Don't forget you also get Translocation, which allows you to travel as fast as ~106MPH (based on going 350ft every 2.244 seconds), faster if your build has any range bonus at all.