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Everything posted by macskull
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Not necessarily, sometimes I want that few percent of extra defense while in combat. Honestly of the two powers I'd argue Invisibility is probably the less useful, but at the very least it's a good place to mule defense set IOs (LotG, +res, scaling +res, KB protection) in builds that otherwise don't have access to them.
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TW is still in the top 3 for what it's worth.
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I don't know where you're getting your base numbers from. Here's a comparison of pre-I27 base numbers (left) with the current non-momentum numbers (right), both using Scrapper numbers. Defensive Sweep: 45.61/41.82 (91.69% of previous damage) Crushing Blow: 112.86/102.60 (90.91% of previous damage) Titan Sweep: 89.40/81.97 (91.69% of previous damage) Follow Through: 134.88 (plus 4*6.26 DoT for a total of 159.92)/122.62 (90.91% of previous damage excluding DoT, 76.68% of previous damage including DoT) Rend Armor: 200.95/182.68 (90.91% of previous damage) Whirling Smash: 71.95 (plus 4*6.26 DoT for a total of 96.99)/65.06 (90.42% of previous damage excluding DoT, 67.08% of previous damage including DoT) Arc of Destruction: 162.41/122.11 (75.19% of previous damage) The reason Arc of Destruction's non-momentum base damage is so much lower than the others is because its recharge time was lowered to 16s from 20s and as such got another damage reduction on top of the ~10% that had been taken off the top.
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This was changed a few updates back. Invisibility now lets you attack/be attacked but you lose all the defense bonus and stealth if this happens. Basically as of right now the options are this; Stealth gives you partial invisibility and a small defense bonus which remains even if you engage in combat Invisibility gives you full invisibility and a larger defense bonus which does goes away entirely if you engage in combat
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Rad melee single target animation times
macskull replied to Umagon 23's topic in Suggestions & Feedback
Even Devastating Blow's DPA is pretty competitive with other sets' single-target heavy hitters despite its long animation. -
Not only is it just five minutes, it's also affected by global recharge (which means it's sometimes more like half that) and if you use it to get to Talos it drops you on the hill right by the train, base portal, and Wentworths. You can also use Ouroboros to quick-travel to zones by starting an arc with a contact in a certain zone and then quitting the TF after teleporting to the contact (granted this only works when solo and not on a task force, but if you're on a team you should have enough people with base TP/mission TP powers where the cooldowns shouldn't be an issue).
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Recharge slows are specifically unaffected by enhancements and buffs because they'd be ridiculously OP otherwise, especially considering how few attacks NPCs have and how little slow resistance NPCs tend to have. It's worth pointing out of the six armor sets with damage auras half have secondary effects (Stone, Elec, Bio) and the other half don't (Fire, Ice, Dark) so it's not like there's a precedent one way or the other and with the possible exception of Bio the secondary effects of those damage auras don't necessarily bring a whole lot to the set.
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I can't find anything in old patch notes specifically about reducing the -rech, but it looks like -dam was added in Issue 5 and boosted to a higher value in Issue 6.
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Reduce Tough and Weave activation times
macskull replied to MsSmart's topic in Suggestions & Feedback
This is the same sort of argument as the Leadership toggles - until recently their activation time didn't match their animation time so even though the animation was done you were stuck unable to do anything for an extra bit of time. I think Tough and Field Medic are two of the biggest offenders still in the game. -
Can you point to any instances of this happening? I am digging through the open beta feedback threads and what I'm seeing is: Constructive criticism in the form of thought-out and well-reasoned posts being listened to and sometimes even getting changes made A few "I don't like this"-type posts, which aren't really constructive but are less disruptive than the category below A handful of posters making the same complaints, who when presented with solutions to their complaints just complained louder and clogged up feedback threads with pointless arguments You've brought this argument up in other places but it's simply not the reality of the situation. It's that third category of people who have ensured if something like /enterbasefrompasscode (i.e. a GM/dev-level command which players accidentally get access to) is discovered again it'll simply be shut down right away instead of being allowed to remain in place while a replacement is developed. Yes, the replacement system for /enterbasefrompasscode is not as convenient as having anytime/anywhere access to the command. It isn't supposed to be because the command was never supposed to be used like it was. Nevertheless, the replacement system is reasonably well-thought-out and accessible and requires at least a little bit of investment in exchange for essentially being able to skip most travel. It was continuously improved throughout the closed beta and open beta periods in response to player feedback and new tech was developed to make it work better. Now that it's live it's still being improved as evidenced by the most recent set of patch notes on the beta/staging servers. EDIT: For what it's worth, I was not happy about the change in its first few iterations but after a bit of playing around ingame it wasn't actually too bad and the improvements made to recharge/activation times and unlock requirements made it way better. Even on a brand-new level 1 character I can get LRT unlocked in less than five minutes. As of right now the only real complaint I have is I have to get used to a different way of doing things, which at the end of the day isn't all that big a deal.
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According to the version of City of Data from the internet archive Chilling Embrace was -32% rech even back on live. Whatever modifier is used to handle recharge (I thought it was melee_slow but that seems to not be it since Chilling Embrace also has -32% on Brutes even though their melee_slow value is lower) is identical between Scrappers and Tankers so it's not a primary vs secondary thing but rather an AT modifier table thing. It's also worth pointing out that the recharge floor is -75%, or 4x normal, so -32% is getting enemies almost halfway there.
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I've noticed that the Mutation: Devolution FX are looping about every 15-20 seconds while the power is active. To clarify, the looping that's happening is the initial FX (both audible and visual) when the power is triggered.
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The "obvious name" or "faceroll the keyboard" character names are typical for when I'm testing things on beta and sometimes even on live. I have zero emotional attachment to any of my characters so the name is pretty irrelevant. Usually I just try to make it amusing.
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The problem with Boost Range being a 240s base recharge is if I die early in its duration I'm unable to use it again until it's recharged, which seems a bit punishing for what is supposed to be one of the main selling points of the set.
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Both the purchasable and day job versions of the teleporters have been removed but existing characters with charges can still use them until the charges expire. If one wanted to add the powers to the travel popmenu they'd be able to but they're not included by default since they're essentially going away.
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The arena vendor (and the new vendors in the PvP zones) sell 10-minute Raptor Packs for 10k inf. Most temporary/P2W/day job powers have been disabled in PvP zones to help with some balance issues.
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In all fairness people should have learned by now to read the entire patch notes since some relevant things may be hidden in places you didn't expect.
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I think the biggest culprit for this one is the patch note was lumped in with the rest of the PvP patch notes, which makes sense considering it is a PvP change, but I'd wager most players who don't PvP simply skip over the PvP section of the patch notes.
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If I am running Invisibility and I get right up next to most NPCs they won't be able to see me. The same isn't true for Stealth. This is partly due to how the stealth and perception mechanics work in this game - it's not as simple as "no one can see me" or "everyone can see me."
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If the only thing you want is a rough recreation of the previous behavior of /enterbasefrompasscode, you only need to unlock one zone for LRT since you can use the command after activating the power. You only need to unlock multiple zones on every character if you want those zones to be on the destination list, but there's not really a need to do that. Activate the power, use your base macro, and go to the zone you want from your SG base. It takes all of about two minutes to unlock the Atlas Park exploration accolade on a character with travel powers. The only real difference between now and before is LRT requires a couple minutes to unlock and can only be used once every 10 minutes, but there are four other base TP powers you can cycle through plus the Ouroboros portal and LFG teleporter when practical.
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Well uhh technically the title is "Zone travel updates" and those powers let you travel in zones soooo 😁
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There's no progress bar for that one since it's an accolade. If you get Patroller and Monitor Duty badges you'll get the accolade and start earning charges of both day job powers instead of just the base TP one.
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The cooldown on the prestige jump jet/steam jump was reduced to 30s post-shutdown (I24-based servers still have the 90s cooldown). Your description of how and why you used them is at least part of the reason the cooldown was changed to be shared - if you owned those two powers you could chain them indefinitely and never touch the ground, which is normally something reserved for flight-type power picks (Hover, Mystic Flight, etc) or purchasable temp powers with finite durations.
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It's unfortunate that PvP is getting the brunt of the blame probably mostly because I created that thread, but it seems almost universally being blamed on ingame chat channels. Hell, when I logged in for the first time after the update dropped, the first thing I saw in /general was that exact thing. The simplest response to such a suggestion is simply "if it were really a PvP-only issue it could have been disabled only in PvP zones." That being said, I'm honestly getting tired of PvP being blamed for everything bad that's ever happened in this game because it's simply not the case.
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Was gonna say, I see them forming all the time on Excelsior.