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macskull

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Everything posted by macskull

  1. 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.
  2. 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.
  3. 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."
  4. 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.
  5. Well uhh technically the title is "Zone travel updates" and those powers let you travel in zones soooo 😁
  6. 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.
  7. 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.
  8. 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.
  9. Was gonna say, I see them forming all the time on Excelsior.
  10. Powers have an order within a set or pool. If a power is replaced due to two existing powers merging, the new power takes the place of the old one. When combining Recall Friend and Teleport Foe, a decision needed to be made as to which would be replaced and in situations like that the nod is given to the power which would disrupt fewer peoples' builds. More builds had Recall Friend than had Teleport Foe which made it an easy decision.
  11. Definitely wasn't a PvP change, since this ends up actually being a buff in PvP which is the opposite of what Blasters needed.
  12. The day job is 2-for-1 once you get the accolade since you get charges of both the TP power and portal power, and the P2W vendor sells infinite-charge versions of both these with a 10-minute cooldown. You can still move around just as quickly as you did before, it just requires some modicum of investment of either time or inf now. I've been playing around with it for a couple months and it's really not that bad.
  13. Sure, there could have been a "take you anywhere" power with a 1-minute recharge but that sort of defeats the purpose. I think the intention here was to require some amount of investment if you really wanted to essentially bypass most travel.
  14. Ironically, the fast travel menu was added as a way to address the "there are too many things now" feedback. Yet another example of feedback being listened to. (For the record, I would prefer having the old system over the current one as well, but I've been playing around with the current one for a while now and once you get used to it it really isn't much different.)
  15. You can also use the base passcode macros when the LRT destination list is up.
  16. They could have simply removed the command and left it at that, but instead they: Added a new day job power to summon an SG base portal wherever you wanted Added a new P2W power to summon an SG base portal wherever you wanted Overhauled the Long Range Teleport power and made it available to everyone Reduced the recharge time on existing "base TP" powers Removed the interrupt period on existing "base TP" powers in PvE zones Added base portals to zones which previously lacked them Added the fast travel popmenu Changed base beacons to place you at the base portal instead of a random location in the zone Combined TUNNEL portals across alignments Combined free-fire zone helicopters It's worth pointing out that feedback absolutely was listened to - it's why the "base TP" powers have a 10m recharge instead of 30m, it's why those powers lost their interrupt time, it's why LRT only requires one explore badge vice the accolade to unlock subsequent zones, it's why portal powers no longer disappear after zoning, and it's why some of the more inconveniently-located base portals were moved. I mean, sure, if your "feedback" was "revert these changes and let us use the command like we used to" you might feel as if your feedback was being ignored, because it should have been obvious from the beginning that was going to be a non-starter.
  17. Could be 25 or 30 minutes like it used to, jussayin.
  18. Touch of the Beyond (Blaster/Darkness Manip) was supposed to have terrorize resistance added to its PvP attributes with the RC2 patch but it looks like it's mistakenly placing a mag 0.73 terrorize on the caster for 2m instead of ~73% terrorize resistance for 2m.
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  19. In PvE at least, I don't think that's a big deal because those powers come in sets with mez protection and it's pretty rare to get stack-mezzed. In PvP there's generally no such thing as mez protection so those powers are commonly skipped on builds.
  20. Would have to be a really high-mag confuse to counter the bazillion stacks of Tactics most teams are running these days.
  21. Seems like it is now working correctly, yes.
  22. The first patch containing changes which would become part of Issue 27 went into closed beta testing in June of this year - if this goes live this month it'll be a nearly five-month beta cycle. For the sake of comparison, most Cryptic/Paragon-released issues had a cycle of about two months between closed beta and live, and sometimes even more like six weeks. The only real exception to this was Issue 18 which was basically an entirely new game and had a six-month beta cycle. The communication aspect of things confuses me - the development team has been pretty open about what they're trying to accomplish and their logic behind making some of these changes. Yes, there are multiple avenues for communicating but obviously feedback is best left to the forums while just-in-time testing is best handled via more immediate feedback options like the various Discord servers. At any rate, larger and less-frequent patches are not good for player retention, as Homecoming numbers have seen. Player numbers tend to tick up right around the time a new patch is released and then drop off again a few months later. EDIT: I see you're also asking for a bit of dev communication or justification in advance, and for that I would kindly point you to the game balance/endgame thread which basically turned into an immediate and raging dumpster fire. There's a reason dev teams don't really do those sorts of things. This is why release cycles tend to follow dev server -> closed beta -> open beta -> release schedules. It's far easier to get feedback from a smaller, focused group of people and not have said feedback drowned out.
  23. And seeding the market with salvage, and bucketing of salvage by rarity, and the conversion system, and bucketing of recipes and enhancements by level/type, and so on... The resources are there for anyone to make inf on the market if they choose to use them.
  24. Just checked with a Destiny power on auto, died in-zone and went to hospital. The power shows as active very briefly upon rezzing but not for long enough for the power to actually execute. I think this one's good now.
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