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macskull

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Everything posted by macskull

  1. Sorry, that wasn't addressed at you, more of a general observation.
  2. @Glacier Peak it's the interrupt period that is 10s, down from 15s (total activation is now 12s down from 17s).
  3. So, /ah does not work in PvP zones either. Would it have been possible to disable /enterbasefrompasscode in PvP zones only? Probably, but the fact they're not doing it should be all the indication anyone needs to tell them this isn't a PvP-based change.
  4. I think it had to do with the order in which the changes were made during the earlier beta builds. Based on some dev chatter in the testing Discord, there's going to be a future patch that consolidates some of the existing transport options to address the "there are too many powers in my trays now" complaints.
  5. Is there a difference between the STF and MLTF other than the name and the contact that gives it?
  6. Toxins being the worst Build Up replacement... nah that honor goes to Reach for the Limit now that Shinobi doesn't totally suck. At least in the case of Toxins you can slot a Gaussian's chance for BU proc so you get the bonus toxic damage and a build up effect.
  7. The game doesn't track where you log out from, it tracks where you log in. If you log out in the SG base, you'll log back in in Cimerora so you'll get day job credit for Cimeroran Citizen. You will not get credit for Monitor Duty since that requires you to be at a base portal (and the summoned ones would certainly despawn by the time you logged back in).
  8. Yeah, I was dreading the day the command went away, but the sum of these changes so far makes it tolerable. It's definitely not going to be as convenient, but I don't think it's A Big Deal.
  9. You need Patroller as well. There are many powers a player can use to essentially bypass travel time that already exist and they are being improved and new ones are being added. You're making a big deal out of something that isn't. I have been testing this for a while now, and with the options available it's very rare that I was waiting on a power to be recharged - and even in those cases there are usually shortcuts. Besides, this isn't the final version of these changes and there are improvements already being worked on. If you want your feedback to be taken seriously, you need to come up with something more constructive than "change it back to how it was" because it's obvious that option is off the table.
  10. Sounds like they should enable crash logging and submit crash reports then.
  11. There was some discussion on this in earlier builds. One of the goals was to give the teleport pool a mobility option like Hover or CJ and in that measure it's succeeded, but it's also a simple fact that some players take those powers to act mostly as set bonus mules which means the teleport pool in its current implementation isn't going to be useful to those players. I don't think it's a bad thing that a power can be taken to act as a set bonus mule - it allows for greater build versatility and using fewer slots.
  12. Wormhole: Ranged TAoE that teleports mobs to a specified location, not necessarily in your line of sight, and then stuns said mobs. Fold Space: PBAoE that teleports mobs to you and then does nothing else. There are some interesting uses for this power, for sure - Tankers pulling mobs to them, Kinetics characters gathering mobs up for Fulcrum Shift, Traps/Devices users pulling mobs onto their tripmines... I think what's going to keep this from being super popular is the opportunity cost of having to go three powers deep into a pool that is honestly not that useful compared to the alternatives. I don't really see this as a griefing tool since when mobs are teleported they aggro on the caster.
  13. I think you hit the nail on the head here. It's an opportunity cost thing. Either you log out by a base portal (which refills charges of both day job powers, by the way) to keep charges on the P2W version or you spend the inf to get the P2W versions. You can also do both, and cycle them as they're available. I think the only time this turns into a drag is if you're soloing, but even then you can do Ouro -> Talos or IP -> SG base and it only takes a couple more loading screens. On a team, players can cycle through the powers they have available, especially since the portals don't despawn when the owner leaves the zone.
  14. The CustomWindow command is amazing but boy does it need work. It's not documented anywhere that I can find, it resets to the upper left corner of the screen every time you restart the game, and when you try and resize the expanded version of the window it jumps around everywhere. The arena interface is buggy as hell. I would completely remove "scheduled events" because no one uses them and they just clutter up the UI. The "view event results" button for completed matches is grayed out. The PvP section of the help file has been mostly un-updated since 2008 and much of it refers to pre-I13 PvP. There should be a way to lock tray selections. Note I'm not talking about locking powers in their trays, but rather locking which tray number is selected where. I don't click powers often but when I do half the time I click the arrow next to the tray number accidentally, changing that tray number, and am left frantically trying to get the tray back to the correct one.
  15. Yes, the tohit and damage bonus only applies to the first attack out of the "hidden" status.
  16. There are some points here: I think having the -res in Entangling Arrow isn't a bad thing since it nets you (haha) a relatively spammable -res power and Disruption Arrow now has double the -res as before if you're looking for higher-value AoE -res (and Disruption Arrow is also on a faster recharge and longer duration than before and has a larger radius than Acid Arrow). Heal resistance is something that isn't found many places, but for the mobs that do have heals, it's really nice. Siege, War Walkers, CoT Demons, Crey, Cimerorans, Rikti... lots of enemy groups have heals in their toolkit and the high-HP ones (EB/AV) are more frustrating to fight because they get a huge chunk of their HP back just when you thought they were done. -Heal mitigates that at least. If we're on "let's be clear" here, the initial implementation of these changes did not have a separate reduced PvP value, and if it was only being added for PvP purposes it would only work in PvP when in reality its effectiveness in PvP is reduced relative to the PvE version. There are plenty of effects that are more or less transparent to the players, but that doesn't mean those effects aren't... effective. You do not have to fire off this power and then other debuffs to get the effect of this power, the game continuously calculates buffs/debuffs. If the target already had a 20% tohit debuff applied to them and I hit them with Acid Arrow, that tohit debuff would be bigger until the effects of Acid Arrow wore off. This power doesn't function like Power Boost or even a reverse Power Boost (that'd be Weaken, Benumb, or Ice Arrow). -Res(debuff) is an entirely new thing that no other set has in its toolkit. This power now allows you to act as even more of a force multiplier by making everyone's debuffs more effective.
  17. Also the power description for the [Shinobi Skills] power (the one that shows where the crit damage comes from) is still describing the power's old effects, not its current ones.
  18. Seems like Shinobi's crit damage is using PvE damage scales instead of PvP. Halp.
  19. In some cases it's probably like 2/3 to 3/4 of the way to the right of that scale.
  20. It's so people can't plant a base portal right on top of the Ouroboros exit.
  21. Yeah I'm in the 10-15 minute camp. Anything longer than 20 is a drag.
  22. How is that any different than if you were able to use any attack to light it?
  23. Semantics: "Cottage rule" tends to refer specifically to functions of powers, not sets. If two powers in a set have their functions combined and a new power replaces one of them, the functions of the old powers haven't really changed. That's what happened here (minus the jump control aspects of Gymnastics, which I'll cover later). As a whole the Tac Arrow set can still do everything it did before, unless you were standing back at max range and throwing the immob and hold at targets. Re: Gymnastics and Combat Jumping - toggle powers that give +jump and movement control are supposed to be mutually exclusive. It's why you can't have, say, Ninja Run and Super Jump on at the same time. There's a "jump" group of powers that are all exclusive with each other and Gymnastics wasn't in it which was a bug.
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