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Everything posted by macskull
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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.
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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.
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Focused Feedback: Blaster Secondary Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
Yes, the tohit and damage bonus only applies to the first attack out of the "hidden" status. -
Focused Feedback: Trick Arrow Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Ninja Training - Shinobi damage scales in PvP
macskull replied to macskull's topic in [Open Beta] Bug Report Archive
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.- 3 replies
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- blaster
- blaster secondaries
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Seems like Shinobi's crit damage is using PvE damage scales instead of PvP. Halp.
- 3 replies
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- blaster
- blaster secondaries
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(and 2 more)
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Yeah I'm in the 10-15 minute camp. Anything longer than 20 is a drag.
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Focused Feedback: Trick Arrow Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
How is that any different than if you were able to use any attack to light it? -
Focused Feedback: Blaster Secondary Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Teleportation Pool Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
While I agree with you, obviously the developers at the time felt differently. -
Focused Feedback: Teleportation Pool Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
It's to prevent things like "teammate 1 runs across the map to rescue NPC while teammate 2 stands at the door and once the NPC is rescued teammate 2 uses ATT to pull teammate 1 and the NPC back to the mission door." -
Focused Feedback: Energy Melee Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
With the PvP button clicked, the stun duration is showing the correct duration of 2s. -
Focused Feedback: Blaster Secondary Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
I don't think it's been thrown out, I think it's been adjusted. In the case of Tac Arrow, two powers were combined into one and a new power was added to replace one of the two. No significant existing functionality was lost (except the movement control/friction aspect of Gymnastics which was removed because otherwise the power would be mutually exclusive with leaping powers like Combat Jumping). With the Elec changes the set still has a sustain power, it is just getting moved from a click power to a toggle. Force of Thunder is basically back to what it was prior to I24 except now it's a guaranteed stun instead of a 50% chance and it can stun lieutenants instead of just minions. The best argument you can make for a cottage-burner in these patch notes is the change to Long Range Teleport, where an existing pool power was completely replaced with a different power except the power it's replacing has been made available in a different form. Funny enough, the only actual times I can think of where a power was replaced wholesale and the original power disappeared never to be heard from again were the Gravity changes shortly after launch (Fold Space was replaced with Singularity) and the Presence pool changes in I24 (Challenge replaced with Pacify), both of which occurred under Cryptic/Paragon management. -
There are quite a few task forces where RNG comes into play - ITF comes to mind as one of the most common examples (you can get boned on the cyst mission or you can get really lucky). Hell, even LGTF gets a taste of it with the spawns of Glacia and Infernia.
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Focused Feedback: Trick Arrow Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
Err... origin powers are independent of origin on Homecoming. You can swap them out at-will at the P2W vendor. EDIT: Damn you Vanden -
Focused Feedback: Trick Arrow Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
Again, every character can pick up Apprentice Charm or Taser origin powers, both of which will light OSA. -
Focused Feedback: Trick Arrow Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
In fairness, most of my point about the -special value (the duration is an obvious issue and is out of line with every other power like it) is concerns with spammable -special in PvP and it's easy enough to adjust the values for PvP separately. -
Focused Feedback: Trick Arrow Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
While true, clever application of Weaken can apply even higher values than any other power because the main portion and splash portion stack with each other. -
Focused Feedback: Trick Arrow Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
Benumb/Weaken vs Ice Arrow Defender: 74.50%/86.50% Corruptor: 55.87%/69.20% Controller: 93.13%/69.20% Mastermind: 74.50%/51.90% I'd honestly argue that even Weaken's -special value is too high for its cooldown especially because it's an AoE. -
Focused Feedback: Teleportation Pool Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
Counterpoint: TP Foe is currently a next-to-useless power that really only gets used to drone people in RV. Wormhole has its uses, mostly because you can pick exactly where you want the target to end up and it causes a 4-second stun immediately afterward. Fold Space has limitations that will make it not particularly useful in a PvP environment. At the very least, removing the OAS/intang period would make Masterminds something you would need to be actually concerned about again. Even with the OAS/intang period gone, there are very few use cases for enemy TP powers in arena matches and if I know I'm going to be fighting someone who is going to use a TP power I'll just bring along some oranges and everything will be fine. Yeah, you can do some cheese with TP powers in zone, but even pre-I13 when the OAS/intang period didn't exist it was the kind of thing that would happen to you once and then you'd figure it out and the other person's strategy would be done and gone. -
How do you give Mobs Increased Aggro/Perception Radius?
macskull replied to Captain Yesterday's topic in Mission Architect
That unfortunately gives the mobs tohit and damage bonuses, which is probably not what you're wanting to do. Unless you are, then... go for it.