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Everything posted by macskull
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	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.
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	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.
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	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.)
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	You can also use the base passcode macros when the LRT destination list is up.
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	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.
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	Could be 25 or 30 minutes like it used to, jussayin.
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	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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	  Make PBAoE Toggles Suppress Rather than Detogglemacskull replied to oedipus_tex's topic in Suggestions & Feedback 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.
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	  Squishies Epic Armors grant 3 Mag Protection?macskull replied to arthurh35353's topic in Suggestions & Feedback Would have to be a really high-mag confuse to counter the bazillion stacks of Tactics most teams are running these days.
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	  Ninja Training - Shinobi damage scales in PvPmacskull replied to macskull's topic in [Open Beta] Bug Report Archive Seems like it is now working correctly, yes.
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		- blaster
- blaster secondaries
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	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.
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	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.
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	  PvP accolades/temp powers disable timermacskull replied to macskull's topic in [Open Beta] Bug Report Archive 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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	No, I haven't listed any of them yet.
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	Winter event can't start until I finish selling off the winter super packs I bought during last year's event...
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	I'd be okay with a "level skip" option but only if it was only usable with powersets that had a gimmick/combo system.
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	Pretty much the only place I see these is in PvP builds where every little bit of performance matters and you're okay with spending 30+ million for 33.3% enhancement value instead of ~10 million (IO + boosters) for a 50+5 IO that gives 33.1% enhancement. Last spring/summer these could easily clear 100 million and were sitting at 130-150 million for a little while after the zone cap was put back on the Hive.
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	It is possible for changes to both be better for the majority of PvPers and for new or casual players. Not everyone's going to win here, but the vast majority of the active PvP playerbase will. You also seem to be approaching this from the misguided viewpoint of "well the PvPers are just making all these changes themselves." No, Faultline dropped me a DM out of the blue asking about my thoughts on a new lower-level PvP zone and new arena map so I simply pointed him to the discussions the PvP community has been having for the last year and a half on exactly those sorts of things. Some of the changes being implemented with I27 are asks the PvP community has had since before I13. -Recharge as a mechanic is more or less unchanged from pre-I13. Defenders probably got hit the hardest by the I13 changes in this respect though, since Defender debuffs are no longer unresisted. It is true -rech is probably overall less effective than it was before but that has more to do with the damage output of most characters (and the relative access to slow resist IO bonuses) than it does any mechanics changes affecting -rech. Movement slows, on the other hand... it was definitely not fun to be slowed to a crawl by one or two powers but I don't really think movement slows should have been gutted the way they did. There's probably a good medium between pre-I13 and now out there.
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	What do you consider to be "unfinished" about them? The changes have been tested quite a bit over the last few weeks and there have been very few complaints.
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	To be entirely fair, the example in the OP about PvP accolades being temp powers would have been fine to post in the PvP feedback thread if that's what the meat of the posts had been, instead of what they actually were. Also, for what it's worth the temporary powers list also includes things like Ouroboros Portal and alignment powers which are decidedly not temporary powers. The reason the PvP accolades are listed under temporary powers is because it puts them in the same category as the other arena-purchasable powers (raptor pack, jump jet, stun grenade, stealth suit, web grenade) which makes it easier to disable them when not in a PvP environment.
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	There will probably be some complaints when the changes go live though from what I've seen many of the players who frequent PvP zones are already aware of the impending changes and don't really care. In all fairness, the players who would stop playing once all these changes go live are the players who have been making zone PvP not fun for anybody. The developers have already indicated a willingness to work with the PvP community to make further tweaks and adjustments so if it turns out these changes actually do have a negative impact on zone population they can be rolled back. I don't see that happening though. To be entirely fair, there is virtually no in-game documentation on the powers differences between PvE and PvP and much of what does exist has been outdated since Issue 13 dropped twelve years ago. Players who are legitimately interested in PvP beyond a passing "huh what's this" will ask the questions. Whenever a new patch is released the GMOTD popup contains a link to the patch notes or at the very least informs players of a patch - if people aren't bothering to read those patch notes it's hardly anyone else's fault. The changes are still in flux and there's going to be further tweaking down the line. I don't know what "singular focus" you are referring to but the intent of the changes specifically dealing with incarnate powers and temporary powers is to make zone PvP more accessible and balanced. Story time: a couple years ago, before Homecoming existed, there was a small push on the server that preceded Homecoming to disable incarnate powers in Recluse's Victory. At the time it was decided to leave things alone so players who wanted an "anything goes" PvP experience could have it. Fast forward to now and we've seen how an "anything goes" PvP zone just turns it into a mess. Yeah, it's probably fun for the players whose idea of PvP is "I am never going to die to anything ever" but for everyone else it's kind of a shitshow. These changes aren't going to entirely fix things like a player with a team of buffbots in their base or a player leaving the zone every 30 seconds to get a new tray of T3 green inspirations, but at least they will help. It does seem as though the majority of the negative feedback in this thread and others like it is coming from either PvEers or the very small number of PvPers who think it's okay for a Blaster to be running around with T4 Incan and a tray of T3 greens and base TP the second anyone looks at them funny.
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	Summing up all this again, from the points I've been making: if all of these changes were actually due solely to PvP and not PvE, I could see an argument for these nerfs in a pre-Issue 13 world. However, given the ability to pretty much completely separate a power's PvE and PvP attributes, the fact none of these changes were reverted after Issue 13 means one of two things. These changes weren't actually made only because of PvP, or The developers lied about not changing things for PvP and then did not care enough to revert the changes once they were able to even though players felt strongly about them. Which one of those do you suppose it is? I'll give you a hint: it's not the answer behind door number two. Especially the travel suppression point - on Homecoming, right now, there is no travel suppression in PvP yet PvE travel suppression still exists. I can practically guarantee you if I tagged in a Homecoming dev right now they'd tell you removing travel suppression from PvE is a non-starter. (Sidebar, re: patch notes - the wiki has the full contents of every patch note from the first post-launch patch on May 5th, 2004 until the last I24 beta patch on August 23rd, 2012, as well as somewhat spotty patch note coverage for post-I24 changes.)
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	There's a difference between "thing gets nerfed in PvE only because of PvP" and "thing gets nerfed in PvE because of PvE and PvP." My point was the former case has happened only one time ever in the 16-and-a-half-year history of this game, while the vast majority of nerfs that people point to and go "see! PvP ruins everything!" happened because of the latter case. To wit: Travel power suppression absolutely affected PvE and I did not say otherwise. Pretending it was introduced just because of PvP is pretty disingenuous though. Starting with Issue 13, PvP had a different implementation of travel suppression than PvE yet PvE travel suppression was kept in the game. If it was designed to be a PvP-only nerf it would have been reverted. I can't find any references to a placate nerf in the patch notes - what are you referring to? On the other hand, here are some quality-of-life changes that happened as a result of PvP changes and ended up making their way over to PvE: Non-offensive toggles not dropping when mezzed Melee attack range increased from 5ft to 7ft and made unaffected by -range Tanker/Scrapper/Brute taunt powers deal -75% range to affected targets You might interpret my posting as being confrontational, but I'm honestly tired of having to constantly correct misinformation about this game's relationship between powers balance and PvP.
 
		 
            
         
                    