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Everything posted by macskull
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Whoops, I was thinking of the enhanced values, which get into the mid-to-upper 40s for a handful of powers before factoring in the KB increase base buff or set bonuses. Defender Repulsion Bolt even manages to get up into the 50s. Corrected the previous post. Regardless, I’m still wondering where the idea that there was a mag 15 hard cap came from. I suppose the actual theoretical maximum knockback magnitude a player power can have is 93.47.
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I’m curious where you are getting this information from, considering there are multiple player powers that have base enhanced values almost three times higher than that. Knockback strength most likely shares the same hidden +400% limit as many other attributes, which means it is a practical impossibility to reach. Adding bonus damage based on magnitude or distance sounds nice at face value but that would likely serve to make knockback more annoying as everyone tries to maximize knockback slotting to get more damage. If the extra damage is significant enough to actually defeat enemies instead of just resulting in enemies that have lower health but are way more scattered, that’s a different story, but at that point the knockback becomes irrelevant since it’s just corpses flying around.
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You can get their global name and then use /playernote <global name> to add/edit the player note as normal.
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Katana, Claws, Savage Melee, Staff Fighting, Dual Blades, Broadsword, Battle Axe, War Mace, and Tanker Fiery Melee all have three AoEs, which is the same number Spines has if you don't count the damage aura - and again, you shouldn't count it. Dark Melee, Elec Melee, and Titan Weapons have four AoEs (and come to think of it, Elec Melee was recently on the receiving end of some buffs to improve its single-target output). Rad Melee only has two at face value (again ignoring the damage aura) but realistically has six when you factor in contaminated splash damage. As already stated, dealing toxic damage is not generally considered that large of a benefit since it is the most widely resisted damage type on average.
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Damage auras matter significantly more in a farming scenario since you’re essentially always target saturated. Their actual impact is much smaller in normal gameplay. The problem with Spines is twofold: Its single target damage is pretty anemic, with the heavy hitters having long animation times. No, “it has good AoE so it is fine if it has bad single target” isn’t a good argument when sets like Fire Blast, Battle Axe, Titan Weapons, and Assault Rifle exist. This isn’t 2008, sets can simply be decent in multiple areas. Spine Burst’s cast time is way too long. The Blaster version is something like twice as fast - there’s no reason the same change can’t be made for the Spines and Thorny Assault versions.
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Unfortunately it is my solemn and sworn duty to combat stupidity where I see it, but yes I fully support changing Beanbag to Tactical Airstrike.
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Your argument is entirely based on semantics. You probably wouldn’t normally refer to Hail of Bullets as a “defense power,” but the power absolutely does grant defense so you would not be incorrect if you did refer to it that way. That poster is simply saying there is precedent for a blast set t9 giving the player a defensive buff. Put another way - is Parry an attack or a defense power? Is Soul Drain an attack or a damage/tohit buff? Is Siphon Life an attack or a heal? Turns out powers can be both at the same time. I also don’t really see why duration is factoring into this at all, since neither OP nor anyone else made any mention of that they’d want such a buff to last for 3 minutes or anything until you brought it up.
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Someone else already addressed the damage type thing, but excluding the damage aura Spines has the same amount of AoE attacks as several other sets - one PBAoE and two cones. Spines’ only real gimmick is that one of those cones is ranged, but ranged AoE attacks in melee sets aren’t nearly as rare as they used to be.
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Yes.
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Elude isn’t a defense power. It is a run speed, jump height, and endmod buff that also happens to grant defense. Look, I can do it too!
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While buffing Spines really would be as simple as giving it the faster animations the other versions get, the powers team has said that Spines isn’t going to be getting any of the animation time improvements that the Dominator and Blaster versions got. I have to assume it’s because Spines was a popular farming set and they’re reluctant to buff it, even though it hasn’t been popular in that application for years and really struggles outside of that environment.
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It’s not the vendor listing that determines if a contact can be interacted with while in task force mode. If there is intro dialog for the contact, then you’ll get the “you can’t talk to this contact while on a task force” message. The Pocket D START vendor has no intro dialog which allows you to use it in TF mode.
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People use the Speed Boost analogy here but I'd bet all my inf the number of players who go to the Gull to disable speed buffs is far smaller than the number of players who go to the Gull to disable Group Fly, and the number of characters who have Speed Boost is absolutely higher than the number of characters that take Group Fly. The biggest issue with "just go to the Gull" is that it relies on a single NPC in a particular zone who is also unable to be used while in task force mode. If I haven't disabled Group Fly before I find myself on a task force with a character who uses it, I'm stuck flying whenever I'm near the player who decides to use it. As far as disrupting a team being a stretch... it really isn't. Some characters have powers that can't be turned on or used while off the ground, so in addition to replacing the travel powers in my build with the worst travel power in the game, I'm now stuck being unable to use some of my powers. That's just not good design.
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The actual reason for this, as given by the powers dev team, is that allowing MM pets to inherit the player’s active travel powers would remove much of the reason to take Group Fly. This is, of course, completely ridiculous, since there’s already precedent for reworking travel power pools (remember when LRT was in the teleport pool?), so it really does seem like the message being sent is “we are okay with keeping this power the way it is even though it is a routine and repeated pain point and players have been proposing solutions for literal years.” The “you can just turn it off at the Gull” defense is the same old tired response that’s been trotted out by players who continue to think they should be able to disrupt an entire team with a single power because they don’t have the self awareness to consider other people. Imagine if the response to the complaints of the original Sonic Resonance sounds causing headaches was “well, you can just replace a few sound files.”
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The given reason for why it’s not as simple as being “opt-in” is that pets would no longer be affected by it. This seems a little silly to me since it’s very possible to rework how the power behaves in a way that pets would have the same state as the player. Like, hell, I don’t know, if you have opted in to Group Fly maybe you’re automatically granted an invisible AoE power that only affects your pets and only activates when you’re under the effects of Group Fly. This really shouldn’t be hard, people.
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Process to request alterations to Homecoming Policies
macskull replied to Kistulot's topic in Suggestions & Feedback
It's hard to misread a situation when you have firsthand knowledge of that situation - I don't think the poster you are replying to is the one misreading it. OP wasn't the first person to be driven away from these forums by the toxicity of a few users and they probably won't be the last, since the moderation team refuses to issue permanent bans to said users despite literal years of repeated behavior. -
Dismissive, and Troll Encouraging Behavior
macskull replied to Kistulot's topic in Suggestions & Feedback
You could spend 20,000 posts on the topic and they still wouldn’t get it. -
Any plans to add City Info Tracker?
macskull replied to Disruptor's topic in Tools, Utilities & Downloads
It is increasingly unlikely that getting CIT back in any form will happen. The most recent implementation of CIT that OP described was never going to make it to Homecoming because of the potential for ingame performance issues. It worked fine on a tiny server with only a few dozen concurrent players, but on a server with thousands it would likely cause some pretty big hiccups while pulling data. Either way it's a moot point, since most of the tools that interface directly with the game like that went away as a result of conditions of the NCSoft license agreement. -
Add portal between gordon stacy and hospital in bricks
macskull replied to WindDemon21's topic in Suggestions & Feedback
Yeah, most of the SG-base-related travel changes were pretty nice and having you come out in every zone at the portal location makes sense but there are a few zones where that change made things more clunky: Getting to the eastern end of Eden for the badges there used to be super fast because the Founders' Falls teleporter dumped you out right by the Eden gate. Now it dumps you in the plaza, and the Eden teleporter puts you by Woodsman so either way you've got to hoof it across an entire zone to get to your destination. I brought up that it didn't make much sense to put the SG portal in its current location in Eden because you can already get to that exact location with a quick LFG teleport, but apparently using LFG as fast travel "isn't the intention" so here we are. I used to level new alts in the Brickstown AE because it was out of the way and the base teleporter used to drop you relatively close to the AE building there (and was closer to the middle of the zone instead of a corner like it is now). -
For a very brief period in 2019 the regular and superior versions were bucketed together. These days there's not much reason for the superiors to be on the market, but they are tradeable so shrug. Along the lines of what the OP is asking for - I don't see any reason why the winter packs shouldn't be 10 million all the time. The other servers that share Homecoming's codebase have them for 10 million. Or we could go back to the pre-Homecoming days and make super packs into rare drops from mobs again.
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...which, again, is exactly what happens when you use an ally-affecting buff while moving. Hell, even some toggles work that way now - the VFX show up but the animation itself doesn't play at all if you're moving.
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But this is exactly what they did when they removed rooting from almost every non-enemy-affecting click power a few years ago. They decided the jank was fine, or we wouldn't have got that change. EDIT: It seems like OP is either confused by which powers do and do not cause rooting (since several of the examples they gave are powers that do not root you), or it's actually the existence of activation times they are complaining about. Activation times aren't a huge issue on their own, but long activation times that also root you in place are way more problematic.
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Compatibility of NVMe SSDs with City of Heroes Homecoming Servers
macskull replied to jackhicks121's topic in Help & Support
An NVMe SSD (or any type of storage, really) isn't going to improve your graphics performance or anything like that, if that's what you're looking for. At best it might result in miniscule improvements to launch and load times but that heavily depends on the rest of your system. If you're running an older system you're unlikely to see any noticeable system-wide improvements versus running a SATA SSD. If your concern is load times the single biggest factor there is your graphics settings. This game was pretty poorly optimized for contemporary hardware even near the tail end of its retail run in 2011-2012 and even now relies pretty heavily on outdated or deprecated libraries and APIs. TL;DR: as far as the game is concerned any even semi-modern storage solution will handle it just fine and it's the graphics settings that have the biggest effect on performance. -
Ignoring them, they’re a complete non-threat if you keep your distance.
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