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SwitchFade

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Posts posted by SwitchFade

  1. Well kids, it's been a blast. I stopped playing when this hit beta. I may drop in from time to time to say hello, but much of this is not my flavor.

     

    Devs, I do appreciate that you brought the only game I have really played back to us and the last 4 years have been amazingly fun!

     

    No hard feelings, glad I could relive CoH and revel in the nostalgia and I will always be eternally grateful to the Dev team; you brought back the past!

     

    Good luck all, stay safe and remember..... No Capes!

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  2. 1 hour ago, Kaballah said:

    The proposed change to Bonfire currently on Brainstorm are terrible. Generally I'm very supportive of balance changes the HC team have made but this particular one really feels like some bad math is going on. It knocks very infrequently, feels like about 1/5th as much as it does on live version. Please reconsider.

    e: some more observations: I 6 slotted Bonfire with a full set of Sudden Acceleration on it, and spent some time testing it on Cimerorans. It was only able to KD Surgeons as far as I saw, it literally never knocked anything else at all, not even once. Only Surgeons.

     

    e: something is VERY WRONG with knockback/knockdown across the board, Earth Control/Earthquake is also behaving wildly different from how it performs on live.

    If this is true, now not only bonfire is borked but earthquake as well. Even if this is a bug and earthquake is "fixed," bonfire is still terrible. Really, now accepts acc enhances? So, I now have more slotting variety to make up for the fact that it's smaller radius, hits so infrequently as to be laughable and is now not auto-hit? What's next, adjust ice slick? How about adjust down volcanic gasses? Also, I think stalagmites, mass confusion, cinders, fearsome stare, singy and seeds are all OP. Can we get these reduced too?

     

    Sigh. Well, it was fun while it lasted.

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    • Dark Miasma > Shadow Fall: Now only affects teammates and leaguemates.
    • Storm Summoning > Steamy Mist: Now only affects teammates and leaguemates.
    • Cold Domination > Arctic Fog: Now only affects teammates and leaguemates.

    Why?

     

    helping random lowbies as I cruise zones is part of the awesome community and social feel.

     

    I mean, haven't we all paused to speed boost, heal, defense buff or mist someone who is in trouble?

     

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  3. 4 hours ago, Coyotedancer said:

    'Just tossing out another reminder here, like I did in the Council thread...

     

    The majority of this change DOESN'T just affect level 50 characters or level 50 content.

    None of it is limited to radio missions or power-leveling teams.

     

    With the exception of the new Blizzard and Magma thorn casters, this is going to hit everyone running Circle content of *any* kind starting at 36+ and 46+. That means a lot of non-Incarnates with incomplete builds running regular content, and not just our tricked-out T4 nightmares and their smash-teams. 

     

    That's one of the reasons I keep harping on the layered Tar Patches being a step too far. They're not going to slow down the high-end teams at all. They're going to eat the low-end people just running arcs for Unai or Harvey alive. 

    This.

     

    Add to that blue caves...

     

    Yeesh.

  4. 19 hours ago, WindDemon21 said:

    Wait.. so you made this power even WORSE!??? This power is already over twice as weak than it should be for it's cast time/damage. Please just fix the power if you're doing this as well, shaving off the first 2 hits which are entirely unnecessary and are just the same animation as one of the tier 1/2 powers anyway and the only cool parts are the last 2 hits. That would take it's cast time from 2.43s to 1.43s, and then would up the recharge to 10 seconds per the fixed damage/cast time.

     

    While at it please fix impale too to the 1.43s version that dominators already have. 2.43s on this remains utter crap. (same with frozen fists and greater ice sword which should clearly be the .83s one punch "frost punch" instead of frozen fists, and the original 1.83s ice slash instead of the terrible slow/low damage it has now, then ice melee would be perfect as well)

    Gonna have to agree on this one, making it cost more is unnecessary 

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  5. 7 hours ago, WindDemon21 said:

    You're right I'm no longer seeing it anymore either. Possibly one I saw that was deleted? I swear I saw it. Regardless this:

    Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements

    Specifies ONLY the epic version, doesn't state for the controller/dominator versions, and those versions weren't listed in the powers changes thread either.

    Darn, I was hoping! As far as I can tell, the change to bonfire was intended to be global, even though the notes called our epic only

  6. 1 hour ago, sbloyd said:

    Shower thought time: maybe an intermediate difficulty step where the self-res is instead a self-Extracted Essence summon? (To represent the Nictus fragment tearing free.)

    This is a really great idea, could they have say, a 50/50 chance of rez/nictus fragment spawn? That would cut the dreary in half, and give even more flavor to the spawn kit at least.

     

    What an interesting idea, sbloyd!

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  7. 9 hours ago, ShinMagmus said:

    This actually incentivizes me to fight them more.  I have a question though: how much does this change the sub-group of Dimensional/Rocket Council who spawn on some PI story arc missions and who are different from the "regular" Council who spawn on PI Radio missions?

     

    Spawnsets are something I genuinely don't really understand and never looked into, except noting that random grey-conning enemies sometimes appear in otherwise even-conning enemy groups because of spawnset issues.

    This is a really good point, I have in unai kemen arc, the council map with 20 portals and rocket council, a chill map I only solo for some fun and relaxation.

     

    If these guys change, all my toons that save this map for solo smash fun will have a huge impact on their play.

     

    Mind you, I do not farm, nor do I PL, I play every toon up on content after planning the build in mods, both teams and solo. In fact, once I 50, I like to exempt, and you can routinely find me in LFG broad asking to join low y teams. Back on topic though ...

     

    I use this map on many toons for a good measure of SO build strength and how IO builds compare.

     

    I'd really like to know if this group will change.

     

     

  8. 3 hours ago, drbuzzard said:

    I took a elec/enaergy stalker for a drive and tried out a few things. The build was level 50+3/ thoroughly decked out as one might expect. I went to PI and started up the old radio.

     

    First selection of missions was arachnos-carnies-carnies. This was a bit annoying since I wanted to try the new Council and CoT. However I said no big deal, I'm trying electric melee with Thuderstrike update, so why not? 

     

    I fought my way through the carnies at +2x8 and it wasn't over the top. Fought my way through without any real 'oh shit!' moments.

     

    The radio finally cooperated, and I went into a warehouse of council. After carnies, I figured 'how bad could it be?'. Bad. Granted energy aura has a bit of an issue with negative energy, but still it was bad even fighting the rest. The wolves were really durable even when toned down from boss to lieutenant (I didn't set that up in difficulty). I eventually got offed by the council, and had to visit the hospital to have by features restored to intact. I went back in and used some incarnate powers which I'd rather skipped and cleared the place. 

     

    The contrast with carnies who are universally seen as being tough was stark. Carnies were still slightly tough. You had to take out the bosses fast, and they could hurt you. The council was downright rough. You had to be on your toes. I ran into a concentration of nebulas and that was it. 

     

    On live, council is the running joke in PI. Everyone can just invite newly minted heroes from AP and a single 50 can drag them over a +4x8 map of council and basically PL all the lowbies. That will no longer be the case. You better have half the team be of significant level and bring some support. 

     If a stalker at full kit can only run at 2/8, then a controller? A MM?

     

    You can't make everything universally the same difficulty, some ATs are naturally going to be more powerful, and that's OK. I get there's a desire to adjust for the power creep, but....

     

    The council are way over tuned. It's a dreary slog forcing play on even the most resilient ATa down to MUCH lower diff.

     

    Needs to be dialed back, the new lts and bosses reduced in the "meat bag" area, only one spawn of their summons per group, less of a chance to rez, less prevalence of neg energy, because every set is weak to it (nearly). Unless you're going to buff ene/neg ene res and def by 20% across the board.

     

    Sure give them new kit, but like I said, some of us continued to play because of.         Fun.

     

    Now, not so fun.

     

    Ps. If you plan to make normal play 0/0 or 2/4 at most, then you'll need to buff rewards so the old 4/8 is the new 2/4.

    • Like 1
  9. On 2/1/2024 at 7:55 PM, Booper said:

    We didn't change that, that has been there from the start.

     

    What did change is we implemented a fix to the Cancel on Damage event. Before, it was unreliably canceling. Under the hood, there was an engine bug that prevents the cancel from working most of the time. It would depend on the ordering within the combat tick, so damage could cancel but seemingly random. Recent testing that was requested by Player-1 shows that on Live you would see the Stalker ATO proc get canceled 14% of the time, which for what it's worth is what similar tests showed for Beta.

     

    Regardless, we have added a small buff to the Stalker ATO and Placate powers by giving them a small window where they will not cancel via damage. So instead of having an 86% success rate, you'll now have a 100% success rate within those windows.

    Speaking for myself, I very much appreciate this information. Knowing the intent was important, as bugs or unforeseeable impacts are absolutely understandable. Thanks again.

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  10. 11 hours ago, WindDemon21 said:

    They did say this shouldn't affect the bonfire in fire control, only the epics, but it's bugging right now. Regardless it's still a dumb terribly bad move. It's not perma KD, it was when kb-kd first came out, and they fixed it so it's not. It's fine how it is on live, any less and it'll be trash.

    Of the devs specifically stated that bonfire in main/secondary power sets will not be changed and stay the way they are on live, I could not find it.

     

    Can you point me to it?

  11. Ok so, now that the stalker hide proc has been flagged not interruptable by damage for 3 seconds....

     

    What was the point of even making the change to it in the first place?

     

    There is no test case where more seconds matter, it's essentially the same as before because any stalker using it is firing a follow up in under 3 seconds or has already killed everything and out of combat, which means hide will naturally kick back in several seconds later. Now, if this was a fix because the first fix to something else caused unintended side effects, that's completely understandable. Yet we went through this process with little information.

     

    This was a pointless exercise in futility to induce change, cause confusion, ask for testing and provide a fix that doesn't because nothing was broken.

     

    It looks like this was an unintended consequence and no one was willing to own that and explain.

     

    Trust is hard to earn, care is required to maintain it. Food for thought.

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  12. Honestly, the improvement to bonfire.... Isn't. It was fine before, then was made crap. Making it a smaller, less smelly pile of crap means... It's still crap.

     

    Yeah, I usually never talk this way here,  and in all honesty, I actually don't much care if the epic version is nerfed, I have it on one blaster...

     

    The fact you nerfed my fire/kin controller, burns me.

     

    She wasn't OP to begin with, now she's shelved.

     

    As mentioned by others, better to adjust up the other crap, instead of adding to it.

     

    And yes, I do feel bad for talking to the devs this way, I know you do this for free and I know I don't pay for the game either, but free poop is still poop.

     

    No thanks on the bonfire nerf.

    • Like 1
  13. 49 minutes ago, ParagonKid said:

    What you can do draw is attention to the changes after they drop and try to snowball any player discontent into something then. This is not the place to effect change; that is not the game that is played here.

    Topic of this thread: Focused Feedback: High-Level Council Revamp

     

    Not the topic of this thread: hyperbole, straw men, personal attacks or debating other people's opinions.

     

    We, the players, give FEEDBACK to the developers (it's right there in the title).

     

    Please stay on topic.

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  14. Test it Solo, SO only build and then teams SO only builds. This would likely yield much different results.

     

    And no, I will no longer do any testing. Why? I don't need to help fine tune a change I whole heartedly disagree with. That's like telling me I'm going to have my car taken from me through no fault of my own, and could I pretty please help clean it up and pay to tune it before it's stolen?

     

    If there should be HARDER council post 40, then MAKE THEM as an additional faction, don't remove something that people want. I didn't ask to have the option of vanilla removed.

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  15. 5 hours ago, Player-1 said:

    Hello everyone, just want to chime in and thank you all again for the feedback! 

     

    For the topic at hand, it would be helpful to get some more varied data on the ATO's success and failure rates. We have some anecdotal data in this thread, and a handful of logs, though a gif or video of the behavior would be excellent to compare against.

     

    In a controlled environment such as a repeatable mission against the same targets, video of the proc going off and/or I suppose "turning off" over time could be useful in determining how it behaves during game play.

     

    We are looking at this internally as well, yet more testing is always appreciated!

    Hi. Really, I appreciate the fact you are letting us know you are reading and aware and test data is a great thing to have.

     

    That said, I have to be succinct, please be forthcoming about the changes, specifically regarding the affect the hidden cancelled by damage change has on the stalker ATO proc. Before, it was not cancelled, now it is 100% cancelable when damaged is how it reads and is working. Getting logs to verify things is all well and good, but...

     

    All the testing in the world isnt going to change the fact that the fundamental way it works, has worked and was known to be intentional has been completely altered.

     

    So, tell us that, if that was the INTENT, or if it was not the INTENT then tell us that. Each reply that isn't in the neighborhood of "hi, we're aware, our intent was NOT to cause a change to the ATO, please give us data so we can fix that and keep the change we intended, which was X," or "Hi, we DID intend to change how the ATO works, we need data to see if it falls in design change intent range," is basically a huge PR misstep and causes loss of trust.

     

    From someone who has done -and does- crisis management (just the general corporate term for how to handle people's angry angries), get out in front of it now and be forthcoming.

     

    Was this intentional or unintentional?

     

    Intentional = very, VERY bad idea, one that is divorce inducing. No worries, not mad, thanks for the memories and best of luck 😊

     

    Unintentional = no worries, no blame, I'll wait patiently for good lengths of time for a fix and play something else 😁

     

    Ps. This perspective on communicating intent is for ATO hide proc, council revamp and bonfire updates.

     

    Edited, because my Ps was unclear.

    • Like 1
  16. 6 hours ago, Luminara said:

    The Cancel on Damage change wasn't about stalkers, or even targeting stalkers.  The Cancel on Damage flag wasn't working at all.  I mean at all at all.  Night Widow critter Blinds weren't being removed when our characters were attacked.  Bane and Succubus critter Placates weren't either.  All of those critters had cart blanche to beat player character asses without reprisal, and it was making some content unplayable for some players/characters and frustrating for others.

     

    The flag was broken.  It had to be fixed.

    No argument there, but a wholesale change to stalkers is absolutely absurd.

     

    If it remains, I'm through.

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  17. 10 hours ago, Player-1 said:

    Hello everyone, 

     

    Regarding Stalkers, it would be best to test the different configurations to ensure if the behaviors are indeed broken or working as intended. If they do break, please show proof in this thread and it can be addressed.

     

    With all due respect, this is not an issue of testing configurations to assure it behaves properly, but one of intent.

     

    The actual change works exactly as the patch note deacribes, in that it now completely alters how stalkers work, the rehide and strike is interrupted by damage.

     

    That's a wholesale mechanical change to how the enhance has worked since 2019 and a reduction in damage output of 50% at a minimum.

     

    I dont really care if how it has always worked since 2019 is considered "not correct," it's not broken in efficacy and this change is, honestly, terrible.

     

    As I said, I have been thoroughly understanding of adjustments previously, but this is quite literally a bridge too far.

     

    This, the bonfire neuter, the sleet reduction and the council revamp are enough to staunch any desire to log in.

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  18. Absolutely not a fan of this change, bordering on loathing it. Is there a reason we have to make everything harder? Sure, people asked for harder, me included, but who asked for everything to be harder? I'm a fan of having tougher content, but this is a game, some of us want to ... You know... Sometimes just relax?

     

    I don't run council radios continuously, I mostly play all content. I do not want every faction to be hard or the same; council was more vanilla and that's ok, because there are times I want to zone out and just mash stuff and this removes that. The caveat that it's end game only, is silly. Sometimes I want to just zone out on my 50s, too.

     

    Auto hit, huge debuffing, recharge nuking, multi spawning is not fun when I want to chill. If you're going to turn council into hard content, where's the vanilla SO only chillbuild content?

     

    No thanks.

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