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Jacke

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Everything posted by Jacke

  1. Is it only Pet/Henchmen and Pseudo-Pet powers so affected?
  2. I am sure this detail is not widely known. And that many builds live are hamstrung because of it and the players don't know it. It may only affect some powers, but those that it does, its effects are brutal. Considering that there are just a maximum of 6 enhancements per power and EDs limit each enhancement aspect, I really think it's unnecessary and should be removed. Like any change, it would need to be considered and prioritized for action, but I still think it's a unneeded complexity that should be removed. If only to simplify the code and what players need to know to understand this game.
  3. I'm familiar with handling this in another case, how to slot Dark Miasma/Darkness Affinity's Dark Servant. To save on slots, I often just slot them with 3 enhancements: L50 Endoplasm Exposure (Acc/Mez), L50+5 Siphon Insight Acc/ToHit Debuff, L50+5 Doctored Wounds Heal/EndRed. I expect the Accuracy aspects to affect all Dark Servant powers. And the other aspects appropriately in a similar way. I can see how with the complexity of Mastermind Henchmen, this gets rather thorny. I've got a low level Thugs/Dark Miasma Mastermind, let's take a look at what enhancements and sets can be slotted into it: Enhancements: Endurance Reduction, Knockback, Damage, Accuracy Sets: Knockback, Universal Damage, Mastermind Archetype, Recharge Intensive Pets, Pet Damage So, depending on the powers that the Thugs have, some of those sets won't affect some of the powers at all ?!? Considering those 4 types of simple enhancements. I'd expect them all if they affect any power of a Thug, then any similar aspect in any set enhancement that can be slotted should affect those powers as well. Example, the damage aspects of the Knockback set. If a Thug power accepts buffing from a simple damage enhancement, then it should accept buffing from the damage aspect of any of the set enhancements. It's 6 enhancements and there's ED to limit how much each aspect's enhancement can happen. Layering on this much extra complexity just makes some powers poor. And many players will get this wrong.
  4. So if a power has multiple functions/parts and say one of them is flagged only to accept non-set enhancements and eg. "damage" set enhancements, then it ignores all IOs from sets that aren't "damage" sets. So if the power accepts Accuracy enhancements and it buffs those parts, but the Accuracy aspects of say "mez" set IOs don't. Is that what you're saying. This is just wrong. It makes figuring out what the up-to 6 enhancements actually do to a power way more complex. There's enough complexity in builds and this game. Doing this is just begging to have most players hamstring their builds.
  5. I can understand what you mean. But I strongly think it's a wrong principle to follow. If a power accepts single-aspect enhancements of a particular type (eg. Accuracy) and some (not necessarily all) of the parts of the power are buffed by that single-aspect enhancement, then those parts that are buffed by that particular type of single-aspect enhancement (eg. Accuracy) need to accept buffing from all similar aspects (eg. Accuracy aspects) from ALL enhancements slotted, whether TOs, DOs, SOs, HOs, IOs, ATOs, WOs, whatever. If you start having IO sets of particular types that can be slotted into the power but only affect some parts of the power, while a single-aspect enhancements affect more parts, that's just too much complexity. Making strong and pretty Builds in City of Heroes is already a twisted process of balancing goals and trying out options and even going back and trying radically different approaches. I've spent far too much time staring at various Toon Builders over the years, currently Mids Reborn (MRB). I help other players to tweak their builds to get more out of them. If you layer on this extra complexity, it's just too much. It's also likely it won't be implemented soon into MRB or may have bugs. Players will mistakenly slot the power not understanding this at all. And a common burden reducer is to assume the Hero Builder being used is correct (I try to track down as many MRB bugs WRT the game as possible and pass them onto the MRB team to help). If that's what you think the power needs, I think you need to do the simpler option and just exclude some or all IO sets from being slotting into the power. Else players will slot them and think they're better than they are. And not understand why they aren't. City of Heroes Toon Builds are complex enough as it is. Please don't make it worse. If this already exists for other powers (highly likely), please consider finding a way to remove this extra complexity.
  6. I've just logged into Brainstorm to check and the Freebies Menu is there, both off of the Chat Bubble in the UI and via my keybind to ']'. I don't know why it would be missing in your UI. Try binding it to your ']' key with this command. /bind ] popmenu freebiesmenu Then hover your mouse to the upper left of the screen and press ']' and it should pop up. If that doesn't work, there's something borked about your install.
  7. Unless the power explicitly say it delivers End to the caster, powers do not do that. Those EndMod Enhancements increase the amount of End sapped from the mobs. From what I've heard (you'd have to check CoD2 under the Alpha setting), the Storm Blast powers drain the mobs, but do not deliver End to the caster.
  8. I don't think anyone is working on NIPPLES OF MASS DESTRUCTION. But I'm almost certain there'll be a nerf to Regen. Or was it Pineapple on Pizza.
  9. There is work being done on Kallisti Wharf. Recently, the focus has been on finding and fixing geometry issues. Also, there are plans for new things coming in the future, some of which will be put into Kallisti Wharf.
  10. I understand what you're saying. But that use of the PvP flag at this power linked in your link above is just wrong. https://cod.uberguy.net/html/power.html?power=incarnate.interface_silent.resistance_debuff&at=arachnos_soldier Limiting where the buff goes should be done at the first link by saying where the power applies. But if this is the way the game does this, I'm not that surprised. Sheesh. BTW, on the first link and for other Interfaces, it is also flagged "Ignores Resistance". That to me would say the power is applied without being debuffed by the Purple Patch.
  11. I skipped from the first page of this post to here, as I don't have the time to read them all. Is anyone keeping track of what's who's opinions on various topics are? Like a scorecard? Can't understand the game without a scorecard, ya know. Anyhoo, the only toxicity I'm really interested in is that from my Spines/Fire Brutes. I did a rough calculation and even on Page 4, as I can only put one on Autofire, Spine Burst was a better source of AoE damage than Burn. Burn would be better for ST, but it's Spine Burst all the way for AoE. Looking forward to CoD2 updating so I can check it again, but I imagine it'll still be Spine Burst for AoE, Burn for ST. And helps that Spine Burst is slotted with a full set of Superior Avalanche so I get the knockdown as well for mitigation. As for the devs, welp, they're a bunch of volunteers who are doing the best they can individually and as a group to make Homecoming City of Heroes better. I don't always agree with what they do and don't do, but I understand their positions. I also know to get them to consider my views, I need to test and engage with them in a positive manner. As for farming, I send me Brutes out in the Back 40 from time to time. And realise by actively using just a part of the game, farming helps draw attention to those parts of the game. Under that focus, issues are discovered more often and will get fixes implemented more often too. And if you think the last few Pages generated drama, welp, sooon. Sooon. Be seeing you.
  12. BadgeReporter wasn't in CoH Modder; it's always been manual install. I was about to see about getting it included when that tool was shut down. I am very happy you've got your CMI working and released so I can now use it.
  13. @Michiyo, thank you so much for developing City Mod Installer and so quickly too! I maintain the BadgeReporter popmenu. I'll get to working on adding it into CMI ASAP.
  14. @Veracor, stop giving @Cobalt Arachne ideas about @Faultline and @Captain Powerhouse. Oh, crap. I pinged them.
  15. I think the Sentinel Inherent can be made to work on a single target and not on a group. There's several possibilities. Two ways I can think of for a automatic stacking debuff to be limited to ST: 1. Put the new Inherent only on single target attacks. Ie. only flag the ST attacks as having the new Inherent as an included effect. 2. Restrict the new Inherent effect to just the main target of all attacks, ST and AoE. An example is the Kinetics' power Increase Density, which is AoE but only for its +Res effect; all other effects have radius limiters that means they only affect the toon targetted by the buff. https://cod.uberguy.net/html/power.html?power=defender_buff.kinetics.increase_density&at=defender
  16. I have the latest MRB, release 3.4.7 with HC database 2022.9.227. I swapped in your i27p5beta db file. On starting I got this fatal error. I swapped back to the original db file and MRB started okay. Tried it again along with removing the existing Config.json. Got the same error.
  17. New version of the BadgeReporter popmenu now released! Download it here! Patch notes in the 2nd post of this thread. Installation and usage covered in the 3rd post of this thread. Version 20221004a release for Homecoming i27p4, to Halloween 2022 patch BadgeReporter.20221004a.mnu
  18. It is a pain that I can't be logged into both a Homecoming Live Shard and the Beta Shard Brainstorm at the same time.
  19. It's working right now off of the Quick Chat button. For easier use, I have '[' bound to "viewattribute" and ']' bound to 'popmenu freebiesmenu' and both work. /bind [ viewattributes /bind ] popmenu freebiesmenu
  20. Arctic Mastery's Block of Ice is also a hold and can be slotted in the same way as Pyre Mastery's Char, so it could have the Chance for +Absorb proc too. However, as @Hyperstrike pointed out above, the greater range of Block of Ice isn't likely to matter for a Tanker. And Char does cast faster than Block of Ice.
  21. I have issues with that too. I have another question. A number of Tanker builds I've seen include Pyre Mastery's Char, I think mostly to slot the Superior Entomb in a 5 or 6-set for the IO bonuses. Why not Arctic Mastery's Block of Ice? It does have a longer cast time, Arcanatime 2.112s vs. 1.32s,, but it also has a 60ft range instead of Char's 50ft. Besides these and Cold Damage versus Fire Damage, they're very much the same.
  22. Shouldn't that be Ageless Radial for the DDR?
  23. Now being franchised? Soon to have several Bamboo Kat's in every zone?
  24. On my gaming laptop from ~2012, all 3 sound settings are only ever at 1, 2, or 3. Only ever get higher, to maybe 5, when I'm glowie hunting (and that's with a replacement glowie sound).
  25. Totally unrelated, but pre-Shutdown, I had a Dark/Energy Tanker in Kings Row who got a few Skulls after him in an ambush. Turned into a Benny Hill sequence with me running him around between all my contacts quickly grabbing up more Inspirations as he whittled down the Skull mob.
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