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Everything posted by dukedukes
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The gameplay you're describing doesn't happen so much in practice. With a coordinated team you can absolutely make use of your aggro and environment for big pulls where Fold Space would serve nearly no purpose but in pugs this isn't my regular experience at least. You do get this more in high level content. Sure many packs are nearly gathered to begin with, and if you're dealing with multiple packs the regular tools start to become more efficient, though FS still has occasional use here. I think packs that are not grouped are more common than you're suggesting, I do use this power on most characters and there's a good amount of opportunities, but I'm happy to disagree here. Yes mobs often come into melee eventually but the wait could be long enough to have impact, fights don't last that long, so seconds count. Your aoe hits 10 targets instead of 4 targets, that's a lot more damage, less need to ST LT's or spam more AOE, more time ST'ing the bosses.
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Zephyr fits well in the TP powers, you could get 3.75% ranged def and 5.64% aoe def if you were to get the 3 powers that accept zephyr. Maybe not the right choice depending on your priorities but this offsets the loss for me at least as I depend on these powers. Preference is fine, I like going into pulls au naturel as well as with Fold Space. They're different experiences, but I believe one is much more efficient, though how much depends on the circumstances. I'm likely biased in valuing the ability to group mobs higher than most, I accept that. Fold Space can be used mid-battle, in situations where more than one pull happens you save Fold Space for when the target count reaches ~16. If there is 2+ packs in the fight using the power early is likely a mistake unless both groups of mobs are very spread out, you'd jump on the tighter packed group initially if given the choice. There's a combination of reasons that put Fold Space on top over a corner pull. Time inefficiency like you mention, dependence on map layout and mob layout. Fold Spaces requirements are much easier to meet, it's the default response to any pull where mobs are a bit spread. I like tanks managing the positions of mobs through aggro, LOS or taunting for the -range. This is what I play tankers for. Sometimes you get a grav, warshade, or mind, etc, who takes on some of the mob management but you don't run into these toons ALL the time. Fold Space? It's certainly in a much higher percentage of the teams you're in. This accessibility and high value utility is a problem from my perspective. I like the power and what it does but I agree with you a fair bit. The power is admittedly disruptive and dilutes what a regular pull is - scrappers taking out stragglers and bosses, tankers pulling in distant mobs, this gameplay is removed for that pull and you're left with an immediate AOE fest. I think an AOE fest can be fun too but the difference is how often you encounter Fold Space. It's like if you play with a grav, odds are Singularity will pull the mobs in and wormhole is going to deliver more mobs to you, it changes how you play and dilutes the gameplay in ways but you don't run into gravs all the time. You have your regular vanilla gameplay and every now and then it gets spiced up by the AT's who have these sorts of effects, I think this is ideal, Fold Space goes against this since anyone could have it.
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Hmm maybe there's a reason you're taking a power on all of those characters? Almost because... it's so good? You only prove my point. This is a concern I've had for a while but paint it however you like, you're correct according to you. It's funny to you maybe only because the proposed solution is a revert of a change you might actually be against, this is why I say the damage is already done. What if a top-tier power, existing or not, themed perfectly for some AT became available to everyone? Do you feel like your AT's identity or value would be reduced? If not, fine, but this is where I disagree. And yes I understand no one had Fold Space before it's inclusion but TP themed power sets missing out (or cheapened for Warshades) on it when it's a top tier TP power seems like a mistake.
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This is a good counterpoint, in practice you can stand next to one of the bosses and it doesn't matter so much if a boss is not TP'd, reducing the downside. A tank could taunt to get a straggler boss pulled in, so the TP magnitude is to a degree negligible in practice for melee users. It's interesting to know, I may make a suggestion to make Wormhole more effective regarding its TP magnitude, it is a serious pain when Wormhole leaves targets behind. I'm not so happy with the mob pulling meta being accomplished with a power anyone can use, I am preferring to value AT identity over accessibility, and would disagree on the power being balanced or weak so I respectfully disagree on the nerf part, but I do understand people enjoying the power and wanting nice things. It would be nice if the mob placement was better, same deal with Wormhole. If you stand against a north or east facing wall the mobs will stack perfectly on top of each other. The conga line prefers to point northeast from my testing. I wouldn't necessarily recommend standing against walls using the power since it can throw your team off balance but it's good sometimes.
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This power has great utility for TP'ing teammates but I never see the TP foe part of this power be relevant. There's times where I wouldn't mind TP'ing a single enemy where I want them and would use this power, unfortunately it will simply fail in most cases. This power has some cost in its use, it has a 2 sec interrupt time (enhanceable) and a 3 sec activation time with an accuracy check. So you may two slot this power if you intend on using the enemy TP part of this power heavily. At minimum it would be great to see this power be capable of TP'ing +3 LT's consistently. Being capable of TP'ing bosses would make it much more useful. Fold Space and Wormhole have a TP magnitude of 4.1, which can TP which can TP everything but bosses at +3, and are AOE. I don't see why a single target enemy TP is so weak. Why have this enemy component at all on Teleport Target if it's so weak?
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Any mob moving skill is a double-edged sword for melee. It pulls enemies together for more effective aoe's but can pull enemies away from you. A lot of melee players like to go for stragglers, but if you're playing with a grav or a consistent fold space user you should be able to adapt, and predict. Would you like to single target an LT off in a corner or hit target cap on cones? Easy answer for me. Try combat teleport, it's a life changer for melee. edit: Here's the combat tp macro since I suggested the power /macro_image "Teleportation_Teleport" "ctptarget" "powexec_location target combat teleport"
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I'm a bit biased around the teleport pool because I think all the teleport powers are great. Combat TP is ridiculously good for melee, and pretty good for everyone else, plus you can slot Blessing of the Zephyr if you build for positional defense and need kb resist. Team Teleport would be the exception there, I guess MM's could use it. Making it weaker is an option, personally I'd rather see it be more exclusive but still be effective, at least regarding teleport magnitude. Which has an accuracy check and zero range reduction, yes. A massively inferior version of Taunt. Not an equivalent whatsoever. And Shadow Slip does what? Secondary effects existing are cool and add some flavour, but if you're trying to argue Fold Space is weak I don't agree. Personally for even Wormhole the stun is counter-productive because failed TP's can still stun, so the mob is walking around aimlessly at a distance when I really want the mob where I used Wormhole at, I can't even leash it til the stun is over. The stun is often a downside for how I like to play but I live with it. Sure you can pick up some (typically) awful power pool powers that let you do what other AT's do and it doesn't nullify their existence, great. The main argument is it's too good, tons of people use it, I think it's clear the power is overtuned.
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I am suggesting a nerf here which is definitely unpopular and there would be too much outrage to make the change I suspect, so I think the damage was already done long ago now, but I'm interested in other peoples thoughts regardless. Let's list what is so great about Fold Space: groups up a bunch of mobs close together, naturally 100ft range. quite big 16 target cap mag 4 tp. speaking out of ignorance but I believe this means bosses are consistently teleported, this is what i see in practice. teleport target is mag 2!!! and takes like 4 seconds to use 2 minute cooldown, can be brought down to a 30-40 sec cd. Quite good! Seems a bit too good for a power pool power, it's basically identical to Shadow Slip which I assume was changed at the same time... Shouldn't something like this power be restricted to relevant AT's? Warshade, Grav control. I think the power cheapens the AT's who get teleport powers as part of their core power sets. The numbers assigned to Fold Space as we know it suggests someone wanted a very strong power out of Fold Space, nothing like most power pool powers that are shadows of what you would get on the right AT. I accept there are some outliers in power pools, like hasten. I think it would be nice to see control/support/hybrid AT's own the types of powers that maneuver mobs, whether it's Wormhole, Singularity, Telekinesis, Hurricane, Repulsion Field, the new black hole behaviour on beta, etc... hopefully we get more of these powers too as I think they're a ton of fun. Yes Fold Space is good on a tank but tanks have an incredible herding power in the game at their disposal: Taunt. Leave the crowd control to AT's it makes sense on. As a control/support I cannot get the equivalent of Taunt, but tankers and everyone else gets one of the strongest mob moving moves in the game. I do use provoke but it requires extra steps; out-range/LOS. Being devils advocate for a moment I think this power is fun (because it's powerful), and no one who uses it would want to lose it. It could lower peoples enjoyment of the game losing it, but that's the same with all nerfs. The people who enjoy using this power should simply play an AT that has it in a core power set if it were removed from the teleport power pool.
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Focused Feedback: Powerset - Dark Miasma
dukedukes replied to The Curator's topic in [Open Beta] Focused Feedback
If black hole is meant to be like a 20ft targeted aoe axe cyclone the cooldown is excessive. At 170% global recharge (95% on power) the cooldown is close to 30 sec which isn't too bad but I think only people going for perma-fade would hit this. Reaching 30 sec with moderate global recharge (~120%) would feel better to invest into to me, that should be around a 90 sec cd instead of 120. -
Focused Feedback: Powerset - Dark Miasma
dukedukes replied to The Curator's topic in [Open Beta] Focused Feedback
It lasts much longer than 2 seconds, it's 15 seconds, maybe reduced by purple patch, i haven't tested. What you're observing is only enemies near your target are affected by the power when it is initially used, the enemies stick together and don't move much, meanwhile other enemies entering what is the black hole radius are not affected by black hole at all. The power would be much stronger if it affected new targets entering its radius like with Singularity. Given the cooldown and only 20 ft radius I think black hole could be afforded this behaviour. As is Singularity is infinitely better than black hole, affecting new enemies might get black hole measured up to Singularity's ankles. Regarding immobilize repel/trawl work best with aoe immobilize powers anyway, so you'd probably want one using this. -
Updated graph for b5 https://www.desmos.com/calculator/vmtwg7joem Compared to test b4 cones received 34% more overcap effectiveness at max targets and AOE's got a 17.5% reduction at max targets. For the impact on overall damage calc aoe received a further 2% reduction at max targets and cones have a 4% increase at max targets. The average damage reduction (vs random amount of targets) is around a 30% loss for aoe attacks:
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I read in the code of conduct: Do not cheat or abuse exploits ... 2. This includes the use of scripts and programs to automate gameplay I infer from this scripting is fine if it does not automate gameplay, so what constitutes gameplay? I'll offer two things I've considered scripting: Playing an emote based on some condition (haven't touched the keyboard in 1 minute - play an afk emote) Writing multiple chat messages in a sequence (maybe a countdown, or giving info for some encounter) Would one or both of these be considered automating gameplay and be a violation of the code of conduct?
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Focused Feedback: Powerset - Dark Miasma
dukedukes replied to The Curator's topic in [Open Beta] Focused Feedback
Fold space is definitely busted and IMO shouldn't be available via power pool. Specific sets should get it, like Warshade does already and a set like Gravity (which from my understanding Fold spaces design evolved into wormhole for grav). -dimension shift +fold space for grav, imo. Full disclosure I play grav a lot but use Fold Space on tons of characters. More on topic trawl effects are awesome, great change. Please drop the intangible part, it'll just be annoying for people. This should absolutely be done. Some power sets are plagued with abysmal power activation times. By the time you put out 2 dark debuff powers most mobs will be dead. You end up only debuffing AV's as other scenarios are a waste of time. -
I graphed several of the nerfs (not the -res one) for my character, maybe it is useful for others to visualize the nerfs. Hopefully the math is correct, let me know if there's an issue: https://www.desmos.com/calculator/avjtyshvjp . shield/fire Fire Sword Circle with build-up activated, 1 proc. It seems to suggest the biggest nerf is the lower base damage (between 12% and 23% less, depends on power) due to the range increase, then damage fall-off close in second, self-damage buff and reduced proc rate are roughly tied (much less impactful, factor of 4 roughly. procs would get worse if you have more), all together it's quite a reduction in damage output, 57% of the damage on test compared to live in this worst case scenario.
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It's cool for flavour to have controllers command their pets but personally I would primarily use commands to deal with buggy pet behaviour like flying pets going off in random directions for no good reason. It's for dealing with AI bugs for me basically, so from this perspective it's a bit goofy to only give controllers the tools needed to avoid bugs. I understand there is additional utility in giving pet commands, like the earth pet commanded to attack and taunt bosses or damage dealing priority targets and I agree it's interesting to only give controllers this option but the AI issues are my biggest gripe personally. If the AI bugs were fixed separately then limiting to controllers would be good with me.
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I have a couple game accounts not linked to this forum account and don't have a clue what email they are connected to. I tried a password reset for all my email accounts but no dice, maybe I used a throwaway. So, topic: is it possible to transfer game account ownership? Alternatively can I or support lookup the email connected to a game account?
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I see the command "STAY petcom_all stay passive" works for stopping the pet but the button (Heel) in the pet UI does not. The macro is all I needed but thought this was worth mentioning. Amazing change! A bit sad Dominators won't have this for dealing with TP'ing Singularity around, stopping sings movement makes it so much easier to work with.
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I would assume power activation behaviour would be the same, you would be locked in place as usual, just with a different animation playing. Similar to pressing the macro command I shared twice but without the inconsistency and bugs. It absolutely may not be simple to do, the power system likely isn't set up for something like this, but you'd have to be familiar with the game code to determine this which I am not.
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COH has a bunch of emotes that rarely get used and they're pretty cool. Something you can do to play any emote for any power with varying success is set up a macro like: powexec_name Brawl$$em Dance You have to press it twice though, which queues up a second power use, and this doesn't always seem to work. Maybe there is a better way to do this I'm not aware of but my suggestion is adding powexec variations that can play an emote rather than the animation belonging to the power. Yes you could do some very silly things but just think of the added flavour this would add! Surely this outweighs the downsides? Let people cast Healing Aura while taking a bite of a hotdog, or "em chicken" to taunt, etc, etc... The more reasonable request would be adding more power animations to the power customization system but I have a feeling the process to do this is time consuming, and people may be put off by the hotdog eating option, better to tuck away these weird options into commands.
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I'm glad it's been helpful for you! Yes you need kb->kd for Wormhole and Singularity, it will make things a lot less hectic. Personally for Wormhole I get accuracy, range, and recharge but prioritizing accuracy, I check the combat window to see if I have 95% hit chance so its behaviour is as consistent as possible. There are some procs, the only viable damage proc is Explosive Strike. Check the last 2 paragraphs of the Wormhole "extra info" section about how this changes Wormholes behaviour. In terms of dishing out AOE damage I would rather proc up Force Bomb and an AOE from an epic pool. You could proc Crushing Field too potentially but I haven't tried this.
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Shameless necro bump. Control set pet AI drives me insane. They do the most ridiculous things, especially flying pets. A command to "stop" moving and "follow" (default behaviour) would be enough to deal with their issues.