JelloMold
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Life-Like/Realistic Showcase Listing for July 13-28
JelloMold replied to Dacy's topic in Base Construction
Shard: Everlasting Base Code: AH-10808 Builder or Owner: @JelloMold Special Considerations: Aegis House occupies the top two floors and roof of the Rogers Building in Steel Canyon. Be wary of the portal in the magic lab; it’s warded for a reason. -
Searched to see if anyone else has reported this. Turns out it gets reported about once a year so I figured it's my turn to add to the chain. When flying or hovering, most of the Empty Clips fx animate as if the guns are pointed 90 degrees to the right. The power damages the target and nearby enemies as expected; only the fx is confused by a flying player character.
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In "Defend Portal Corporation" from Serpent Drummer, there are ten mission objective Rikti Assault Portals to be destroyed. These seem to all become active at the start of the mission, spawn bosses regardless of mission settings (+0 X1 No Bosses, No AVs), and spawn apparently an infinite number of enemies to the point where targeting or even seeing the portal becomes difficult-to-impossible. I don't remember this happening before while running RWZ missions. Working as intended? Edit: added evidence
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Tried the Reset Graphics Settings option and it reset to... the same render issue. That last shot looks like heaven to me! If I were, say, a very dumb person who wanted to accomplish the same thing you did, do you have any tips on how I might go about that?
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My defender bubbler also has the epic pool Telekinesis specifically because of the weird things the power used to do. It makes me so, so sad. Maybe it’s that specific character being targeted… watch out for future fundamental rewrites to Psychic Blast and the flight pool.
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At one point in the dim and distant past there was discussion of instating power options in sets like this - a drop down or something with two mutually exclusive powers available in a tier. If I recall correctly, the idea of actually implementing it was staggering to say the least. This isn’t here t say I want it by close of business Monday; this is to say I liked the powerset that was improved out of existence. Do I actually expect to get it back? No. Maybe next time release a second Shiny New FF set for people to choose on an alt rather than push fundamental changes to how powers function and the basic things they do (cottage ruuuullllleeee…..). I’ll always be in favor of more options rather than less. As for drawing the line on when this hypothetically and purely theoretically could be made available: I’d say when the changes are ‘buffs’ like with FF, allow me to remain unoptimal. When the changes are nerfs to bring a set in line with what mere mortal players should be able to accomplish (Sorry, Regen), then not so much. I’d also draw the line at issue 25 and after because this team wasn’t responsible for anything before that.
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I would dearly love an option to choose the legacy version of powersets that have been revamped and arguably improved. Chiefly, I'm still a bit sorely disappointed with the changes to Force Field in which 'cottage rule' was discarded. I might be the only person in the game who chose that powerset specifically to use those powers the way that they were, but I honestly did. I'd be a very happy bubbler if I could have the old T9 repel-and-only-repel bubble, the old KB-and-only-KB bubble, and I would be willing to sacrifice whatever buffs Repulsion Bomb received to get them. I enjoyed and used the full toolkit I had, and I have less now thanks to KB-to-KD slotting eliminating Repel effects entirely. (Not a huge fan of the precedent for ignoring cottage rule this set - cottage rule is a big part of what makes the game reliable and 'trustworthy' for players - but that's a whooooole different topic.)
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I'm on a Radeon RX 480 on this machine. Latest drivers. All settings cranked up and running fine aside from the documented rendering bugs. Just attempted to do the V-day Red Widow arc and oh my god, the last mission is unplayable thanks to whatever's gone wonky in the spaghetti code.
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issue 27 Patch Notes for February 20th, 2024 - Issue 27, Page 7
JelloMold replied to The Curator's topic in Patch Notes Discussion
Chiming in to add another two inf to Storm Blast Feels A Little Worse Somehow. This is Vibes Based and my own experience playing it from one day to the next. I did not pull combat logs and fire up Excel. I started my first Storm Blast toon last week and was hooked. It felt a little weird that I never really had a chance to make use of my secondary, but it turns out that I picked the two Blaster sets that each require multiple casts to make any one power work well (Storm which needs Storm Cell running and properly placed before any fight I want to go well plus Time which needs the T1 debuff running on enemies I want the rest of the Time attacks to actually impact). On the whole I felt strong (when I had time to set up the battlefield and my prerequisite powers were off cooldown and the pseudopet was able to identify the enemies standing right next to it). Single target felt good with an AV inside a storm. AOE felt alright, but I was mostly running solo and small teams, so there wasn’t a lot of need for it. New Chain Lightning is really missing those three amputated feet in its jump radius. Thankfully it’s not the intended -5. It feels even more situational now than before. If the mobs are not standing on top of each other, then it’s a weak ST attack that might splash if I get a really lucky wandering enemy mid-cast. ST on bosses feels slower, which is odd because I’ve enhanced my attacks more since the patch dropped. It feels like the help Storm Cell was giving me on bosses (when it behaved) has diminished. Cat 5 remains as weirdly situational as ever because it alerts enemies (unlike Storm Cell) rendering my opening snipe useless unless there are teammates to distract them while I spend a few seconds preparing to enter the fight already in progress. The fact that my Tier 9 not-a-nuke scares enemies out of it while also sitting perfectly still for its full duration doesn’t help me figure out how to optimally use it. Is there an optimal use for it? On the plus side, I might actually use my secondary a little more now because I have to with fights taking longer. On the down side, Storm Cell remains the slowest, dumbest pet in the game. And I play Necro MM. I hope future adjustments will focus there. It needs either a shorter recharge to be forcibly relocated more often or faster movement so it can actually keep up. Adding flight and increased perception to it would be even better - watching my rain storm try to climb trees or navigate wonky pathing to get to me as I tried to steer it onto enemies was funny the first few times. Flying enemies are just immune to it, and I can’t even summon it unless I can find a patch of ground in range. Then again, I feel like by the time Storm Cell becomes less frustrating, we might as well make it the T9 pet for Storm Control and rework the blast version into a low-cost, low-recharge ally/enemy/self (all 3??) toggle in the vein of the Sonic sets. -
(Alignment? Event?) Tip notification keeps announcing
JelloMold replied to tidge's topic in Bug Reports
This is in the patch notes. It is a new feature in which your oldest tip will now be replaced perpetually and forever with new tips. Now every time a tip COULD HAVE dropped, a tip WILL drop, and you will get notifications and contact/open world mission overrides forever. I have not yet found a way to stop it outside of accepting the max (3 alignment/3 event) tip missions which stops the continuous notifications at the expense of filling your mission list (tips you have investigated and accepted as missions will not be dropped and replaced). -
Fun new feature when I loaded up Page 7 today. The world doesn't... draw itself right? It didn't do this yesterday. It's not doing it for other people I talk to. I'm not on the newest computer, but it's never had trouble with ultra+ graphics. Set my graphics to exactly the same as others in the same zones and they do not get this mess. I re-validated twice. Any tips or possible fixes welcome.
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I am running level 8 missions redside (Mongoose and Doctor Creed arcs) on a level 34 blaster equipped with SOs. When I exemp down for the arcs, suddenly my enhancements are only granting 1/5 of their benefits. A 35% accuracy SO is boosting the power by 6.7% during these arcs. I know that the SOs I had slotted when I was actually level 8 were significantly more effective than this.
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issue 27 Patch Notes for May the 4th (be with you), 2021
JelloMold replied to Jimmy's topic in Patch Notes Discussion
I tested this with Combat Jumping. My Movement tab still showed me getting the +JumpSpeed and +JumpHeight (Not to mention the bonuses from Swift and Hurdle and IO sets, also still active), but what I can actually do remains capped at 3.15 mph and 4.00 ft. It is, I believe, reasonable to assume that if Walk can cancel the movement bonuses from both inherent Fitness and from Combat Jumping, then it can cancel the movement bonuses from Superjump and Superspeed. Edit: Right after hitting submit, I remembered the changes that gave Fly, SJ, and SS cap-boosting effects. That part could be tricky, but it may be possible for Walk to 'win' over those boosts? Second Edit: I tested with Hover, which does not stay available like Combat Jumping. This is another one I wish we had for the secondary effects, with Walk doing a blanket and obscene -Fly. -
issue 27 Patch Notes for May the 4th (be with you), 2021
JelloMold replied to Jimmy's topic in Patch Notes Discussion
Is it strictly necessary for Walk to detoggle travel powers? I was really looking forward to stacking walk with the new Superspeed phasing toggle for RPing as a person with the uncanny ability to stand within two feet of another person. Edit: It already allows Combat Jumping to stay on, presumably for the defense, without impacting the actual jumping stats. Can we keep Superspeed, too? The stealth bonus on Superspeed may also be useful if one wanted to do, say, RP-walk mission stealthing. Wouldn't be mad if we could keep Superjump and be able to use Doublejump to continuously and very slowly jump to higher heights. -
Anyone else remember the original sounds for the set back when it was in beta? It got a lot of hate for being “whisper melee” but then, oh man... Talk about over correcting. I lie awake at night dreaming of the old Whisper Melee sounds turning up in some forgotten corner of the spaghetti code. I wouldn’t mind the sounds quite so much if they didn’t seem to break the ‘rules’ that every other combat sound follows, namely getting quieter as you get farther away. Someone using KM anywhere in range sounds like they’re using it RIGHT IN MY EAR. No other powerset has this quirk that I’m aware of - standing farther away makes MA punches sound like they’re (gasp) happening farther away - and boy is it the worst one to get that privilege. Is there any chance this counts as a bug that can get fixed?
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I see this a lot and always wonder the same thing: If one is willing, nay, eager to invest the time and effort and inf to level up and build out between 200 and 999 (plural hundreds) characters in the time we’ve had access to the GM teleportation exploit, is it really that much more to ask that player to - minimal effort option - log out next to a base portal to recreate the exploit for free? This player cannot have any qualms about sinking hundreds of hours into the game or they would not have created and leveled and built out between 200 and 999 alts, so we know the issue isn’t time constraints. The issue can’t be tied to the new Long Range Teleporter unless this player has the existing pool power on a significant portion of the 200 to 999 characters they regularly play. In that case, I sympathize with having to respec up to 999 characters in addition to re-acquiring the power and its existing live destinations to maintain the gameplay they are accustomed to. Otherwise the addition of a free, optional QOL feature that doesn’t exist in the (also free) live game has no impact on that player. If the feature is not worth the comparatively negligible time investment (compared to creating, leveling, and slotting out 200 to 999 characters), then that player just won’t pick it up on some or all of their characters. It’s no great loss to them because of all these other brand new, even easier to obtain quick travel options. Overall, the player with 200 to 999 alts comes out ahead either way.
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First Ever Homecoming Base Contest - Community Vote!
JelloMold replied to GM ColdSpark's topic in Events & Contests
Wow, I am shook to be on the list, but there’s a small problem with the listing. AN-D257 is the character name. Aegis House is the supergroup. Thanks so much, @GM ColdSpark! -
Focused Feedback: Teleportation Pool Revamp
JelloMold replied to Jimmy's topic in [Open Beta] Focused Feedback
I really, really want CT to have some sort of +Defense component. Will it make the power interchangeable with Hover and Combat Jumping? Yes, yes it will. Is that why I want it? Yes, yes it is. I want it to be interchangeable with Hover and Combat Jumping so that I can interchange it with Hover and Combat Jumping and have the chance to play with cool new options without (all of) the opportunity cost. The buffs aren’t what make the three demi-travel powers unique; it’s the mechanics. Homogenized buffs will not homogenize the powers. -
Character Name: AN-D257 Global: @JelloMold (sole contributor) Supergroup: Aegis House Shard: Everlasting Passcode: Aegis-10808 Aegis House is a non-profit living-learning center for metahuman youth and young adults located on the top floors of the Rogers building in Steel Canyon. The lower floor features the med bay, transportation hangar, assembly hall, administration, laundry, commons area with kitchen (Image 1, 2), junior dormitories, the garden, the library (Image 3), locker rooms, and the fully equipped rec center (Image 4) with (to-scale!) volleyball, tennis, basketball courts , Olympic size pool with Olympic scale diving platforms, and gym. The second floor features games and media areas, senior dormitories, classrooms, and (restricted access) the magic and tech labs. The roof deck - accessed via either stairwell - features some of the best stargazing in the city and a great spot for a cookout. The one semi-hidden feature is the portal (Image 5) in the magic lab on the second floor. It leads to three alternate dimensions, but the destinations are randomized so it may take a good deal of clicking to see them all (and to get back to the safety of the lab).