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Griffyn

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Everything posted by Griffyn

  1. You can swap out the KB:KD as it now uses vectored KU
  2. No egregious bugs, just stupid choices by the Devs.... got it.
  3. Given that it was already pushed to live after only two weeks for comments I doubt that the testing was anything other than a formality.
  4. Fundamental changes and only two weeks of comments? Why even ask if you've already made up your minds?
  5. I did some testing on Beta and here are my observations TL;DR – The core ideas are really good but they could use improvement. Force Bolt (now Repulsion Bolt) This is a good change with the recharge reverted. It gives FF an ability to add a debuff to targets who would ignore the KB. Detention Field (not in Patch) This needs to be changed to a toggle like Dimension Shift. The single target nature works given the Mag 5 Intangible, but you need to be able to drop it when needed or it becomes an “Oh sh—” power only. Teams do not sit still for most spawns for 30s unless it’s an EB or better and the power will not work on them. Alternatively, this power could be dropped (see below). Dispersion Bubble This a great fix and long overdue. Repulsion Field The removal of the End cost per target is great. It makes it a power that you can keep running. The AoE is too small though. With the 25’ radius it protects the FF toon well, but anyone else is only protected in the semicircle behind the FF toon. The reduced radius makes it way too easy for enemies to run around the front exposing the other toons making much less effective when in large rooms or outside. The combination of the two old toggles does reduce your End drain a little but it’s not significant enough to lose all the area lost by collapsing Force Bubble. It would be great if this came with an additional toggle to boost the AoE back to it’s original radius with the additional End cost. Alternatively replace Detention Field with this power and replace it with the old Force Bubble. Repulsion Bomb (now Force Bomb) This is a good soft control power with the vectored KD. However, with the reduction in the Stun and Damage, the AoE should be increased from 15’ to 20’. I would say more but with the -Res it would be too much given the recharge. Force Bubble (now Damping Bubble) I didn’t get the chance to test this fully, but I did see benefits from it and the numbers look good especially for Hard Mode and iTrials (where you can cover a lot of a league). My only reservation is the length of the recharge. I would trim the recharge down to at *least* 60s to allow it to be used on more spawns. Keep in mind that I’m basing this these comments on the casual player who will be using SOs or Generic IOs. Fully tricked out toons are going to have this up all the time anyway.
  6. Great work on CoD! It's extremely useful. Thanks for the effort! There is one issue that I'm seeing that I hope can be added. I'm only seeing Resistance on Pets_Reverberant Thanks again!
  7. I just tested an AFK build and on two meteor maps (including the one mentioned) and it's not viable. I had 49% Fire Def, 90% Fire Res. I might still be viable with lesser mobs, on a cave map, or if you stay on the edge of the map, but something will have the change.
  8. They all got the badge but the awarding of Experienced was skipped.
  9. That's a good question and I wished that I had noticed the reply before now. I know that the 2 that caused me to create this post had not logged in since last year. I'm not sure about the other ones.
  10. Some of my characters are not getting the pop-up for the anniversary badge and are also not getting the charges added to the Experienced power. It's not consistent though. When it happens, the character does get the badge but not the popup or power. Some of the characters have not logged in since last year and still have Experienced. But I have other characters where the charges were added so the existence of the power isn't the trigger. Maybe the length of time they have been offline?
  11. I've done this repeatedly for quite some time and Babbage actually appearing is the outlier. Most times he's a no-show. I do make a call out so there are often people loitering near the door though. That seems to be the more likely cause.
  12. Thanks all. I'll have to do some research. I missed the autohit section on CoD and I now see that there is an asterisk on Flash Arrow in Mid's. However, there isn't one for Poison Gas Arrow but CoD has it as autohit. This really should be spelled out better in the game. I know that there are many casual players who are PvE only but who are slotting Accuracy.
  13. How can I determine if a power is auto-hit in PvE? I know that some (all?) of these powers accept Accuracy enhancers for PvP so it's not as simple as checking what can be slotted.
  14. Seems to be working now. Not sure if it was fixed or an intermittent server issue.
  15. Same error here. I haven't touched the install for a while either (if that helps)
  16. Running a Synapse on 25-Dec at 16:20 ET, Babbage spawned. He then immediately started running *away* from the team. This may be the root of all of the Babbage no shows in Synapse. He had clear line of sight to me with no obstructions in his path. He turned away from me (with the team around the building corner behind me) and jumped down off a wall. I first called my location [767.3 -83.9 -988.1] while moving toward him. After he jumped the wall, I called the new location [623.2 -126.0 -1020.0]. I hope this helps resolving the "no-shows".
  17. Please turn down the glow on Lifegiving Spores. I didn't notice it as much with a tall hero but playing a short one the glow is doing nasty things to my eyes when I tried to do something other than the Original FX. I tried changing the color, but with only the two colors the glow and the base are the same. Right now the glow looks like it's almost six (6) feet high.
  18. I would like to propose a new slash command: /ccw (Costume Change using Window). This would operate the same way when you enter the costume change via Icon/Facemaker/Trainer but would not include entering the costume creator. It would allow you to view your costumes from anywhere and just click on the one that you want. It would be a big QoL improvement for people who love costumes. And to get in before the detractors... yes, there are workarounds to this and we've been dealing with this a long time but it should be a very easy change and why not make peoples' lives easier?
  19. Sooooo helpful...... I would have neeeeeever thought of doing that..... geeee, you are really a god of the game.....
  20. Would you please put a check into the Mission Transporter to require an active mission rather than teleporting you to the first mission on your list. The recharge is just too long to not have this check.
  21. And that's just one of the issues with the current End Drain mechanics inherited from live. If you can't get the AV to zero End *and* keep them there all the time, then they will be able to fire off many of their attacks due to the low End Costs and extremely high base recovery.
  22. My comment was about the current state of the concept on Homecoming server. Just like live, there are only a few AVs/GMs that a dedicated end drainer can affect. With normal mobs on most teams you can barely drain end as fast as health bars drop. So the niche is currently only a few AVs/GMs and that will quite possibly go away with these changes. As I've said a few times I'm not against the changes and I think that they might be good. I'm just not convinced that this has been completely thought through. That's very reminiscent of live when the Devs completely nerfed End Drain and then never went back to readjust it. The AVs might be reduced to 10 End but that's not going to reduce their attacks to once every 16s unless they only have one low End power with a 16s recharge. I have no problem with a Defender or Corruptor being better at debuffing that a Control set. But the Control sets might need some tweaking so they are not left in the dust with the sets that have -End and -Rec components.
  23. @Koopak But on point 2 it's not one or the other. Not only will they have free use of low End powers, the GMs will have a 50% Recovery Floor which will allow them to constantly regain End as well. On point 3, if what you say is true then your friend is the only person that I have ever heard about in the game who is able to drain End from certain AVs/GMs. I have seen others who have tried End Drain and I have even tried it myself. I like the concept listed here but I think that the AV/GM/EB protections need to be seriously considered.
  24. As noted by @Replacement there are some issues with the current End costs of powers. Second, you are not taking into account the other change that is proposed: "EB and Arch Villain min recovery is now capped at 25% instead of 0% Giant Monster min recovery is now capped at 50% instead of 0%". As noted by @Kai Moon earlier in the thread the amount of End recovered will not eliminate the use of powers that cost more than 10 End. Was your friend who is entirely focused on End Drain able to reduce all of the AVs that you listed to zero End? If not, I don't see how any of the proposed changes are going to affect those AVs in any event. I'm not opposed to the changes if it makes End Draining less binary. If you can drain the mobs to zero incredibly quickly, then they won't be able to attack for a short time. For the EBs/AVs/GMs that can be drained it does neuter them for a while. However, the vast majority of the EBs/AVs/GMs can't be drained at all. So End Drain is marginal at *best* right now and these changes, although well meaning, will kill the small niche of usability that they currently have now.
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