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Griffyn

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Posts posted by Griffyn

  1. 10 hours ago, roleki said:

     

    Chance for KB n Force Bomb is 100%; chance for Stun is now 10%, down from 40.  I've always used 1 damage proc, 1 -Res proc, the FF+Rech, and the KB:KD enhancement in Repulsion/Force Bomb, along with an Acc/Dam/End and an Acc/Dam/Rech.  Never lets me down.

    You can swap out the KB:KD as it now uses vectored KU

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  2. 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.

     

  3. 13 hours ago, America's Angel said:

     

    Already have. Check the second post in this thread for an AFK farming build & map.

    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.

  4. On 6/8/2022 at 7:27 AM, SuggestorK said:

    i had a few chars with over 360 days offline and all of em got the badge, but not all got the pop-up window, theres that but checking via badge tab i could see that they was awarded, the 18th right after the 17th ^^

    They all got the badge but the awarding of Experienced was skipped.

  5. On 5/23/2022 at 10:06 AM, Perfect Square said:

    @Griffyn Did the characters that had this issue log in since last anniversary? That is the only commonality I can see as to why it appears to happen intermittently.

    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.

  6. 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?

  7. On 5/2/2022 at 3:10 PM, AboveTheChemist said:

    My suggestions going forward to help ensure that Babbage shows up in Skyway City as expected:

    1. Have all team members exit the mission into Skyway City (as opposed to teleporting to another zone) via the mission exit button

    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.

  8. 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.

  9. 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".

  10. 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.

  11. 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?

  12. On 11/11/2021 at 10:47 PM, Replacement said:

     

    It's never been true that AVs (or mobs in general) "cheat" and use powers regardless of endurance, but I'm quickly realizing their endurance costs are rampant amounts of bull shit.

     

    Powerhouse, plz!

    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.

    • Like 1
  13. On 11/11/2021 at 9:27 PM, Replacement said:

    I wouldn't go so far.

    Under this system, you can keep an AV at 10 endurance for up to 16 seconds.  

     

    I'm sure there are opportunities for continued refinement, but I wouldn't throw the baby out with the bath water on this approach.

     

    For context, no regular controller or dominator - especially on SOs - can reduce an AV down to attacking only once every 16 seconds.

     

    Without the End floor, that's what a Blast set can do, completely eating the Control ATs' lunch.  

     

    On this current build, it's best to think of it as a delayed, but very strong Slow vs AVs.  This is more inline with blast sets and support characters.

    I just wish it could be used - even theoretically - to detoggle special enemies.  

    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.

    • Like 1
  14. On 11/10/2021 at 6:38 PM, Koopak said:

    @Griffyn point 2 is not ommited and infact I think does a better job than the arbitrary end value ignore.

     

    Point 3, yes, absolutely, and as is this patch will invalidate their build against several AVs

     

    Since no one else has taken up the task ill see about listing the remaining AVs on friday

    @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.

  15. On 11/8/2021 at 10:12 PM, Koopak said:

    Phew.... after going through that i see that 10 end wasn't chosen arbitrarily. However for some of the listed AVs this results in them being just as helpless as before when sapped, and for others they just don't care. I personally feel the recovery floor handles this better than an arbitrary end value that AVs can ignore the requirements for. If we have to then id suggest 7 as the cut off, that keeps most AVs here with 1-2 powers atleast.


    However for clarity, if someone would do me a favor and look into non praetorian AVs, this took a lot of time to go through.

    1. As noted by @Replacement there are some issues with the current End costs of powers.
    2. 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.
    3. 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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