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Replacement

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  1. Cursory test showed this to be correct. No weird telekinetic finales.
  2. My understanding is this has to do with an implementation change that went along with this (I believe it's now animation rooting instead of using a massive immobilize to keep you in place). I agree though, I think toggling while recovering is pretty nice. I had mentioned this before but was a bit flippant ("eh, it's nice after your wakie") but I'm starting to lean towards "this is better qol than 0 recharge." (Not that they're related) Live crit mag: Magnitude Expression: (0.76*Melee_Damage)*(0.15*source.ownPowerNum?(Pool.Fighting.Boxing) + 0.15*source.ownPowerNum?(Pool.Fighting.Kick) + 1) Beta crit mag: Magnitude Expression: (1.27*Melee_Damage)*(0.15*source.ownPowerNum?(Pool.Fighting.Boxing) + 0.15*source.ownPowerNum?(Pool.Fighting.Kick) + 1) Looks pretty significant
  3. Bug: Knock effects play until 3.7s into a power that finishes animating 2.47s in. This leads to situations where enemies suddenly fly away from you with no apparent cause. This also affects the Damage over Time effects, which continue to tick after you complete your animation. Tested on Sentinel; CoD tells me it will happen on Blaster as well (didn't check the other ATs). I would consider the non-fire DoT being out of sync as a minor bug as well, but I understand there are balance considerations with speeding that up so I'd consider the damage effects as "low priority."
  4. Scrapper Shinobi-Iri feedback: We need a 2nd icon granted to tell us when the crit buff is active. If this is somehow not in the cards, how about adding a 3% ToHit buff with the same "Out of combat" flags as the crit buff so I can at least monitor that to tell me when my crit buff is active? SO-friendly issue - not enough stealth. I confirmed this behavior using the Sentinel version (they appear to be set up the same, just with crit mod vs +damage). If you get hit, you lose your damage bonus/crit bonus. The issue is the power doesn't provide enough Stealth to hide your presence. This means on SO builds, you are reliant on your Defense to keep up your bonus damage. That's a pretty significant gain for slotting just a single Stealth IO.
  5. Most of the feedback in this thread is coming from an optimal standpoint, a "can I make use of this?" Angle. If the answer is no, trash. There are a lot of players who stay away from forums because they dislike this culture - and they're smart, capable human beings. For them, my goal is just to ensure these powers are good picks, and not traps. Despite what many are writing, I strongly feel Arcane bolt, spirit ward, and usually RoP, will be better and more fun for them. I haven't had time to dig into Enflame. Not a fallacy; arcane appears to just be stating "well here's our current status quo." It needs overturned, but seeking a fight about it in a sorcery thread isn't the way to go on this. Realize the scope of what you're asking, which is likely two dedicated Pages, and let it rest here.
  6. I sent these changes to the 3 friends I play with. They were all floored, excited, and apprehensive that they may not make it. Turns out, 5 good powers is better for fun than a single power that really shines on high Recharge builds, and 3-4 unfunny jokes. It's good to get the non-forum perspective sometimes.
  7. No, but note that it does have a hefty endurance reduction baked in (13>9.75). Which makes sense - if you don't have the Michael Phelps to translocate continuously, you can still... Fly.
  8. Yes, it keeps stacking over time, same as the recent blaster treatment. I just tested it with a Mastermind and found it to cap out at the exact same amount as electric Affinity's insulating circuit (and refreshing up to 10% that amount every 3 seconds under fire). I have not had a chance to test Enflame but I wonder: could we put the terror on only one version? Like: cast on an ally if you want them to leave that ally alone, cast on a foe if you want him to roast his friends. As if it weren't enough that they've already told us to expect ppm abuse to be curbed, note the part where they fixed it not proccing or taking enhancements.
  9. That would result in them always being resisted, I think. This is a vector change set with higher priority. If it works well, I would expect it to proliferate, and just overall be a better fix.
  10. Request: give the community a list of things considered experimental/will-be-nerfed. I realize this is asking for a lose/lose of you - sorry. Here's what I know of so far: Epic recharges breaking PPM Procs in general Bio is expected to get some minor slaps Master Brawler "choice" implementation is hanging by a thread - expect that to replace Practiced Brawler entirely for Sentinel? Anything else? My thinking: Most nerfs are really only noticed by people who are aware of them (i.e. forumites and folks seeking builds). For all the rest of us, it might be a good idea to get us used to the idea that building around a particular component won't last forever. This only works if people honestly acknowledge that Homecoming has yet to "ruin" any sets. Titan Weapons is still top-performing and feels better than ever. I don't personally know of any other things that are seen as "well that's just a bit much" unless we want to suddenly lift the ban on acknowledging Fulcrum Shift exists.
  11. But what about Freeru- oh, right. Built-in Stealth also future-proofs Infiltration on that front.
  12. I assume it's been a while since you've onboarded a new friend to the game? That it's been a while (or never) since you've had that sad wince when your friend tells you they blew their meager cash on the biggest fly enhancements they could find and slotted them into Swift and Fly? Or maybe it's been a while since you looked at the travel sets and realized the catch-22: "these are seriously bad, but there's no room to improve them because all the stats they provide are worthless." And finally: there's the fact they felt like it. And that's always going to be enough cause to tinker; I'm sorry if you don't see or care for the benefits and future-proofing this still will provide. ... In the meantime, I vote this thread should be locked until next build, since there are a couple of issues that could really spoil feedback right now.
  13. One thing that bothers me about the general direction of these conversations (especially in the past threads), is how much people were using fly+evasive Maneuvers as a way around using the Afterburner click. Previous complaints about Fly changes are not the reason for this current batch of changes (that appears to be more about combat flight speed), but it has shaped the way Feedback is flowing. To put it briefly: Fly allows you to ignore verticality and most aggro and afk your way to your objective. Afterburner says "you are allowed to be fast, or afk. But not both." Is that really so bad? So that's broadly my perspective. But this still sounds like the current values are a little overcorrected: Especially less flight control.
  14. Intentional but not communicated. Jimmy confirmed in the first power changes thread.
  15. And 90 seconds on those other powers will be sufficient to improve diversity? Or do they need further buffs as well? If we buff them further, will origin pools thus become more or less mandatory? -- I take strong issue with the suggestion that "Performance doesn't matter" for lower end builds. It matters that options are fun and impactful with 0% global recharge and SOs as readily as when fully enhanced. I won't endorse a claim that performance doesn't matter to a player still not fully Setted out or - gasp - leveling. Kneecapping that experience for the benefit of a high end build doesn't seem like a winning strategy. Of course, "the best of both worlds" is an option (90s and no resistance penalization) and I think ultimately where we'll end up. My first half of this post is asked earnestly - will the 90s bump to the others be enough and will there be negative consequences to player expectations? [Sidenote: the "no resistance if used as a break free" was initially a design decision and is not a bug.]
  16. And if we buff the others to 90 seconds, does that mean we roll back the change to the Resist condition? Do we make reactive users continue to not gain Resistance? If no (do not roll back, keep unconditional resistance), that's a buff to a power that's already providing a lot of benefit many builds cannot get elsewhere. If yes (roll back, you only gain resistance if you were not mezzed at the time of activation), it's a punishment for weak builds in the quest for "build diversity" only felt by the power gaming minority.
  17. Auras: tied to costume, not power. Emotes that root: lock you out of activating the power until it's complete. Emotes that do not: I don't think any exist anymore but I believe their animation is killed by the power animation. Costume change emotes: all the above issues and also require you to select a different costume slot. What you can do right now is activate a stealth toggle as part of a costume change macro, to a version of your outfit with an aura. That is far, far more limited than what I'm suggesting, especially the Teleport parts.
  18. I like the idea of adding player agency and choice to the moment, but I think your specific implementation won't ever happen. Not only would it require updating every single active-use power, it would need entire new functions (think about how attacks need targets and suddenly instead you're changing it to Self), perhaps enough to warrant a redirect (every assassin's strike is actually 3 separate powers. There's a good chance you would be requiring a similar tripling to get to this point). I think it more realistic you would be granted a new Inherent at level 10 that is gray normally and can only activate while mezzed. It would have it's own cooldown (probably 3-4 seconds), cost Endurance, and add any other minor debuff you wanted. A recharge slow could be a way to get a much gentler version of spending your cooldowns to break free. Oh, just saw Vile's post. Yeah a server tray would be a great idea when the Inherent is granted (and a way to put it on your normal trays and disable server version for the people who apparently need that to enjoy the game).
  19. Thank you for the hands-on, @Saikochoro. I have a question - is there something your ice/kin is doing during downtime on RoP? Or is the resist bonus something to keep up sustain over the long-haul? Basically, I'm curious to know how this character is built and what it's doing between Runes. Your DP/Nin: I want to emphasize if you're at all using RoP reactively for mez protection specifically, this character will actually see a lot of benefit to this change over time -- since getting Held, etc. is often the jumping-off point for taking a lot of damage, not having to choose between the break free effect and the resist effect is a pretty big deal. Though again, not so much if you're rotating with something else. (I'm guessing this is for resist though)
  20. Glad for the necro; missed this the first time. I don't think I'd do -Regen on an armor set if I could avoid it. I suppose if your Barrier is Infinity War Iron Man and you're just swarming your opponent with neverending nanomagic* that might qualify as -Regen? But overall I'd just as soon avoid that for armors where it's not an obvious thematic. "While Absorb is greater than 0" Mechanic: My understanding is this should be possible. Whether or not the server wants multiple players all checking the condition every single server tick isn't a question I can handle, but I do think the engine is cut out for handling this. Advanced Filter: I don't think you need more +absorb here. I think mez protection and conditional resistance is good enough. Reflection: I'm sure you anticipated this response: CoH has a long and storied history of saying "We can't do Thorns/damage return effects in CoH." But I always thought that was more about actually storing an attack's damage to return, which you are not doing here. With your particular implementation: I'm struggling to think of a way a power could be cognizant of who attacked you last and single them out for a targeted attack. Can anyone think of any other mechanism that does anything like this? I don't think there's anything that uses an ummm "get last attacked-by" type function. It won't help vs Ranged attacks, but I think it would be possible to fire off something like a pbaoe every time you are attacked (or a % amount of the time). Amplify Shielding: Serviceable, but for some reason I'm not super keen on this power. I guess because it feels like a) stuff you already have and b) too similar to Energize, when this set is already thematically nudging in on EA's space. Nova Shielding: Minor quibble... is there a reason we need -10000 absorb? Should be able to apply a -[current absorb] if you are just wanting to reset it to zero. Is it supposed to apply Absorb Resistance or something so you cannot regain Absorb for a while? Overall: I like it, I like your Regen/Willpower argument, and I like just about all the powers -- even yo' basic passive Base Shielding (in fact I was really happy to see some diversified protections with it). I would be slightly concerned about the strength of Nova Shield with all the other tricks going on to amp it way up, but that's what balance testing is for. *where does all the volume of material even come from?! Is Iron Man gray-gooing the planet under his feet to pump up a never-ending supply of nanomachines? If you find yourself watching Infinity War/End Game, consider the sheer quantity - measure it in multiples of car sizes - of nanomachine "suit" Iron Man goes through.
  21. I caaaaaaaaan't! I don't have it in me to remove any primary/secondary from my trays. Move them way down the line? sure. But I have to always... stare at it. Bees.
  22. Yeah I'm familiar with the "Page" concept as small Issues. I'm just talking about the naming scheme -- if we're going for like chapter titles for each Page, or if they all are just going to inherit the Issue title. Name on the Issue only makes sense from the source comic book perspective... but I'm not sure how I feel about Second Chances lasting the next 2 years.
  23. As a customization option, I think it would be neat to attach aura effects to certain/most powers. In particular: Teleport and Stealth. Imagine a vampire-type character that bursts a pulse of the Bats aura whenever they teleport. When they travel via stealth, they could put on a gaseous aura and travel via their gaseous form. I'm all for attaching it to any and all powers as well, but I think it could get to be a bit much with most toggles (imagine a dark armor character running tough and weave, with 11 auras), so I would consider limiting it to Clicks, Stealths, and probably Travel powers. Bonus points if we could attach some emotes -- namely the costume change emotes! These would need to be specialized versions that don't impose their own Rooting (that would be handled by the power they're attached to). I would certainly fit Teleport into a lot more characters if I could Dimension Shift every time I use it -- that's the one where you scatter out several ghostly clones of yourself that all gather back on you. Paired with Teleport, it would feel pretty Dr. Manhattan-ly).
  24. So we're only giving unique names to new Issue numbers and not Pages? We'll be on Second Chances until i28? This seems to be the protocol, based on previous pages, just wanted to see if that's going to set (like in the concrete sense).
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