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Replacement

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Everything posted by Replacement

  1. Fun idea, and I really like the idea of adding new notoriety options for increasing difficulty... But I don't want this one particularly. At least it's not at the top of my list. Reason: this affects some builds more adversely than others. Note, I am not talking about player combinations (particular power sets or ATs), I mean more like "I modded for a lot of recovery and endurance modification via sets instead of endurance reduction enhancements directly, and now my toggles are too expensive." Someone else might have the same build except they built the recovery into their base enhancements and used sets for a more "icing on the cake" stat. I'm sure someone will read this far and say "good, that's the point." But the issue is if this difficulty setting has any tangible reward whatsoever, it selects for builds that are less impacted by the loss. This is why I hate "mutators" in games. If you have a mode that makes enemies explode on death, you have just encouraged the playerbase to self-select away from melee, leading to homogeny in what people build. This isn't so different. I should stress this is not a huge deal given the rest of CoH's non-elitist nature, especially if there are other modes. But if you have all these options, you know it's a matter of weeks until players begin measuring their performance of a given build based on its ability to clear "full" notoriety. (Interesting solution: don't let players activate all notoriety options. If you have up to 3 to choose from a list of 10, this would work well as one of them)
  2. I'd finally make a savage dominator. Every time I get interested... And then come the bees.
  3. I can no longer reproduce the Grant Cover bug, at least on current beta build (and as Yuro points out, the Phalanx Fighting portion isn't bugged per se - though I still hate it).
  4. Gold Star problems: The 4 extra clicks between each mission (non-TF) it takes me to show the rest of the team where we're going. Open mission window, click mission, click active, close mission window... Is there a /setactivemission command I don't know about?
  5. Did this character originally have a different name? With the exception of Winterlight, every character mentioned in this thread has a space in their name, which I wonder if the "process already-valid characters" script thing is occasionally failing to account for somehow. My character in question is Engram Edge; used to have a different name. I think they're on everlasting right now but unsure (I shuffled her around a lot trying to defeat this bug)
  6. Hi. Some subjective feedback: I'm not really thrilled with double jump. I'm not really sure what I would do in its place - and i recognize it's not really intended to add value to an already good travel power - but it still feels a bit like making super jump into Fly.
  7. Sadly, this wouldn't work. The issue trying to be "solved" is letting folks stack up benefits instead of following the original Dev rules that state no 2 toggles of the same travel benefit may stack (sans Sprint). Instead of throwing the rule out completely, they adapted it to a more modern take where the benefits overlap but not the toggle state. This is explicitly to provide additional benefits to players for running toggles across multiple pools, so same-pool synergy won't suffice. As an example, it wouldn't help Combat Jumping + Infiltration; or any further design in this space.
  8. I know I mentioned this before so my apologies but how about the opposite of a civil war? A merger! I had mentioned before that there are suspicious similarities in the origin stories and overall anachronistic nature of both Warriors and Legacy of Chain (i.e. if you assume the demon prince who gave odysseus the chalice was an avatar of the demon under mount diable), and that could at least be an interesting subplot.
  9. My problem with this: In the "complex" use case, any setup I can envision can be slightly tweaked to still work. Any "simple" setup can be slightly tweaked and maintain a similar simplicity. The bind I mentioned earlier, as @CaptainLupis echoes, is even simpler from a usability standpoint (one button to manage both toggles), though it does have less fine-tuning ability. I find the one-button toggle + manual click on an icon when I want both on or off is the best of both worlds. Finally, if you want to bring out the "many if not most players don't even use binds period," then I submit: those players can continue to manage Fly and Hover just like everyone manages multiple toggles. Try Dark Armor, for example. Clicking on them individually to enable/disable as context suits them is not at all the QoL disaster it's being made out to be.
  10. I agree with @DreadShinobi - staves feel mostly out of step. I still think they have a place, but it's one of distinction. Obviously, a named character works, but for a standard unit, I could really only see it justified on a unit that is intentionally different and even out of step with the rest of the group (pariahs in the group that fill caster roles, for example). Street Justice: being entirely unarmed doesn't feel right for the warriors either. Have them start fights with the Cimeroran javelin throw though and it feels a lot better (to me). Do diversify their damage types and roles. Do keep red headbands and other minor nods to the Warriors we know. Don't worship the "Warriors" film - it's homage, but shackling their identify to it is just plagiarism. You know, I'm liking the idea of this staff pariah. "The Warrior Delvers are a caste of warriors determined to have more guts than combat prowess. As an alternative to being expelled by the gang, they have been ordered to master their magical staves, which are slowly feeding on their souls." It's a wizard staff and magic, sure, but at least it brings a thematic "last chance" vibe, and some Staff attacks.
  11. So to me that means: put Staff next on the list since it has the most to gain from the work.
  12. Thanks, yes I was talking in direct relation to "here's this idea I'm kicking around of adding a new text command [which means keybind/macro only] to force any 2 powers into toggle behavior" --> "We already have that, and I want to spread it to the masses except people always say it doesn't work for them."
  13. New depths of nitpick: Examining this newspaper, it seems to have been carried from Steel Canyon and discarded as litter (shame on someone!). [The end parenthesis looks to be italicized] All the same, it details a battle in 'Boomtown' where 'Valkyrie' made a name for herself. You are curious if the location is still standing today. Given the... unique positioning of the buildings, you should not have any trouble tracking it down. I'm also not sure about Valkyrie being in quotes? I think capitalization is good enough for a proper noun like her; quotations would be for the book titled "Valkyrie" and single quotes would, I suppose, be used for the colloquial name for 'Valkyrie.' e.g. "her name is Sarah but everyone just calls her 'Valkyrie.'"
  14. I am going to be nitpicky; don't take it personal @Nayreia Use your best judgement and feel free to disagree. Boom Town -> "Boom... Goes the Town" After having perused a couple of the surviving newspaper articles you could find, there is a common thread that unites them, [< I think a colon works better here] the Freedom Phalanx's presence in Baumton. You find several references to their headquarters being local to the area, so their frequent activity makes sense. It's hard not to be curious about seeing the location where the most famous hero team in Paragon City once operated. The base was positioned pretty strategically, [I think in this context, you either need this to be a semi-colon or a connective word like "so" or "and" after the comma] checking it out would be a fairly simple task.
  15. HAH. I found the issue -- after 100', waypoints change to yards. Yeah, I just repeated at the 40 yard line. It certainly grabs dudes at this range.
  16. Bug fix -- not true. @Captain Powerhouse mentioned (probably on Discord) this as WAI originally. If I remember right (@'d you in case I'm talking out my ass, Powerhouse), the notion is something like "It was deemed ok to react to mez with a Break Free, but not other buffs" - a rule which is being relaxed. (Hai Faraday Cage) In this scenario though, it's a buff to a power that is obviously already more desirable than half the t9 armor powers. My fear still seems well-founded, that if we get the extra 30s "back", that we will lose the mez "alternate behavior" approach and just get like... a better description to at least warn people of this. As for not changing/Enflame/etc... I'm not sure you and I are on the same topic there? Logic tree: "I acknowledge RoP is Overpowered or over-convenient" --> "but it's ok because you need 2 trash picks to get there. It's nowhere near OP when you are spending 3 power slots on one effect." Ergo "We cannot lift those 2 required picks out of the trash, because then RoP will be very obviously OP." I don't see any other logical conclusion to the argument of "it's fine due to the required garbage." @ScarySai I intend to give you a better response, but for now: I'm also curious what builds are "Requiring" RoP to work! My supposition is they need it to last multiple fights (implying they have another solution for other fights - which could just be a nuke!) and I'm happy to be challenged on the assumption. It sure would help me understand if people would replace a general "this ruins builds/build diversity" with "here's what my character needed 90s for and why it's not worth it at 60s."
  17. What the heck are you talking about? I'm not talking about pool popularity. Step 1: List out all the origins available to players at character creation. Step 2: Count how many of them are called "magic". Spoiler alert: it's one out of five.
  18. Mechanics lesson: Toggles have activation time. They do not have deactivation time (usually). This means if you pair two "powexecname" commands in the same bind, only one toggle can activate. I am trying to figure out why this has failed for others in the past but... If you were able to get this command to work on Live: /bind x "powexecname fly$$powexecname hover" ...Then you will be unaffected by the exclusivity changes. Even with it being possible to run both toggles at the same time now, this bind can only activate one toggle at a time, but can deactivate many. Let's run through some scenarios! You have neither toggle active: -- Hover will activate (it's at the end of the list so it wins). You have both active: -- Both will deactivate. You have Fly active: -- Fly will deactivate (it takes no action so it can process in parallel) and Hover will activate. This means you can go from having neither active (such as standing up from dead) to activating JUST hover, and then from there it will automatically become a toggle switch. Frankly, it's impossible for a bind like this to force you to be stuck hovering and flying.
  19. @Telephone to reiterate: Activation time ensures the bind I mentioned above turns any two powers into toggles as long as they have an activation time - they don't even need to be mutually exclusive. They will become so. The big thing I'm trying to work out is why this doesn't seem to work for everyone when I've mentioned it before, despite the fact that I've made at least 4 separate installs work with this. I suspect it's the quotations. But if there's a way to make a bind like this work more consistently for everyone (e.g. more forgiving syntax), that seems like it might be a good alternative to a new Slash command. And yes, I have tested the current build for this - nothing magically changed. This absolutely prevents people from stacking Hover and Fly if that's what they're trying to avoid.
  20. @Tigraine What's the problem? (and this is the issue with negative reactions) Do you need screenshots? On HC Live right now, Fly and Sprint are not mutually exclusive, and yet a bind of "powexecname fly$$powexecname sprint" will make them mutually exclusive. The only thing wrong with my previous post is that it's actually easier than how I made it sound-- toggling has activation time while detoggling does not, so you can literally press your keybind an extra time until they sort themselves out into mutual exclusivity.
  21. It's pretty frustrating to me that everyone is focused on this... ...And not this. Here's where my thought process is currently. I am willing to change my mind on all of these, but bring the builds that prove me wrong please. If you do not care about the "reactive" resistance, you are probably chaining this with other powers and a lot of global recharge reduction. Compare the relative nerf to a build like this to the potentially huge gains to the other 49 levels worth of builds, as well as SO/basic crafted IO players. 80% of origins in this game are not magic. If you feel certain builds "need" Rune of Protection to function, then defending this status quo is logically equivalent to stating "it is ok to force players to justify why they learned Sorcery, instead of catering to the creativity of the character they intended." Sometimes, things like this have to happen, but this feels over the line. If a character or AT needs RoP to function at an "acceptable" level, I would rather pull the band-aid off and figure out what we can do to help that character in broader terms. If you say "2 trash picks justify it being 90s" - you are equivalently giving up on buffing those powers. I want a better arcane bolt and enflame; not all the power budget sunk into a niche t3 pick. "Then wait until those buffs are here to roll out this nerf" is absolutely understandable, but I would hope that would change your feelings. My concern is folks claiming this argument, but if they woke up tomorrow to great buffs to the other Sorcery powers their build doesn't rely on, they would just pivot to a new reason to hate the duration nerf. I'm trying not to be cynical and say this is the case, but if it were, see how that would make this argument quite disingenuous? From a personal and biased standpoint, I think "I'm stunned so I won't get my resistance" is bad for gameplay, namely punishing casuals and people who actually level their characters manually. I'm willing to lose 30s to pay for the upgrade.
  22. 🤔 Wait so... You're mad there's something to do with this power outside of basic crafted Recharge reductions? That's... over-complicated? Absorb added to tracking. I'm guessing this broke some sort of internal index and destroys all tracked stats with a number greater than X, where X = whatever value Absorb is given. Can you confirm if this is listed time? Can you turn on cooldown indicators and activate and see what the actual recharge is? I'm playing with SR at the moment and seeing it visually ignore my global recharge reductions, but the actual power is adhering and I'd like confirmation on if I'm crazy.
  23. What AT and power sets? There was an issue a ways back that was similar to this that was specific to certain implementations (e.g. "a power that grants a power that can crit" sort of complicated stuff).
  24. Not an issue. Only "current toggle state" matters. You can run the same keybind with Sprint/Fly for example (and I do on one character) -- even though they can overlap, they will smoothly rotate as long as you start with one on and the other off.
  25. General PSA The massive quantity of Tour Guide missions means it's basically impossible for the small Dev crew and alpha test population to move through all of these with the care they deserve. We need lots and lots of eyeballs, testing in non-standard zones. We need enough people acting like the Grammar Council to staff a Citadel TF.
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