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Replacement

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Everything posted by Replacement

  1. This is fixed on current Staging build. And as an aside: wow at the new Shadow Maul. This gonn' be awesome.
  2. I'm guessing this is an artifact of copying from Live to Staging, but I'll put this here for @Jimmy just in case there's a bigger issue. Steps taken: 1) Character copied from Indomitable to Staging (Shadow) 2) Character server transferred to Reflection without even logging in. 3) Logged in and this happened to my radio mission. Mission was completely empty. When I flew into the final room I got the victory fanfare and this: No lasting ill effects. This seems like a non-issue/instant-defer kind of deal. If anyone at HC disagrees, let me know and I'll try to repro and file a proper bug report.
  3. I have some time today, a small amount of motivation, but nearly-zero brain power. Let me know if anyone has some ideas of things they need me to try or verify. No high-end IO builds. I won't.
  4. Possible my Mids' version is wrong, but looks like Storm>Steamy Mist and Dark Miasma> Shadow Fall both have 40' radii. Faraday Cage isn't a toggle like those, but it may as well be in that you're going to want to stand inside it with your melees.
  5. Just to muddy the waters some on Faraday cage... For all its power, I'm also a bit concerned the effect is going to be frustratingly small for full parties. It does make the party open to more aoe, which is perhaps notable given all of its power. It would be in theme, I think, to move the knockback protection to Empowering Circuit.
  6. I'm curious why. Given the 10 second cooldown and 5 second grace period, you should be planning around it and it should be easy to ensure you're always engaging with the buff. Self-counterpoint: this set is really busy so there is a question of how many considerations are too many considerations.
  7. I'm pretty sure 4 minutes is the duration of ally "at-will" buffs. So bubbles, shields, etc. It makes a lot of sense. It's just... a lot together, on a set that doesn't exactly scream "indomitable juggernaut." And ouwup!* I just realized Pain Domination should be able to activate its powers while rezzed. That would be fantastic. *My attempt at onomatopoeia.
  8. Can conf... oh... That. I just checked with Active Defense as well.
  9. 60/60 seconds and 90/90 seconds. And... Incarnate. My opinion is unshaken: on a set that doesn't even have to worry about losing offensive toggles, complete mez immunity on a support AT still feels outrageous to me. I'm glad you guys are disagreeing and HC gets a better picture that I'm in the minority here, but I still stick to my original statement that they will regret it.
  10. This is the real crux of the issue. Out the box, Faraday Cage has a 10 second recast. We already established it's supposed to be bubble-esque, always up and buffing your team. But this means you have mez protection as a click on a 10 second max cooldown. That's insane.
  11. The armor's clicks, such as Practiced Brawler, do not have this behavior. That said, I'm trying to test to ensure that's what's actually happening here. Sleeps are too fragile and it's always possible something hit server-side differently than on my client. And freakshow stuns are too short to be sure as well.
  12. Balance feedback: You will regret letting this go live with Faraday Cage able to be cast while mezzed. I had seen people talking about this and I just did it to end a Sleep effect to test it. This works and I do not like this precedent. If anyone gets to break free from mezzes, it's the tanking ATs, or at least melees. Martial Blasters getting to do this every 2 minutes is nothing like a Defender/Corruptor/Controller/Mastermind being completely unstoppable by mez. Keep it to pre-emptive only, I say.
  13. Hey @RAWHeroes have you tried restarting the launcher? I'd go so far as to close it, open up task manager, expand out to the "more details" button at the bottom, go to the Details tab, and try to find a process associated with it and kill it if you find it. THEN restart Tequila and see if DLs any updates. Also, you posted in the "report-server-issues" section of the discord. I'd suggest trying client-issues or setup-install-help.
  14. I was talking about an 8-person rotation, but... I acknowledge that's hyperbolic. But my point is simply that there's no harm in stretching out those periods between Judgements a bit. Solid burn. Crushing it, even. Your attempts to call me out are not only not working; they're unnecessary. I already agree with your fundamental premise that we need more high end content.
  15. Relying on whataboutism means you can't win your argument so you're changing the goalpost to distract the opposition Nerfs are helpful for maintaining expected gameplay loops. For example, getting to actually experience what else party members can do other than pressing their Judgement button. THAT SAID, what you are proposing isn't mutually exclusive. I would push for both.
  16. Because it's still a "what-about?" argument that has nothing to do with what we're discussing. If you're saying "today it's Judgement powers (NOT Incarnates as a whole, btw), tomorrow it's IOs" then... that's as slippery-slope as it gets. I still say Recharge nerf. Everyone gets to keep their OP fun, they just get to have it less often. Once you break the cycle of rotating which party member Judges which spawns, you start having to actually use your *build* for some of the fights in between.
  17. I like it. Just like bubbles, etc, the expectation is it's always up. That paired with the single-cage limit, I like the idea that you have ONE point that's following you through the mission.
  18. With it as easy as it is, we should just give everyone a Click power to instantly win a map and grant a level up. Slippery slope arguments are fun!
  19. You aren't alone in this mindset. This is why I think balance is important in co-op: I don't install games to watch others do all the work. I want to be an equal part of this team. Judgement cooldowns should just be longer. Like 5-10 minutes. Don't need the "too much work to program" charging system. I want to remind other posters here that the OP never said "remove Judgement nukes." Saying stuff like taking them away is the definition of a knee-jerk response. @MsSmart I don't think 99% of Incarnate-level toons "worked hard for it." God damn this pisses me off. Stop projecting worst-case personality traits on others. This is a game that encourages us to explore concepts above min/maxing. Your very assumption that people expected to be the "black stallion" as opposed to just feeling like they should be allowed to contribute is an insult to this entire playerbase. Good day, sir!
  20. This is the principle that's tenuously holding society together in the "cape" web serial Worm, which I know I mention a lot around there (WARNING: full of adult language, body horror, and lots of other triggers). Even the municipal agencies develop a sort of nudge-nudge-wink-wink relationship with villains who aren't violent to bystanders or go too far with the heroes. Captain Amazing from Mystery Men was right (you get sponsors, merchandising, and tourism when your city houses a popular super group. And for that, you need villains).
  21. Eesh, sorry guys. Wife stuff happened. Hope you got some good data before the server went down.
  22. This is why I enjoy seeing the stacked bar graph. My questions weren't worded perfectly, but we can still measure trends. The consensus is that Trick Arrow is severely underperforming, but I have a feeling a couple very simple tweaks could greatly improve the set. A little doing a lot. On the flip side, I feel like FF needs new mechanisms added to make it competitive, but I trust if HC sees an opportunity to fix a massively flawed set with some simple tweaks, they will. I guess all I'm really saying is that I'm open to seeing how far even simple adjustments go to make a set feel better; it doesn't need to include totally rewriting a set into a traditional support set.
  23. This is the crux of the issue. Sapping is binary: it's either doing nothing or full-stopping. Though for the sake of completeness, I should mention -recovery is very important. Even with it, they will eventually get a tick of endurance and use an ability, making it not much different from recharge debuffs. So yeah, the truth is we want Sapping to be good and viable, we want electric blast to be useful, but we have to be careful that we don't go too far the other way, where sapping removes all danger from every fight. Not easy!
  24. Some individualized treatment options I was thinking about: Defenders and Scrappers: Endurance crits as @oedipus_tex mentioned. I think Tex has been dialing back the numbers some but I should mention I don't think anything above even con minions should expect full drains (at least from weaker drain effects) when the effect triggers. I would still expect to need more than one power to remove an enemy's teeth. Blasters, Brutes, and Dominators: "Defiance" style self buff any time you use an End Drain attack that buffs the strength of further End drains. The net result should be that the longer a fight goes (AVs), the more valuable their sapping becomes. This should also empower some power combos on shorter fights (ball lightning followed by short circuit) Controllers, Corruptors, and Tankers: Endurance *and* recovery Scourge. When your opponent's blue bar is under 50%, you have a chance to inflict any Endurance drains or Recovery debuffs twice. The reason for including Recovery on these sets and not the others is because the overall sapping is weaker. These are the guys yelling "and stay down!" Stalkers, Sentinels, and (soon) Masterminds: No clue. I forgot these ATs had access to sapping powers until I typed up the rest of this.
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