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Replacement

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Everything posted by Replacement

  1. @Monos King if I understand you right, you're saying it makes sense for some powers to be lackluster because their fiction is less super? I have a lot of counterpoints to that but I don't want to presume too much. Suffice it to say, if that was the logic, Cryptic was horribly inconsistent in said logic. Like why is Kick bad but Storm Kick is billed as equivalent to Super strength? Why is Hasten absurdly good but Flurry (from the same Flash pool!) is so bad it's usually forgotten even in conversations about how bad Pool attacks are? Regardless, I want to call attention to your final line: This is a really good point. I think it's worth keeping this in mind when we discuss with others. Obviously, I prefer alternative, because "supplemental" only makes the cut if it's succeeding at its job - I want to make concept characters and the game mechanics should do their best not to punish me for doing so. If Flurry supplements nothing but the fiction of my character, it can be safely buffed without ruining anyone's fiction. If I take it in place of Jacob's Ladder? So what? That's increased build diversity.
  2. I mean, it could be the same underlying cause, but this feels pretty different. That linked bug reads to me like the targeted aoe is being located based on your starting position, and in fact would probably be fixed by changing the location of the damage effect to instead play out as "powexec_location me" after the player teleport instead of calculating in parallel. Contrast to Defib which feels like the issue is that the power waits until the animation is almost entirely complete before firing off the daisy-chained power effect. That's all just my Tech Hunching, but it feels different enough that if I'm not right, I'm at least on the right path.
  3. Sapping: I feel silly for feeling like the set needed more direct Sapping capabilities. 2 Recharge IOs gets defibrillate down to 1 minute cooldown, and will absolutely floor a boss' endurance when it comes up, along with everyone else nearby. Without it, Shock and my little buddy can also bust a lieutenant down to size. Part of me thinks the stack contributions to defibrillate need seriously nerfed... But part of me feels like Sapping is already stupid hard and maybe it's worth it when you're sacrificing all your stacks AND your Revive move. Mastermind: I don't actually MM on live. I've tried them all and I don't think I've ever got past 20. Can anyone give good comparisons on busyness of /electric vs other Support sets? It seems to me like it's about in line with Kinetics, but with you jumping into the thick of things to Discharge instead of for all your healing. To me, it seems like the right move to remove the sentinel, since your primary leaves you comparatively less busy than a Controller. I don't think aeon/brainstorm split is possible, but they could push this build to Staging and revert it in Beta.
  4. I get the sense Defibrillate is coded similarly to Corrosive Vial from Experimentation: there's an autohit on target, and then the game just uses that to check that it's legal to spawn the targeted aoe pseudopet/power patch. If I'm correct, that means the missing part is that the aoe patch is being created at player location instead of target location. And also, I think most powers like this in CoH start early (like at or near the start of the animation) and then have a delay on all the effects synced to when the animation finishes. This essentially means targets are all acquired the moment the button is pressed, but aren't visually impacted until the correct moment arrives. @Sir MyshkinMyshkinMake sure.... Listen, I'm leaving that weirdness. Forum @ 's do not play well with Android Vivaldi. Attempt #2: make sure you get some of that (like Cage radius) makes its way back to the feedback thread if you haven't already. Can confirm the jaegers and a lot of other robots show under power analyzer to have something ridiculous like mag 90 sleep protection.
  5. To be clear... Yes, the powers I speak of, like Jump Kick, perform a purpose. They just do it terribly. They are so far down the power spectrum that I label them near-worthless. Hasten is obscene and we all know that it doesn't belong. I'm not advocating we nerf it (but I wish SCORE had during the dark days), and I'm not advocating we bring other Pool powers up to Hasten's stupid level. But they should be made generally useful. @Doc_Scorpion When the topic at hand is about game balance, bringing out your pitchforks against min/maxers is unhelpful. If an avid RPer logs on one day and Boxing is actually good, they will not be negatively impact. If they need a character or a particular power to suck for their concept, they can run without enhancements.
  6. The design paradigm has been that you have to be forced to pay a tax to gain access to universal powers. That tax is the worthless powers set up as prerequisites. This thinking infected a lot of game design of the era (you can see this at play in a lot of tabletop systems of the era, most notably d&d 3.5). In addition to what you laid out, about not having many powers to be wasting, I have one additional huge problem with the mindset of crappy pool powers: Hasten. Talk about inconsistent power level. This is the same tier as Boxing, Jump Kick, and Flurry. And yet it's mandatory in many builds, including at least one entire AT. I could also make the argument that it limits build diversity by setting up half the pool powers as simply means to an end.
  7. I'm on board. I'm in eastern time and usually available any time between noon and 10, so I won't be overlapping any with Bopper during the week days. Can be around on weekends though, including late. My job consists of about 4 hours every day of "regular person work" followed by about 8 hours of intermittent reactive stuff that's easy to shuffle around to prioritize important things, like video game testing.
  8. Some Defibrillate testing on a Defender, completely ignoring the Ally revive (because I have no friends). The good: Defibrillate is taking stacks, is sleeping targets, draining end from all targets, is playing FX on all targets (I only attempted against a pack of 3 freakshow. I have no idea what the target caps are, here). Stacks are definitely affecting the end drain: 544.43 points of their endurance with 10-11 stacks. Versus 60.48 points of endurance each without any stacks. The weird: As I think @Myrmidon mentioned, the description should be updated taking a cue from the electric melee attacks or electric control's static field to explain the Sleep portion. The bug: Jousting causes the power to waste. Steps to reproduce: 1) Fly toggled on 2) Activate Defibrillate from far away from target enemy 3) Fly past enemy (buzzing close enough that the power tries to activate) Result: Power goes on cooldown, Static stacks are lost, sound effect and animation plays, no hit chance is played in chat log, no effect on enemies (no idea if allies are revived). Enemies don't even register a hostile action occurred.
  9. Well. It's the afternoon in the States. Who wants to compare swords? Minor issue: Ninja Run causes Draw Skip - blade simply appears without pose being adjusted. In motion with Ninja Run: Draw animation is still skipped but at least the pose pretty quickly updates to stream sword behind you instead of sawing your head off.
  10. @Captain Powerhouse Shadow Maul is still missing the "hit" SFX, plays the wiff sound regardless of result. EDIT: forgot source: Scrapper.
  11. I truly believe Stone Armor is the one time where the best course of action is to give the Cottage Rule a swift kick in the ass and go for full reboot. BUT... until that's an option, I'd change Rooted to have the following effects: Detoggles travel powers Only gives the regeneration while on the ground (mez protection at all times) Do I think these penalties are necessary? No. You could remove all Rooted penalties and the set would still be a museum specimen of game design. But a lot of folks think some level of drawbacks and general sense of lumbering adds to the set's charm. I am definitely not a fan of adding the mez protection to a critical heal power instead.
  12. Big one is combining teleport foe with recall friend to make way for a melee-friendly combat teleport. @Zepp for the link ups.
  13. Just fyi @Psyonico I bet your old computer had some associated software installed that it was configured through.
  14. Do you have any non-english or accessibility options enabled? It sounds to me like something keeps interrupting your input, like if your computer is set to never allow Press&Hold capabilities. Random test: hold down both mouse buttons, assuming you haven't done anything to remove the default binding that makes that Chord run you forward. This should at least test if your issue resides with keyboard input.
  15. It's always been a point of frustration to me that on video game forums, the game runners are more likely to see polarizing threads about controversial ideas than simple ideas everyone agrees on. So my suggestion is that any time the first (and ONLY the first) post gets a Like or a Thanks, it bumps the thread to the top. This would need some sort of limiter that prevents folks from retracting and reapplying their response to keep a thread artificially pinned. It would also be fine to limit this just to the 2 suggestions/feedback subforums.
  16. I would be happy with 8x Propel animations and SFX and 1 Build Up. But yeah, those other things would all be gravy. Kinetic Launch might be a better set name, so there aren't implied mental powers. ... Or Kinetic Kill Missile.
  17. One thing I feel this conversation could benefit from (I'm unhopeful) is an understanding of the term "power budget." Within a set, and even given the AT it's mounted on, all the powers available contribute towards its power budget. This has to include possible combinations - you can't ignore a particularly strong power just because a player might not take it, and you can't dump all your weakness into one skip-able power - you will likely need to nerf at least half of the other powers in a set if you want one to intentionally overperform. It gets messy fast. (Hi, Kinetics!) If you want to argue that it's ok for the Controller version to be as powerful as the defender version - it's not impossible. But the onus IS on you to show why it's inherently weaker on that AT than the other sets that are respecting AT modifiers.
  18. Done. I just increased the salary of all HC staff by 1000%. -- There is no manual quote button on mobile so this will be ugly, but this bit flew completely under the radar: The following Scrapper and Stalker Epic Pools powers have been modified: Mace Mastery > Web Cocoon: This power now does Toxic Damage over time. Now accept damage enhancements and sets. Leviathan Mastery > Spirit Shark Jaws: This power can now land critical hits. Mu Mastery > Electric Shackles: This power can now land critical hits. Soul Mastery > Soul Storm: This power can now land critical hits. Weapon Mastery > Shuriken: This power was erroneously set at half the intended recharge for it's damage. Recharge has now been increased from 3 to 6 seconds. Weapon Mastery > Explosive Shuriken: This power was doing 85% the damage it was meant to do in PvE, damage has been increased Solid changes!
  19. A neat trick you can do for finding party member range is to click on their icon on the map, so they become your waypoint target. @Jimmy it might be nice if you, or someone else on the team tries to organize something if you'd like to try some bits of multi results (e.g. 5 dead allies). Just send out an informal message any time you intend to hop on beta, since we seem incapable of forming up on our own. To anyone: I'm on the discord, you can ping me (@Replacement) in the Beta channel any time you're around and want to test things together. I'm busy at work catching up on mundane tasks this morning (can you imagine what 300 different storefront websites' worth of requests have looked like this past week?), but I expect I'll be around most of this afternoon/evening.
  20. Before this spirals out of control like the last thread, I just wanted to take a moment to thank you for making this a well-reasoned post. Instead of arguing about what does and doesn't constitute "hefty," I'm just chiming in to thank you for putting together concise criticism with an offered solution that's not just "stop nerfing the things."
  21. Great work so far. I tried to break it on previous builds but right now i'm just enjoying seeing more pieces added in each of these builds. It's really making me wish, though, that female Thigh Highs had the "middle" options enabled, like Stilettos has. Of course, leg/arm selections would be even better but this is making me realize just how much work that would be. Great work so far, and thank you Homecoming so much for putting all of this together.
  22. Thanks, Jimmy, for trying out the Mastermind change we've all been suggesting! Now to see if we actually like it as much as we said we would.
  23. I just asked folks at Ms. Liberty (Thanks to Hot Shot Thug), according to them, they can only see my sword (/ninja Blaster) during animations.
  24. Endurance discount buffs from Tanker > Staff Mastery > Form of the Soul (Perfection of Soul buff) are occasionally stacking, but it's weird. First I see this: Then It moves up to this: But sometimes it'll drop to a single stack and give me the single stack's overall total. But I usually end up at level 3 with this weird math: Occasionally I get the same overall total but only a single buff instance listing: No issue with the other 2 Forms with their Recharge and Damage buffs -- just the End discount is wonky. EDIT: This was done on the Beta server. I can confirm if it happens Live tomorrow, but I do't think anything's changed for Tanker>Staff to affect that.
  25. This is definitely performing better for me than Live, at least for Blasters. Live: "No Redraw" is not available to blasters, doesn't really matter because the sword just appears as I'm swinging. Most times when I should draw, the entire animation gets skipped. I just suddenly am holding a katana at the ready, the draw and swing SFX can be heard, and the opponent takes damage. Beta: everything's better. Not only am I actually able to draw outside of combat (though it's a bit janky? Like somethings screwed with the timing?), in combat, my animations never get skipped.
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