
Replacement
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I like the idea of incentivizing fewer pets (e.g. buffs to you and pet for each "missing" pet plus better ability to choose which powers they use). But I am not thrilled with your particulars. I would rather this was handled via summon syntax, dismissal, and power selection than through a task force or other more build-permanent method.
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Even when I feel like I would have gone for different specifics, I am happy with their approach. Good example: Devices. Most importantly, I feel like they have done a great job threading the needle between keeping the feel of the original game, modernizing, and just straight up doing the things we wanted done for years and decades. Amazing what you can fix when you do not need to explain how it will generate revenue. I also want to put a spotlight on a whole slew of under-the-hood work that has opened up tons of new opportunities (activation effects, executes, root separation). These things cause new bugs but I promise you it's worth it - we all enjoy features that would have never been reliable enough to launch without this work.
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Open all Primary Powers by level 30, Secondary by level 32
Replacement replied to Biff Pow's topic in Suggestions & Feedback
I don't hate the central idea of wanting to do cool things sooner, and then focus the 2nd half of the career on performance instead of "realizing your concept" but I prefer the similarly contentious position: Move Epic access down... Again. 30/35/41 gooooooo. More realistically, I think Control pets should move to t7. It's a lot of how you play locked down for an awkwardly long time. -
Delay Param for certain slash commands
Replacement replied to Replacement's topic in Suggestions & Feedback
We created a p2w power just to appease RPers who didn't want to see Panacea procs above their characters' heads. It's not unreasonable to ask for an ability to sync costume changes or emotes to particular effect durations, or to enable the ability to assume an emote stance when you aren't walking (which is currently impossible). -
I do not think we will ever get a /wait or /delay command to tell the game "process the rest of this bind/macro after X seconds" -- combined with powexec_tray, it's just too easy to create an infinite loop. Can we instead get a delay parameter/arg for certain (safe) slash commands? NAMELY: emote cce cc Example usage would be similar to powexec_location macros with something like "wait:3" to tell it to wait 3 seconds before executing. It seems like if it were possible to limit it to a single wait per character (so if you have a keybind that fires off 3 separate Waits, only the last "wins"), that would help server spam. What for? This is mostly to create fun situations where you do things like perform a costume change when a particular buff wears off, but I think you could also combine it with +forward to make a character assume a particular stance every time they stop running. Example: /macro hyde "cc 1$$powexecname Adrenal Booster$$cc 0 wait:60" This would put your Dr Jekyll character into Costume 1 as they activate Adrenal Booster, and then bring them back to Costume 0 when it wears off.
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Costume Creator is my fidget spinner
Replacement replied to Replacement's topic in General Discussion
I would like to say I aim for an approach like what @GastlyGibus is saying but the truth is: I am more like this. I think the big difference is, despite my altism, I tend not to choose "Enter the city" until I am at least satisfied with the costume, name, power combo, and "character" (that weird headcanon intangible of "who they are" which I almost never explain). But that's more full-service character creation! A lot of times I will have just a part of it (such as today while I waited for now several meetings) such as "I want a dude that is vaguely reptillian, and it's because of this backstory thing I have planned." So I crash around in the character creator and end up making a completely different character because of some dumb idea I stumbled across in the CC. But just as often, I end up satisfied with just the costume and I say "well I'll save that off and use it for later." A lot of them do not get used, but instead serve as inspiration for further characters. -
I think it's known to be about 55' required social distance in Paragon? 25' with a Stealth IO "mask" but I don't think they'll take my Influence. Gosh, rough world when I realize a civvy can't earn influence, which they need to protect themselves from the constant muggings - or at least hide from them slightly better as mentioned. Paragon's Social Disorder exposed! The Influential get more influential! Tonight at 6.
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Happy Tuesday folks. A hopefully low-drama way to spend your General Discussion time for you! I was clicking through the character creator while waiting for a meeting to start and realized this is probably better for me than my YouTube time. Do you only put together outfits when you already have a character in mind? Do you ever just slap stuff together to pass the time? Self-imposed challenge like "today I'm going to find a use for these low-poly head wings"? Do you ever discover gold while you're digging in the muck and create a character you just absolutely must play? On the flipside, sound off if you have a folder of saved costumes you liked but really have no character in mind for them.
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Move the tray switching arrows
Replacement replied to Communistpenguin's topic in Suggestions & Feedback
(accessed by right-clicking a power tray) -
Faultline (I think) mentioned at one point that Fire Farm maps are typically something like 2 out of 3 mapserver instances at any given time. That means every time you look around and see a ghost town, just know the game looks dead because we didn't kill the easiest possible way to amass XP and cash. It's virtuous to want to let people do what they want, but there is always an impact. You can say the alternative is worse, that people would simply play less if they had to play the other 98% of the game, but that is acknowledgement of the impact. Which means people who want stuff like this aren't as selfish as you're making them out to be. They just disagree on the damage.
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I don't want them to add aggro management to the AT. I said I recommend grabbing the pool for it. On current, right-now sentinels. That comment had 0% to do with how I would change the class.
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I hate the focus on Sentinel damage. I'm not arguing it shouldn't be touched at all, but direct comparisons to blaster and scrapper are the path to always having a "loser." I'll always back changes that give the AT another axis of what they bring to the table. Neither here nor there, but I recommend Provoke on many sentinel builds. I find it fun, and it's super nice to be able to help control aggro and utilize your durability without "committing" the way a taunting melee needs to.
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I like when little V tells me about that dude standing in the shelves. I do not like it being invincible, but still happy to roll around kicking up aggro and sending it my way.
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Enable prestige but keep base items free
Replacement replied to Dryfter's topic in Suggestions & Feedback
I'm a fan. It's pointless but it's fun. And it opens the door to finding a new purpose for prestige down the line. -
Rain of fire Scourges, so I'm sure the rest do too. Defiance is typically a second entry in the power, alongside the Create_Entity, so it should work (though it's apparently only 2.4% for Blizzard, which sounds pretty messed up). Chains are no longer hell to implement, but they weren't 20 years ago, which was the relevant timeframe for the thread at hand.
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A question for real programmers, CoH on ARM?
Replacement replied to DoctorDitko's topic in General Discussion
Specifically, scroll down to Faultline's response. -
Tbh, I think it probably mostly had to do with "well our endurance bar is blue, and so is our electricity." Being out of endurance is an inability to act, or hold yourself together (toggles), so I would also view it as building up to a stunning effect.
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It won't in the customization screen. While "floaters" are enabled and you are in standard play, Frigid Protection will provide a continuous stream of +absorb numbers. It's a lot of spam, so they added an option to disable the on-screen number pop-ups.
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This flag lives in every single attack, so it's specific to Total Focus in this case. Which is why Fiery Embrace is a menace to upkeep.
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I think it may be better to break up what I called "party mez" and "bonus mez." At least, it makes sense if Knock is considered minor. As I look at it, it's more like the 4 choices for filling the last 2 powers are: Another aoe minor mez (jolting chain, salt crystals) Another ST mez (possess) De/buff (and move group invisibility here) Duration-limited pet Let me know if you think that makes more sense than what I have in the OP.
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@Gulbasaur I feel like you may have missed it in the noise - I like that Mind trades immobs for sleeps, and I like Mass Confusion instead of a pet. These are neat replacements and I'd like to see more like them in future sets. Where they went too far, in my estimation, is deciding on a 3rd Hold source and a 2nd Confuse. From a designer standpoint, these duplications probably made the set look stronger than it is, which caused the devs to pull their punches on a lot of the set. This is my opinion though.
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Cauterizing Aura is not proc'ing Perf Shift +end or Power Transfer +heal
Replacement replied to Ratch_'s topic in Bug Reports
Update: Dynamo (also uses Activation Effects) has the same issue. Does not proc Performance Shifter or Power Transfer procs unless enemies are in range. Panacea Proc also does not work at all - Regardless of enemies near or not. @Ratch_ confirmed Panacea is Full-broken on Cauterizing Aura as well. -
Cauterizing Aura is not proc'ing Perf Shift +end or Power Transfer +heal
Replacement replied to Ratch_'s topic in Bug Reports
I would not count on a reversion. Activation Effects are better tech, and we should just fix the issue there. I'm running Dynamo with both procs in it on Brainstorm right now. I haven't been at it long enough to be certain but it appears to be having the same issue (and it has a similar setup, so that's unsurprising). I'm actually restarting it with Panacea now as I type this. Musing: I have a feeling this has to do with those particular procs always returning a target that IS you and is also NOT you, and so it is guaranteed to fail the checks. -
Assassin's Strike breaking hide but dealing no damage
Replacement replied to GastlyGibus's topic in Bug Reports
-Dual Blades -Street Justice -Rad Melee All have mechanisms that work by granting a proc or power effect. I wonder if this could be the issue? For example, slow Assassin's Corruption (Rad) has an 86% chance to Grant Power: Contaminated (which itself is set to Notify: Always). We often see a similar issue occur with slow snipes where the target moves behind cover at the last second. You shoot the projectile, you lose the cooldown, but no hit is rolled in the chat log and the enemy isn't notified. My guess: this is a combination of the 2. You are "losing" the AS to something like server desync making it seem like they are no longer a valid target, but the system has already fired off the Notify event linked to the additional effect. Alternatively, the same logic may apply to slotted Procs. If the order to deal proc damage is "rescinded", it may be after the "Notify" check (and basically all damage procs are set to Notify. You can see this in action with Confuse damage procs).