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Everything posted by Troo
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page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Troo replied to The Curator's topic in [Open Beta] Patch Notes
inaccurate perma-Rage with perma +ToHit does create a situation where those who proc are greatly benefited over those who don't. if we have Rage active continuously, a 10s crash is 8-9% of the time. if the crash also included the +ToHit, proc'd builds would be effected similarly to non-proc's builds. (That's a basic issue) Rage (Standard Effects) 100% chance +80% Damage (All) Strength (self only) for 120s +20% ToHit (self only) for 120s -20% Base Defense (self only) for 10s after 120s -25% Endurance (self only) after 120s -9990% Damage (All) Strength (self only) for 10s after 120s One solution: Raise the Super Strength powers to be at least as good as pool powers, boost Rage (only slightly for damage because we'd have already increased set powers) in exchange for removing the ability to stack Rage, add a crash to ToHit as well as Damage, and reduce the Defense crash. Buff normal Damage Buff Rage (to at least be slightly better than Unleashed Might which should be included) Reduce the -Defense in the crash Add -ToHit to the 10s crash Change Rage from Stacking to Replace Proliferate to other archetypes Is that a good solution? Maybe not, but it does try to make Super Strength a little better and the crash from Rage effect everyone similarly while providing an alternative to Rage. -
Sure, send that cash to @Troo. Note: I have 42 characters that were impacted by Issue 28, Page 3.
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"Just delete Rage at this point." lol No.
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page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Troo replied to The Curator's topic in [Open Beta] Patch Notes
Super Strength Existing characters shouldn't be wrecked by changes. Improving sets should also improve existing characters if they can. Want to have a major departure make a new powerset. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Wanna be helpful at this point? Maybe say what we did like. For me: Hurl was an interesting change that added some flavor (in a good way). A toggle boost instead of Rage or Build Up has definitely shown it could work as a mutually exclusive option. It's exciting to see Hand Clap as something the powers team is willing to explore. Seeing scale damage numbers adjusted up (anywhere) seems to acknowledge Jab, Punch, Haymaker as being inferior to other options available with those power picks. (I'm really trying) Foot Stomp not getting revamped was pretty awesome. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Sure if we ignore that lagging powers in the set were improved but only if a player selected Unleashed Might; and that Unleashed Might often outperformed Rage which flips the paradigm between toggles and clicks (don't even have to include a crash). I like Unleashed Might as a concept but it's current implementation would result in Rage having to be boosted in order to just maintain the status quo. The numbers need some polish. Folks pointing to how much better they did with Unleashed Might as a light endurance toggle is/was actually problematic. (folks who wanna blame someone could just as easily look to the white-knighters as well as the anti-crashers or however we are grouping sides on this one) Forcing respecs and having to adopt new play styles to just end up back at average.. that's not very super. -
Set Difficulty Options MOVED - Difficulty Settings
Troo replied to Troo's topic in General Discussion
Ah -
Were free respec tokens ever provided to powersets impacted by changes in Issue 28, Page 3? It wasn't documented that I saw or could find.
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page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Thanks @Player-1. It's worth getting right. "take a bit more time to really highlight the feeling of being Super Strong" I think if we had to name what we liked, it's probably fairly close. Just details and adjustments without inadvertently effecting some users in an overly adverse manner. -
you got trolled.
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Welcome back. as @Lockpick said when you get a character to level 30 and realize you already have one just a couple levels ahead... grrr When you find the answer will you please share it with the rest of us?
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page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Maybe it's the asinine use of the term "equitable" in a game where balance is as elusive as finding a pot of gold at the end of a rainbow. Rage change effects lower level characters disproportionately compared to higher level characters which then also have more tools to alleviate a crash. Then we have Unleashed Might which as a toggle out performs a click with a crash. That just shouldn't happen. Lagging powers in Super Strength get a boost ONLY if players take Unleashed Might. What a hot mess of classic homecoming hits: "forced respecs", "play our way", "spreadsheet design > fun", "for what, to stay mediocre?" six seven -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Interesting the laser focus on capped defense and capped resistance. Not everyone or every character has capped survival tools. Rage is available at level 18, not just level 50. If a character has 50% Resistance to S/L and 40% to F/C/E/N then a -20% can be a big hit. (a player might actually, *gasp* consider that a.. nerf) If a character has 30% Defense then -10% can be a big hit. (but it's better than -20%) Both -10% & -20% at the same time can be a very big hit. (sort of equates to -20% of just defense or -40% of just resistance and 100% in conflict with the stated goal) The following statement leans very heavily on the terms "meant" & "more": "This change is meant to make the crash more equitable across all Armor pairings" Makes sense with tunnel vision for specific use cases. For characters that use both Defense and Resistance it is a double whammy especially for those without expensive builds or capped survival tools. It is punitive or at least the opposite of "more equitable". The propose changes with a sliding scale based on level would actually be more along the lines of fairness and equal treatment. The game is not limited to being two or three dimensional. Can't wait for Super Strength proliferation! Stalkers will simply get a version of Super Build-Up and be the best version of the powerset. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah.. in many cases Unleashed Might is much better than Rage and sometimes better than double stacked Rage. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
#this-is-the-way -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
It'll likely be a bit less superior at release. But hey, you just keep pointing out what needs closer examination. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Questions: Wouldn't it be wise to also reign in Rage's impact on powers outside Super Strength similar to Unleashed Might? (maybe @Maelwys) Should a mutually exclusive power without a crash ever provide more benefit than a power with a crash? Hand Clap, why the improved version for just those who choose Unleashed Might? Seems punitive. (see ** below) Should it require double stacking Rage to equal the toggling Unleashed Might? (maybe @Steampunkette) It really seems like the focus is on performance builds at the detriment of average players. Is Unleashed Might a bit too strong? **I guess if the pattern has been 'play our way or self gimp' then this path makes total sense. Don't anyone get me wrong: I'd love to dust of some SS/Fire Broot builds in order to take advantage of some UM-FieryEmbrace-Burn-FootStomp-(jump)HandClap-EpicAoe-CrossPunch like max recharge chain madness without the Rage interruptions. oof 8+ new replies while typing.. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Homecoming [Jab, Punch, Haymaker] < [Boxing, Kick, Cross Punch] Homecoming Open Beta [Jab, Punch, Haymaker] ?? >/< ¿¿ [Boxing, Kick, Cross Punch] Are [Boxing, Kick, Cross Punch] still better than [Jab, Punch, Haymaker]?? -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
in before the 'UNFOCUSED FEEDBACK - Super Strength Adjustments' thread starts. -
See, not so hard to know the right thing to do. We can point to the telegraphing done with the name release policy. Does this need the same level of communication, no.. but there should be some sort of clear announcement (not a footnote). Choosing to lock folks out of the game while leaving them to try and figure out how to get back in is petty.
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Any luck?
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Was it announced by HC staff here on the Homecoming Forum? The holiday's and crammed between two big development pushes seems like an odd time to implement such a change. (for the team and players) November 25th Issue 28, Page 3 patch notes; I didn't see anything noted. December 1 Winter Event patch notes; No mention. (note: folks have been able to access the game just fine until yesterday through multiple maintenance, patches, and hotfixes since Nov 25) Communication has always been an area that could use improvement. Knowingly breaking player's game with no announcement.. par for the course I guess. Meanwhile the Homecoming Launcher has had a number of issues..
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page 3 [FOCUSED FEEDBACK] Spines Adjustments
Troo replied to The Curator's topic in [Open Beta] Focused Feedback
Spins shouldn't even have an attack chain. Enemies should just fall down looking like pin cushions. The set has good feel, seems quicker even if damage is spread over time. How cool would a new Poison/Toxic powerset be? Where poisons increase the odds of DoT of continuing per tick and actively works against an enemy's regen?!