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Everything posted by Captain Fabulous
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Electric Control > Gremlins Extra Resistances?
Captain Fabulous replied to Fiery_Deception's topic in Bug Reports
The database includes sonic, electrical, radiation, and quantum damage, even though no powers actually use them. I can't say why gremlins were given resistance to some of them. If I had to take a guess, someone probably checked off too many boxes when they were updating their resistances and didn't notice they were including those damage types. From the patch notes:- 1 reply
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Keep ya grubby mitts off Rage! It's fine just as it is. Not for nothing but I find it difficult to believe SS is a top-damage set considering how many critters resist smashing damage, and this comes from someone whose main has been an Invul/SS tank since 2004. I mean it holds its own, but I highly doubt it's at the top of the list. That being said I wouldn't mind seeing the KB in Hand Clap reduced to KD so I don't have to burn a slot for a KB2KD IO and the stun upgraded to 100% chance MAG 3. A small amount of damage would be the cherry on top as it would open the door for a lot more procs. And while I also wouldn't object to Haymaker being turned into a melee cone, I find Sands of Mu works well for that. Along with the Blackwand and Nemesis Staff they're great powers to use when Rage drops as they're immune to damage debuffs.
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Put down the torch and pitchfork, Snarky! I'm not defending the power. I haven't actually tried it. I'm simply elucidating upon what was stated as to how it works.
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To be precise, she said any critter that resists the pull will go intangible, and that shouldn't include any minions. Unfortunately Strongmen do in fact have repel resistance, so they would be an exception to that statement. Emanators and swarms aren't minions, tho both also have repel resistance. Upside of BH on emanators is that they won't function while phase shifted, which is far more effective than trying to kill them, especially if there is more than one.
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Then it could have something to do with the chaining mechanic. Perhaps it's bouncing back to the same critter and stacking. You might be able to confirm this looking at the combat logs. Stacking is the only thing I can think of that would occasionally convert a KD to KB on critters not susceptible to KB. The only way to prevent this would be to disallow stacking of the KD effect, which is easy enough to do.
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CoH uses OpenGL instead of DirectX, which often causes weird issues on modern hardware. If you're running the game fullscreen try windowed mode, and vice versa, see if that helps. You can also try disabling hardware acceleration in your browser, see if that makes any difference. You could also try a different browser that isn't Chromium-based (assuming that's what you're using) such as Firefox. I know if I'm running the game and pull up a Chrome window I often get weird scrolling issues with images and video on the page.
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Some critters like Clockwork have -resistance to knockback. So they will typically go flying with a knock less than 1. Sounds like the gremlins are stacking their attacks. I'm curious if this happens with only one gremlin out. Domination *shouldn't* affect this, but it's something to consider if people are seeing it only on Dominators and not Controllers.
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You slot for insanity. DUH.
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There are some commands you can do that with, this isn't one of them. You can do it as a bind to make it one keypress, but not as a macro.
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/macroimage "Inspiration_Damage_Lvl_3" "APS" "say Angel Power -- START!!$$cce 0 ccrainbow" /macroimage "Inspiration_Endurance_Lvl_3" "APE" "cce 1 cclightning"
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Is the point to do this costume change in conjunction with activating Domination? Because that's not possible, at least not in a single macro. If you do it as a bind instead of a macro you can have it do something different with each key press by having it load a different bind file every time it's run, but that's not possible with a macro.
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Siren's Song was buffed 3 years ago.
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In a group of 8 Illusionists how many of them are really there anyway? 🤷♂️
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It's a bug that's already been fixed.
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Does Cauterizing Blaze in Fiery Aura do anything?
Captain Fabulous replied to Topshotta78's topic in Help & Support
It gives you a periodic heal, not regeneration. You won't see any green numbers but it should show up in the combat log. -
The change has zero impact. The power is functionally identical to what it was before. This was explained above. As to why the change was made, we don't know yet, it's being looked into.
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There were changes to MoG, and it was documented in the patch notes, so I'm not sure if you're being serious or this is supposed to be sarcasm.
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I dunno, maybe it was title "Nerfs - Stealth Changes - Bullshit" and the outraged tone of the text. How else does one define a stealth nerf other than an intentionally-hidden detrimental change?
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But it was presented as if it is some kind of stealth nerf, that the devs made a change and intentionally tried to hide it from us, which is ludicrous. Hence the replies. Not only is it silly to assume the devs made a stealth nerf, the "nerf" in question is a nothingburger.
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Yes, because after 4 or 5 dozen patch notes since February the devs are obviously keeping this one change from us. 🙄
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Would you rather they remove the temp costume that permits this so there is no "hypocrisy"? Or are we rational enough to accept that sometimes it's ok to the bend the rules in a specific and limited circumstance because the benefit (having the costume) outweighs the drawback (no kick animations)? I'd make the counter argument that a character can have at most 1 eye beam power (out of a total of 4 in the game), versus an entire powerset that is all kicks along with at roughly a dozen other kicks scattered throughout the game. At least with the eye beams you see the beam. With kicks you see either nothing or just the impact VFX. Oh this is the same argument presented when it comes to locking out costumes pieces that clip badly and the use of certain weapons with a shield. Because you just know there will indeed be people that will do it just because they can, without giving a single flying fig that it's an eyesore we all have to see, e.g. oversaturated and neon colors in the custom color palettes. You would think people would be like "oh, these colors are way too bright and I'm going to blind the entire team" and then refrain from using them. And you'd be wrong. 🤷♂️
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But this is indeed the reason. They're OK with costume replacement temp powers and us not being able to see various kicks, but they don't want to allow this on a permanent costume piece, as it would require recoding all kick powers to use hand animations so they would be visible. It's not a functional limitation, it's an aesthetic one. They don't want invisible animations (other than within the very limited scope of the temp powers).
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File a support ticket and a GM can move your characters to a valid location. Or otherwise figure out what's up with them and get it sorted.
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AFAIK you can't
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Shield Wall + Res all proc and psy armor
Captain Fabulous replied to TerrorZona520's topic in Bug Reports
Are you level 10 or higher, and do you already have one slotted (you can only slot 1)?