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brass_eagle

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Everything posted by brass_eagle

  1. The prisoners "Melt Armor" debuff power seems to have something wrong with it's visual effect. Has a weird see-through flickering mesh: I was attacked by the 'Charmageddon' named variety mob:
  2. I thought that too, but when using-- Wild Bastion --> Burnout --> Wild Bastion in the course of 10 seconds, you still see this effect. Wild Bastion has a duration of 1 minute.
  3. Just a request here-- Your video shows visually what is happening with the silver absorption overlay, but can you provide numbers (hover over) and monitor your absorption points on screen (combat attributes)? My quick testing on a live server Nature Defender (enhanced 121.1%) show Wild Bastion providing 668 absorption, then cutting it to a value of 350 when recasting before the first expires. Both through Burnout and letting the power cycle naturally (lots of recharge buffs). Might need to move this to the live forums. Edit to add-- The second application seems to properly apply 668 absorption in the combat logs, and even in the white text above the character. After about a second it just cuts to 350 for some unknown reason.
  4. Static Shield (the mez prot toggle) seems to have a rooting flag even though it is a non-offensive toggle.
  5. I've encountered these scenarios many times while leading teams. There's a point where I don't have the time (or the will) to pull the answers from people--all the while juggling other private messages. If I feel my broadcast provides all the details needed, it's clear who isn't reading or trying when messaging me. Not to say I don't go out of my way to help confused players, but when I do.. it's clear who isn't trying. Good communication is also asking "How do I get to redside?" If you go dark, I may just fill your spot. CoH is filled with people who are allergic to the star but plenty who will join in a heartbeat. The moral of the story here is--make it easy on the one broadcasting and you are more likely to get someone else's/keep your spot. There's an advantage in communicating well. I believe this also works even if they go offline. You may get '@Superd00d64 is offline at the moment' in a yellow error message, but you still get the name.
  6. I've seen others say they've got this to work a long time ago. I have never gotten it to work, for what it's worth.
  7. There may be, but I haven't seen any guides. However, the most useful thing to you will be macros (buttons on your tray that have a command; require a click) or binds (key to press; bound to a command). Here are some examples I have a on a few of my toons: Bind left click and shift to "Combat Teleport" to your clicked destination- /bind lshift+lbutton powexecname Combat Teleport Click this macro to move forward 100' with combat teleport. You can change the direction word (back, up, left... etc) and the distance- /macro back "powexec_location front:100 "Combat Teleport"" Click to teleport to your target- /macro GoTo powexec_location target Combat Teleport ---- I've also referenced this reddit thread a couple of times: https://www.reddit.com/r/Cityofheroes/comments/jwjryk/combat_teleport_rotating_binds_powexec_location/?rdt=38321
  8. The number may look bad when you put it like that, but I guess I'm from an era where this was not an option in the game. Very few people took snipes. This change has turned snipes into some sets best ST attacks (Electric / Beam Rifle) and is an overall boost to any set that containing a snipe. If you can change your frame of mind to not look to harshly at that 61%, you can find great value there. Not to mention the +Range boost from using one as a blaster. They are, however, not necessary by any means for normal play. But, can always request an IO be added that locks long snipes in the suggestions forums.. Maybe it's easy for the team to do, or maybe not.
  9. (avoiding saying chance-to-hit to avoid confusion here) Sorry for double post, but I wanted to answer this specifically. ToHit is NOT accuracy. They are separate attributes that both increase your chance to land your attack (up to 95%). The former is considered more useful. Very few powers that buff the 'chance to land an attack' increase accuracy. That mostly comes from set bonuses and enhancements. Most powers that buff the 'chance to land attacks' have ToHit (Aim, Build Up, Tactics, World of Pain... etc.). You can look at a powers detailed info or right-click and it will sometimes say +ToHit on it. The Kismet IO is +6 ToHit and can be slotted in any defense power accepting defense sets. The terminology is a bit confusing at first, I'll admit.
  10. I couldn't find the exact math (whether it's linear). It appears it isn't close to the damage of slow snipe, but just an increase. If there were other changes I can't remember them. Maybe someone with better search-fu or memory can. No matter how you slice it though, the fast snipes are still excellent damage / DPA attacks, even if they don't do a full slow-snipe burst. Albeit, endurance heavy. Here are changes from 2019 (green highlights):
  11. There's not a way that I know of. Before quick snipes were, there was an IO enhancement to give quick snipes. Maybe in your question, there's a request for an enhancement set with an IO that locks in long snipes? I don't know. Editted to add: I believe it's still the case, someone correct me if this changed but the damage of the quick snipe scales with ToHit+. If you hit a certain threshold around 22% it's near the damage of a long snipe increased to its maximum damage bonus (edit: see post below).
  12. Fair enough. I just think XP worth one or two minions (maybe even less) should not have everyone grabbing pitchforks. Is it because it feels like a "net negative" for some individuals? When that negative is less than a thorn prick? Definitely a hill I wouldn't want to die on. There are bigger fish. Like having the pirate hook option for both hands. We can already do two peglegs! I need my pirate characters to look like they have seen some metaphorical exrcement. Oh, and wind control puh-lease.
  13. Things may not be broken, but you can improve upon them--especially when the original benefit is insignificant to a laughable degree. That is the question here. Is this an improvement? Personally, I think so. Was it necessary? Of course not but going down that road is a dangerous one. For a long time I've actually thought about how stupid low the XP rewards were for badges. They were token and present, but not significant. Is this the right solution? I don't know. What I do know is that I won't miss the XP reward one iota, and I don't understand how anyone will. Wasn't that great at level 1 IIRC and was... 250 XP at 50??
  14. Came here to post this exact thing. Threw me for a loop when I logged back into my Radiation Emission -- I'll second I'd like them switched back if feasible. Been playing with those Icons for years and it is messing with me.
  15. No worries there--I don't feel singled out. I made a wrong assumption (and I'm glad about that). Hopefully, your clarification will help anyone unhappy about any changes. That's good news! Thanks a bunch. You guys do always surprise me, and I should remember that before I go keyboard warrior. Edit: Sidenote--don't get me wrong. I'm required to have spreadsheet-design perfection in my day-to-day. 😄
  16. Since we are close to release here, I figured I'd throw what feedback I have. You probably have heard enough by now, judging by the spiciness of this thread, so a summary is at the top and I hope you'll consider for future changes. ------------------------------ tl;dr: I don't look at the Epic power pools with any more excitement than I did before (not much). And that sucks because there is a lot of work here meaning this will probably be the only major pass at Epic pools (WRONG! see: Booper et al., 2024.) I want to be more excited about Epics. The design philosophy is leaning too much into spreadsheet homogenization with not enough qualitative balance considerations. This conflicts with my own opinion on design and what is 'fun'. There are a few good things to be found, but the negative outweighs the positive IMO. ----------------------------------- Played a few of the new sets, even some of the nerfed ones. Dominator sleet and Epic Bonfire probably did need a little nerf... but I'm non-plussed for the most part with a lean towards negative feelings for this group of changes. Looking at these changes I still see only a few things I'd want. It boils down to design philosophy. Epic pools were originally 'epic' because they allowed archetypes to have powers they don't normally have access to. Those days of limited access are long gone (mostly for melee / damage oriented ATs I'll admit). The tradeoff was harsher design formulas. Acceptable... to a degree. It seems the prevailing philosophy for this update is homogenization. Spreadsheet design. The end goal: you can pick any epic pool (regardless of other powers) and expect the same performance in most situations. This is great!.... if you only want an epic pool choice with different FX. I'm not trying to be rude here but... This. Is. Boring. Some of the enjoyable aspects of epics have been removed in this update with (granted) only a few new ones added. Personally I get excited when I can create combos that make me feel like I am taking advantage of something (within balance reason). It makes me feel powerful. It is part of the fun of Altitis and trying different combinations. Maybe I want more control, so I pick a epic power pool that has a better hold trading off elsewhere in the set. This is just an example. I still remember the outcry stalker Kinetic Melee Burst PBAoE 100% crit chance being changed to 50%. Maybe it doesn't need to be 100% crit chance, but the set as a whole right now feels like it needs it. That example is not the only time I've felt a design decision is moving too far in a spreadsheet direction. Power balance can exist outside of formulas for qualitative, not quantitative, balance reasons. Purely balancing on numbers will doom 'fun'. Formulas can also change. Hell, most blast set nukes are better control / debuff than tools in Control / Debuff sets. It's just stupid silly. ---------------- In any case, I do appreciate the work you have done here. There are positive things here, and I am excited to try them!
  17. RL called for a while-- but I'm back. Had a lot of fun with Savage Leap crits. Definitely making a Savage stalker once this goes live. Sad to see the recharge on telekinesis remain so high. The new end reduction feels nice on my kitted out Dominator. Didn't test high recharge build with a controller and how much that adds for containment damage. ------------------------------ However, I would still like to see a visual effect on the Telekinesis anchor--I have found myself switching to a non-anchor target to use Levitate because I didn't want to shut off Telekinesis yet. Battle flow solo: (AoE Control) --> Telekinesis --> Hold & Range AoE --> 'Switch Targets' --> Repeat Step 3 with Levitate --> Switch back for AoE Levitate before auto shutoff With the enemies clumped up, I wasn't sure which Lieutenant mob I had Telekinesis on. I can imagine on a team of 8x with all the other power effects, I'd lose the target more easily... Also, it would be nice to easily identify the target that controls the position of the group. Moving left or right--forward or back--grab more mobs--pull to a different location would be easier, at least for me. On Radiation Emission / Nature Aff characters, I usually use peripheral vision to keep track of the anchored mob based on the visual effect. The effect doesn't have to be fancy. Can even be a standard aura from the costume FX. Add a NoFx option for folks if necessary. Please consider this for future updates. (I'm still excited to make a new Mind Control on live. Great work, this update seems jam packed with goodies.)
  18. Ran across this on my Mind/Martial Dominator. Using Envenomed blades spawns an icon in my tray (below). It's worth noting I was also seeing the same effect on my Savage/Fire/Leviathan stalker for Mako's Patron Pool. The new mechanic, hunger or whatever it's called. The one for envenomed blades seems to disappear after a minute or so.
  19. Apologies if I missed this further up. Is this duration of the initial confuse? Do enhancements extend that maximum or have much effect? Or is that the hard cap of time per target per cloud. The cloud last around 30 secondsish.. and I think I saw confused bosses by stacking two clouds briefly. If it's a hard cap, that might be good to put into the description of the power. Just left me with a lot of questions.
  20. Double post, but this is for Remote Bomb / Devices. Funnily enough, I really liked this new functionality on my blaster. Maybe because he gets into melee faster than my trappers (has more flexibility on self-placement). It works for a nuke-ish power well. I used time bomb before quite a bit (the devices version was alright with the previous upgrades), but this cuts down the time between activation and explosion akin to a normal nuke. The explosion also isn't as white/bright as temporal bomb. It's a cool orange mushroom cloud. That helps. Thumbs up for me on that side.
  21. So, just had an experience with the new telekinesis. If the main target dies, the power shuts off. It doesn't stay active like other "anchor debuffs" like Radiation Infection. Not sure if they are similar in code. I hadn't encountered it because I was mostly hitting the other targets (avoiding Levitate on the main), and hadn't teamed much yet. That kinda sucks if a teammate puts your telekinesis on cooldown, but I guess fair(?). Is there a way to get an animation, some sparkles, or googly eyes... something on the main target so they are identifiable?
  22. Valid points. I'm of the mind not every set needs that AoE immobilize. We just differ there. I do agree there is a fair amouint of soft control. It could use some 'umph' against harder targets. I'm also of the mind the control sets are held back by old formulas recharge/durations/effects. "All need a 4 minute-recharge-AoE hold in this spot (when nukes often do an AoE stun or hold)", and a "single target hold in this spot." But that may be larger than here. However, I think this is getting close to feedback on feedback. So I'll stop here.
  23. Just my two cents. I adore this set. There are bugs, as pointed out. But the set is a blast to play. I feel like I have tools for every option, every scenario. Yes, some thing are copy / standard, but there is uniqueness here without a "stack building" mechanic or gimmick. Though I would like to see a new model for the gun drone. The pet is great, but that thing has been ugly since day one. This is a jack-of-all-trades set. All aspects of the set are not average/sub-par like normal jack of trades, but good (subjectively) at their intended purpose. You can argue all day long about the Sleep mez in general being useless and don't want it in the set, but this set does sleep very good. Going to love a Arsenal/TA on live! edited to add -- Great job team on this set. Didn't think I'd like a weapon-control-thing based on concept, but this changed my mind.
  24. This is the crux of the problem I have with the power on test. I have been playing with a Mind/Traps on test. I absolutely adore the new functionality even if it's a little redundant at higher end. Sometimes the high end cost is manageable--it's the equivalent to spamming a Fire Cages every 5 seconds but those effects last for some time and do damage. But it feels very high. The recharge is a bit unfair. Mind lacks an every spawn power (in battle) besides Terrify. Mass Hypnosis is great, but once the fight start, your tools are very, very limited if Total Dom or Mass Confuse isn't up / miss, both have terrible accuracy. Total Dom doesn't last too long. Some controllers skip their AoE hold. With mind, that's often not an option due to lack of battlefield control. I'd like to see it drop down to 1 minute again. Other control sets have "every spawn themed powers".. earthquake, Ice Slick (CDs of 90s). With telekinesis you spend a lot more endurance for a non-lasting effect. And still have a long recharge.
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