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brass_eagle
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Everything posted by brass_eagle
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The version of Dark Blast - [Gloom] for Sentinels is still 1.67s cast time. This does not seem appropriate with the blaster [Gloom] changed back to it's original 1.1s cast time. Consistent with the original set. This is all considering [Fire Blast] got changed back 1.2s (original) cast time for Sentinels. The most requested damage set gets attention, but the less played ones don't. There's a lack of consistency and attention to favorites! Please consider changing as I assume this is an oversight/bug!
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The Shadow Simulacrums in Posi 1 TF will not be fully defeated until a Storm Cell from a doggleganger times out (someone is using Storm Blast). The objective waits until the Storm Cell disappears to clear. Obviously not a huge deal here, but I can see it causing problems in the future when using the doggleganger tech for whatever strange spaghetti code reason.
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When playing my 2nd Arsenal dominator, I focused heavily on control. She's in the late 20s in level now, but I've noticed she has a really hard time building domination. This seems to be due to the fact that only 3 powers (she only has two of these) in the set actually build domination... Tranq, Cryo Ray, and Flashbang. I know there's some complicated stuff behind the scenes with the other patch/pet powers, but is there anyway domination build up could be added to them?
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Patch Notes for July 23rd, 2024 - Issue 28, Page 1
brass_eagle replied to The Curator's topic in Patch Notes Discussion
Congratulations and a big thank you to the team! Amazing work. -
Focused Feedback: New Badges, Accolades, & Powers
brass_eagle replied to The Curator's topic in [Open Beta] Focused Feedback
Along the lines of the Safeguard side missions badge... 'Agent Watkins' arc badge 'The Greater Good Badge' also only completes for the leader. I don't like this for multiple reasons... as an arc that has you replay for multiple badges, this forces you to play alone in order to get the badge or accept the rest of your flashback TF teammates will not get the badge. While I understand there are some Solo personal stories in this MMO, I think you would want to encourage players to form groups for a variety of content. This design discourages that and this is a social game. Please consider changing this badge (and all the arc's badges if necessary) to team credit. Few other badges work like this, and it is counter-intuitive. I only discovered this when forming a team to go through the badges for the Protector of Paragon City accolade pre-update. -
Scorpion Shield not affected by external buffs
brass_eagle replied to macskull's topic in Bug Reports
My memory was a bit off there eh? Yeah, you are right there about the VEATs. Either way, it is the enhancement-flag preventing it if prevailing spaghetti code wisdom follows. Whether it should be enhanceable (affected by HOs / Cardiac / enable resistance enh) or increased by buffs is up to the team. The biggest implication is for Clarion holders and Dominators... since Link Minds is in the same scenario and a good chuck of sets have "Power Up". -
Scorpion Shield not affected by external buffs
brass_eagle replied to macskull's topic in Bug Reports
This is the correct answer. It's the same reason "Power Up" for Dominators does not affect "Link Minds". It does not take resist-focused enhancements / sets, but it is resist-enhanceable via Hami-Os. Ergo, no outside boost affects it. You sorta saw that sort of design take front row when Widows were introduced as an Archetype (same issue I believe). "Mind Link" is not enhanceable by recharge-focused enhancements. Then IOs came along. -
The "color tintable" version of Placate for Bane Spider's causes another mace weapon redraw. The original version does not.
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D'oh
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Second time I've encountered this.. Doing Darren Wade's arc (normally and not through Ouro), there's a point where he want's you to talk to Ashely McKnight. Talking to her does nothing, and you cannot move forward in the arc:
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I know MM Ninja's were changed somewhat recently. I did not take part in open beta testing of that so not sure if this came up-- Can Oni's Rain of Fire be changed to persist after his target is 'arrested'? Currently Rain of Fire can last the full duration or... less than a second if I set all my minions on one target. Just edit to add in-- I almost never see it last the full 15 seconds. It's almost always on the shorter end.
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This could always be changed to have different effects on friend/foe; alive/dead targets. Like the rez in Nature. Just a thought. Can do both. It's a power that requires two other power picks. Opportunity cost.
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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:
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Bio Armor Ablative Carapace Removes Its Own Absorb
brass_eagle replied to Monos King's topic in [Open Beta] Bug Reports
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. -
Bio Armor Ablative Carapace Removes Its Own Absorb
brass_eagle replied to Monos King's topic in [Open Beta] Bug Reports
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. -
Static Shield (the mez prot toggle) seems to have a rooting flag even though it is a non-offensive toggle.
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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.
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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.
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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
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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.
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(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.
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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):
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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).
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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.
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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??