
brass_eagle
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wormhole miss for boss causes falldown animation without aggro
brass_eagle replied to Ridiculous Girl's topic in Bug Reports
***Later I realized you can't even slot Overwhelming Force in wormhole. Doh! However, I think you are describing intended behavior of the power. Wormhole does not inherently cause aggro, not even on teleported, knockdown/back, and stunned targets. You can test this by Wormhole-ing any level appropriate group to a location out of aggro range. Any aggro would likely be from pets, proc enhancements, your own powers, or your proximity. As was pointed out, Wormhole's teleport is too low of a magnitude to have any effect on +3 bosses. This is true for +4 lieutenants as well. Are you seeing anything other than the scenarios below (not taking into account special resistances)?: HIT! (+4 minion, +3 LT, +2 Boss) --Visual fx -- Teleported, knocked, & stun magnitude applied HIT! (+4 LT, +3 Boss) --Visual fx -- Knocked & stun magnitude applied MISS! (any target) --No effects applied. If so, then it might be a bug (provided I have all the scenarios correct). -
wormhole miss for boss causes falldown animation without aggro
brass_eagle replied to Ridiculous Girl's topic in Bug Reports
Another thought--what enhancement do you have slotted to convert to knockdown? If it's the Overwhelming Force proc for KB to KD with a chance for KD, that might cause aggro. -
Cloudburst is 10 ticks of damage. What you are showing is damage ticks 1, 2 & 3 with scourge on ticks 1, 2 & 3. It only checks on the cast (for normal attacks). If scourge procs, all ten ticks will scourge. You can see 10 ticks of damage and 10 procs of scourge from one cast below:
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Half of Dark Watcher's Despair enhancement set attuned enhancements can be equipped at level 7 and the other half require level 17. Confirmed the lower level attuned can be slotted and it isn't just a typo. Examples are from my level 10 Trick Arrow who I encountered this on (couldn't slot half the set without realizing before buying):
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Discovered this weird effect while playing on my Dark/Ninja blaster. I'm not sure if this is intended or not, but it doesn't work like this in other confuse powers in my experience. Slotting the Coercive Persuasion: Contagious Confusion proc has a high chance to suppress a stealth enhancement's effect while slotted in Blinding Powder from Ninja Training. This is despite the "will not alert enemies" flag for the proc and power. Stealth from Shinobi or Super Speed did not suppress when testing. The suppression only seems to occur when either the confusion is not applied or is too low mag to confuse AND the Contagious proc hits. The AoE effect of the proc does not seem to matter. On a non-boss single target, you have a 50% chance of the stealth being suppressed. For groups, it's almost a guarantee. With the short range of the cone, mobs will see through Shinobi's stealth and attack meaning you can't use Blinding Powder preemptively and still retain "will not alert enemies". Double-check testing on my dominator showed that the confuse proc did not have the suppression effect from Mind Control's confuse powers (hitting a boss mag 3, it becoming contagious). Below are some testing situations on my blaster that cover most of the bases. Each of these screen shots was taken around 2 seconds from using Blinding Powder, within the time of stealth suppression: 35.5% stealth is from Shinobi and 30% from stealth Stealth IO was slotted in sprint Shinobi was the other stacking stealth power Attuned Celerity was used for all testing (some testing not shown was done with level 15 Celerity and Unbounded leap) Some testing was also done on level 54 mobs, same behaviors were seen Other toggles were travel / leadership / non-aggro .0.1 - Slotting 1. Minion in group - Sleep, Contagious - Suppressed 2. Minion in group - Sleep, Confuse, Contagious - No suppression (even with contagion spread) 3. Minion in group - Sleep, Confuse - No suppression 4. Boss in group - Sleep, Confuse - No suppression 5. Boss alone - Sleep, Confuse, Contagious - Suppression 6. Group w/ Contagious Confusion - Suppression 7. Group w/out Contagious Confusion - No Suppression 8. Mass confusion w/ Contagious Confusion (Super Speed and Stealth IO in sprint) ------------------------ I did some other testing but these pretty much sum it up.
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Focused Feedback: Blast Power Set Updates
brass_eagle replied to The Curator's topic in [Open Beta] Focused Feedback
This is the most realistic take on the change. While I have yet to fully test the changes, there were a lot of negative reactions early in the thread. I have always tried to make Ignite work on my AR blasters. I still take it.. Every. Gosh. Darn. Time. It seems good on paper, but even removing the 'fear' the AoE is non-existent if you use a targeting macro. I used it as a single target power anyway. And I still have to babysit-root the target if there's no controller spamming immob. Take that time away from it's "DPA". That is unrealistic for many enemies / teams not even including late-game content. Novelty is good, but I'd like to use the power and not just hope it works with too much effort. I fall into the trap every time! Anyways, will continue testing with the limited time I have -- giving my thumbs-up though. This feels great so far. GJ HC team. -
Focused Feedback: Force Fields Revamp
brass_eagle replied to The Curator's topic in [Open Beta] Focused Feedback
Alright, after a few days of testing, I’d like to provide my feedback. For context—I am a mostly support player and have played more than a few bubblers over the years. A bubbler was my first character on early live, and the powerset holds a special place in the feels. That being said, it does need some modern updates and glad ya’all are willing to look at it. Here goes: Force Field now, in my view: The set has three main powers to make it work: Deflection Shield Insulation Shield Dispersion Bubble Other powers in the set have unique but non-necessary effects for the set to function minimally in non-situational… situations. Force (Repulsion) Bolt The additional -20% resistance feels tacked on. I don’t notice it too much myself solo, as I’ve always used Force Bolt to get “shizzle” off me. With the recharge increased that function is much harder to use. Also because Knockback is contentious in certain teams, I’d be forced to use a KB/KD IO to get a valuable, spammable single target debuff. I think more can be done here if there is a goal on making it a core power. Dispersion Bubble Great change – this 15 second leave-the-bubble is exactly what this power needed. A set based on enemy position and knowing when and how to use the situational powers makes this signature power matter more. Especially late game (though I have not tested super late game). We all know how people run around. Repulsion Field My feedback here is partially combined with (previously) Force Bubble. As some here have mentioned, positioning with Force Bubble was great. I still take and use it on all of my bubblers. Part of that is the power is a T9 and I want to take T9s because they are supposed to be capstones. Effective as a blaster nuke nowadays (live). However, it was never used (by me) regularly on teams. Whenever I saw a Force Field defender in the wild, they would not use this power 95%+ of the time if they had it. The problem is/was, I had to sacrifice providing my team with [Dispersion Bubble] and me repositioning baddies. I’m supposed to have Repulsion Field and Force Bolt for that. The combination of these powers is expected, but the implementation is WEIRD. The repel ticks way too low (even though it’s the same as force bubble), because if a baddie is running at me the often get in between the ticks – then they hit the repel and KB and fly a million miles away – ESPECIALLY any enemy that hovers. I love that I have a power that creates a safer zones SMALLER than my [Dispersion Bubble], and I can use it to position, but the combination here just does not work. The ticks from Force Bubble worked well because of the high radius. Even on live, people would make it inside the bubble. The ticks need to be a bit stronger. It felt like the internal team did not test this well. That doesn’t give me confidence in this. I LOVE that the radius is smaller than Dispersion Bubble. I can still provide the defense to the front line with careful positioning (albeit very careful) while still providing a zone of Repel. Repulsion (Force) Bomb Some of these changes are standard warranted, some of them just plain confuse me—especially the reductions. Was this power ever over-powered? Erm… Along the lines of the (Res all-) debuff, it is welcomed but feels-even-less-than-tacked-on... similar to Force (Repulsion) Bolt. What, about this power, made anyone think that it needed less effectiveness in stun chance and damage in exchange for a fairly standard (15%)(Res all-) debuff. While the damage and stun were not that impressive before, I am not a fan of even having the stun at a 10% chance. In testing I hardly noticed it. It’s a bonus, not something that could be considered helpful or reliable AT ALL. Even in a 16-mob group scenario, you’ll stun 2 non-boss (rounded up) for a few seconds. What? Regardless, I use the power like I did before don’t feel much more effectiveness. What I LOVE is the change to “vectored knockdown”. While I am still confused on how it actually works, I can slot 1 KB enhancement in this and still KB elite bosses on 4**** ITF (yes, I did test this, RIP my solo test char many times). Dampening (Force) Bubble Personally, I LOVE this change on making a great 55 ft “I’m here now power”. I see a lot of people in this thread have hated on it, but I love it! However, I think the power misses on some key points considering the other changes (or lack of changes) to the rest of the set. This is the only part that warrants the language “revamp” and not just “change”. What I love: The power adds an “umph” most other sets can’t bring It does not aggro enemies when you use it, providing tactical usage Wide area was kept, making it easier for those that wish to keep KB/Repel auras on What I don’t love: It feels “tampered down” with certain numbers Recharge is unforgiving and not welcoming of how you (or I guess me) would play with this power leveling up, or even on max teams If I had the option to pick any T9 from a support set, this is still close to the bottom of the barrel. It’s above Time Bomb and Liquefy (maybe Melt Armor too with it’s recharge), that’s it with a “Revamp” The power simply does not impress. It’s specialty is providing debuff resistance (numbers are fine besides defense) and also debuffing what the enemies do to you (numbers are fine besides defense). The -23.63% Defense for enemies in the field in the patch notes is misleading. It only reduces the defense debuffs done to YOU or TEAMMATEs if the enemy is in the field. Why this number needs to be so so low is beyond me. Especially when you consider the combat modifiers. Defense Debuffs are some of the strongest stacking debuffs enemies have in the game, and at +4 debuff is halved. It doesn’t do much at this number. 21.63% resistance to defense debuffs is comically low. Especially considering Fade exists. I’d rather have Fade on a defender for a T9 as, even enhanced, Dampening Bubble cannot reach that level. Considering combat modifiers come into play, some of these number really fall flat next to other T9’s, especially considering the lackluster changes to other powers. The final issue I have is the 90s recharge. I have to ask “what do you intend”? You are trying to balance this power with low numbers like it can be used like Faraday Cage. Do you intend for this to be used every couple of groups (with SOs)? The recharge makes no sense since it’s supposed to be a pivotal power that has minimal impact from my testing. The power needs something more, whether stronger numbers or additional effects. General Discussion Love the set, still will play it. I think most changes are of good heart and are a good step, but lacking direction and also are a bit weak, tacked on, leaving me confused. Detention Field, one of the least used powers in the game was untouched for whatever reason. In any case, I appreciate the effort. It’s better than it was before, but a missed opportunity. This post is my pure testing feedback from solo and play with 1-2 players. I’ve written / edited as I’ve tested. I won’t respond other than corrections as I’m trying to keep distracting discussion down (I’m bad at that), but I will still read. Just before posting I saw the recent updates to the -ticks- of repel in repulsion field-. Hawt. Take that into account. Thanks for coming to my Ted Talk – peaces. -
Focused Feedback: Force Fields Revamp
brass_eagle replied to The Curator's topic in [Open Beta] Focused Feedback
Replying to my own topic. I guess I misunderstood the slow -special portion. I tested an AE Claws / Regen +2 minion. From power analyzer -- enemy has Fast Healing and Follow Up -- before and after: It is working. However it did not affect the passive buff from Fast Healing, even though the -special regen should overcome the regen resistance in Fast healing I think. Testing with a AE mob that has Integration did see the regeneration from the power go down though. I was confused. -
Focused Feedback: Force Fields Revamp
brass_eagle replied to The Curator's topic in [Open Beta] Focused Feedback
If that's true and -special for slow and not just "slow"... I did not see any effect still on a CoT Behemoth that has movement enhancement powers. I would also expect enemies to actually aggro on me, they did not. -
Focused Feedback: Force Fields Revamp
brass_eagle replied to The Curator's topic in [Open Beta] Focused Feedback
I'll hold off on giving my full feedback for now, because I can't even get the offensive portion of Dampening Bubble to work. Testing in a PI radio and on some rando-grey mobs around the area. Dampening Bubble provided me with the intended benefits, but did nothing to the baddies. I tested both pulling them into the bubble, and forming the bubble right next to enemies. Is anyone else having this problem? -
Bolded and Italicized the important point in my mind. This change is a much requested QoL change, but --with current implementation-- it hinders some powers / builds. I don't get why this change needs to be a trade-off. I don't get it at all. Offensive Toggles are already subject to outside effects (level differences). I don't recall a sweeping discussion or penalty when non-offensive toggles were changed on live. As you said, I guess I can live with it. This fervent discussion is great because this is not a balance issue that will be revisited again once finalized (IMO).
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I'll add to this. I think Suppression now has an added contingency definition for this Offensive Toggle Change. It used to mean strictly while mezzed for the toggles that qualified in the minds of the live devs when that change was made--Non-offensive toggles. A QoL for when Dark Armor got stunned and the like. With this change there's a conditional aspect based on the toggle's nature. So suppression is a bit confusing. But I think of it like Ham. Can be honey-cured or smoked. Or just roasted. Confusing? Yes. Still ham. And my forbears would get me to eat any of those either which-way. --These comments are apart from whether or not it should remain as is <3--
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Gotterdammerstupiddung or something close to that. I tried the same I couldn't get it to trigger either in two attempts. I checked City of Data... I couldn't find it. I could swear though. SWEAR there's a nasty stun there in the arena. Maybe I'm just getting old in my 30s. Anyways, if it can be confirmed. I'd hate for the OG poster's concerns for a real bug to go undocumented. Edit: It's you!!
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Muahaha. Kidding. In fairness I am interested where the next hub will be. That is left to chance. If the devs have major overhaul plans for specific zone (besides K. WHARF), I can see some being miffed at having to move location from established tradition twice. But ya never know. The major problem was Atlas being a hub for a range of things besides AE. Sitting in the AE building make it would make it worse, not unbearable but noticble on heavy traffic. But at least a cool new building! I like new things!
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issue 27 Focused Feedback: Architect Entertainment
brass_eagle replied to The Curator's topic in [Open Beta] Focused Feedback
I suppose. Weren't Veteran levels and Veteran level rewards added by the HC team, not live? -
issue 27 Focused Feedback: Architect Entertainment
brass_eagle replied to The Curator's topic in [Open Beta] Focused Feedback
I'm going to have to +1 this. It's not about more than DFBs. Atlas Park is a hub for SBB, DiB, public costume contests, new characters, tip teams, etc... With a 50-slot character limit... it can get quite laggy. I've seen more than a few costume contest holders move it to a base and broadcast a password because Atlas just doesn't cut it anymore. When you've got 20+ people AFK in the AE building it will take up that limit. The inflammatory reactions to the removal of a farming source to the introductory zones is something I wouldn't expect people get mad over. There's 10+ other AE buildings around. -
I think there's been some mincing of terms and rightly so... they are similar. --Though Webster would like to contest that I'm sure-- some of this goes to @arthurh35353 for the OG quote here. Just can't figure out how to quote properly. Suppression and Suspension are two different effects with the latter being a new mechanic. Toggle suppression was introduced on live for defensive toggles. The effects would suppress when mezzed, but the toggle would remain on. The effects of the supressed toggle would return immediately after returning to a non-mez state. Over time that event became more and more unlikely for armor-based archetypes. It's worth noting the defensive aspects of Blaster "sustains" do not follow this rule. This is unlike all actual armor sets in-game. See before and after pics below-- Offensive toggles get suppressed for Mez+8. With this change (new mechanic), some toggles are suspended for shapeshifting QoL purposes. More confusingly, the patch notes designate the suspension as suppression which doesn't help. But I think we can figure out by context. While a minor non-dictionary difference, there is an important distinction here in-game. Armor testing below of suppression before the change:
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Offering conjecture here, I do recall a high (mag 12?) stun that sometimes hits as a death event for one of the bosses in the Roman Arena of Summer Block Buster. Lasts not very long if it does hit. But I don't have full recall of it. Mag 12 would be enough to overcome the standard mez prot at the level.
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See some tests I did a few posts earlier. Blaster sustains (even with offensive aspects) don't detoggle on live or on test. Blaster sustains are in a different category. They are considered essential defense toggles. The effects persist through mez. (at least for Cauterizing Aura). You shouldn't worry about blaster sustain!! Hope that helps.
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Honestly, all valid points I would make. But glad that that it could be straightened out because I doubted my knowledge. Challenge AND questions makes us better.❤️ Though I don't get: "Lifegiving Spores spawns a pet like Voltaic Sentinel. I think it was stated that would be a very different kind of tech." -- This was posited in the post you quoted?? In the next sentence...
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issue 27 Focused Feedback: Ice Control Changes
brass_eagle replied to The Curator's topic in [Open Beta] Focused Feedback
On the Terrify--you said it better than I did. Thanks for that! On the Ice Slick damage. I agree that it is low. And at least for Controllers, the source of damage cannot make use of containment even. -
Hot Feet is there. Cauterizing Aura doesn't turn off with Mez I believe. It is the standard sustain for Fire Manipulation. Same thing for Frigid Protection and Dynamo. I could be wrong about that, but I don't think they do. The only one I'm super unsure about is Reaction Time. Can probably test again later. EDIT (~30 minutes after post): I did test Cauterizing Aura on Brainstorm server. Even with the O-toggle suppression and suspension rules AND the regular defensive toggle suppression rules, Cauterizing Aura was not affected by mez. I do not have a character on live with it to test but it was always my understanding Blaster sustains (even offensive ones) won't de-toggle. In the picture below you can see my test character held. You can also see the heal tick going off (behind the target reticle) and the recovery boost still in effect. I tried multiple times with the same results, and was held for a few seconds when this snap was taken. I'm going to assume the same is true for the other Blaster offensive sustains and just leave them off the O-Toggle stats, unless someone has knowledge of them de-toggling on live--Dynamo, Frigid Protection, Reaction Time. Might miss one or two. Take-away: Offensive toggled blaster sustains shouldn't be considered for this change.