The Beta Account Center is temporarily unavailable
×
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
304 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Kai Moon
-
Upthrust plays sound effects in the character creator, but should be silent like all other powers. This is fixed on beta as of Nov 6th
-
Does "they" refer to the confused elite boss, the final objective boss, or both?
-
Focused Feedback: Electrical Blast Revamp
Kai Moon replied to Player-1's topic in [Open Beta] Focused Feedback
Looks like elec blast will be super fun and kind of OP for a week or two, while lots of people are playing electric blast, and constantly setting Shock up for each other. Elec Affinity was also super fun and kind of OP for a week or two for similar reasons. As for long-term popularity? Shock looks to be the biggest upside, a solid DPS boost against normalsauce +0 radio mish enemies, accessible to both the Short-Circuit-in-your-face or Tesla-Cage-from-range playstyles. But I see downsides too. Changing the end regain from enhanceable to unenhanceable will raise some average end costs for players who already slot endmod. Difficulty Shocking +4s, AVs, and anything else that's hard to drain might keep both DPS and fun factor about the same as where it is now, in those situations. Tesla Cage buff looks fun, but I have doubts about reusing the Static combo mechanic. A bonus only for a specific primary-secondary pair runs against the free mix-and-match design of the other 99% of powersets. Remember the old Sniper Rifle - Targeting Drone kludge. How about making the Tesla Cage chain condition the same as Shock instead? The lower the target's end, the bigger the chain. First, Tesla Cage would interact with a variety of other powers. Imagine Lightning Storm and Tempest procs setting up a Tesla Cage chain. Second, players wouldn't have to mentally juggle another combo mechanic. More Shock, more chain, easy. -
Also makes them legible even at small sizes, e.g. buff lists or watching a stream in low res. I never have to pester a streamer what-power-is-that, because City of Heroes chose legibility over, I dunno, whatever the point of making icons all look different is. Accessibility, it's not just for old people! Tombstone, in particular, is already hard to tell apart from the hold icon at full resolution, so rip its legibility in the above scenarios. The sniper symbol on that background color would still be unique - no other power would have that icon - while also being easy to understand in all situations.
-
Focused Feedback: Villain Group changes
Kai Moon replied to Booper's topic in [Open Beta] Focused Feedback
A long time ago, the CoH devs had to slap in some hurried changes to endurance drain powers, after they inadvertently made end drain useless in most situations against higher rank critters. With that in mind. * AVs gain 53 endurance per tick. A 25% recovery floor would guarantee ticks of 53 endurance every 16 seconds or faster. * GMs also gain 53 endurance per tick. A 50% recovery floor would guarantee ticks of 53 endurance every 8 seconds or faster. * Recovery floors would slow down, and potentially prevent altogether, the increasing chance to Shock as endurance depletes. Electric blast could lag in DPS against AVs and GMs due to these floors. Worst case, an electric blast user could get no chance to Shock at all against any AV or GM. * AVs and GMs ignoring endurance costs would be in addition to periodically getting to use any attack costing less than 53 end. For example, with infinite endurance drain and recovery debuff, Kraken would get to ignore endurance costs on Spit and Pummel, on top of getting to Foot Stomp every 8 seconds - only slightly slower than Foot Stomp's normal cycle rate. * In particular, Lusca and her tentacles have no attacks that cost more than 15 end. Lusca would be functionally immune to end drain. -
Focused Feedback: Changes to Sleep and Placate
Kai Moon replied to Booper's topic in [Open Beta] Focused Feedback
Derp, I thought PGA and Static Field had an initial long duration tick of sleep, in addition to the sleep over time. But they don't. Thanks for setting me straight! -
Focused Feedback: Earth Manipulation
Kai Moon replied to Booper's topic in [Open Beta] Focused Feedback
The new blaster versions of Stone Prison and Salt Crystals allow defense debuff enhancements and sets. I think that's the right call. The controller and dominator Earth Control versions of the same powers don't allow debuff slotting, though. That will put the controller/dom version at a disadvantage. In particular, blaster Salt Crystals would be decent at applying Achilles procs, but controller/dominator Salt Crystals (despite its much longer recharge time) would not. I'd suggest backporting debuff enhancements and sets to all of Earth Control, to show the whole set a bit of love. -
Focused Feedback: Changes to Sleep and Placate
Kai Moon replied to Booper's topic in [Open Beta] Focused Feedback
1) The powers still have a hit roll for their non-sleep components, but the Hit Rolls log no longer displays the hit roll or hit chance. It'd be nice if those numbers could be left in the Hit Rolls log. 2) Mass Hypnosis and Spore Burst have only one effect, sleep, which will be autohit. Accuracy enhancements will no longer affect them, so should probably be disallowed. 3) Salt Crystals (controller and dominator version) has a defense debuff, but debuff enhancement is disallowed because the debuff is too minor. The same reasoning would apply to accuracy enhancement; either debuff and accuracy enhancers should both be allowed, or neither. Probably both, since the blaster version allows both. 4) Flash Freeze and Sleep Grenade will have sleep that autohits, but insignificant damage with a to-hit check. This creates a perverse incentive to not slot accuracy, since the powers probably become less useful with more accuracy - the damage prevents sleep stacking. Not sure on a good way to remove that incentive. Maybe make the damage non-breaking for sleep? 5) Poison Gas Arrow and Static Field have 100% chance to sleep components. I feel like the 100% chance to sleep parts should be autohit too. 6) The day job power Sleep Gas is 100% chance to sleep. I feel like the rationale for making player sleeps autohit should apply to day job powers too. 7) Sleep IO sets become less useful with this change. Powers that accept these sets either deal good damage (so want to use a damage set instead), or get little or no benefit from accuracy (so don't want to waste slots on acc). Tweaking some of the acc parts could help. -
Varying degrees of unseriousness Black Diamond (exploration?) Ding Dong Firelit (exploration?) Home for the Holidays Wrapper
-
In Operative Wellman's second arc, "Master of Destruction", the final mission "Destroy statues in Steel Canyon" has (at least) two Wyvern elite boss ambushes. When the elite bosses spawn, they say "We're going down, (player name)!" It should be "You're".
-
Female Skulls not Counting for Kill Skuls Badge
Kai Moon replied to Derek Icelord's topic in Bug Reports
Derp, I finally remembered where the unique version of Bonebreaker is used. End of Sondra Costel's arc. Tested it, does not count for either badge. (The boss at the end of the Bonefire arc is named "Bonebreaker" but is just a renamed Bone Daddy and counts for both badges.) -
Anyone who wants to do a strict primary build, fine, your character, your rules. For my part, I'd rather have a teammate who knows how primary and secondary powers synergize. Take cold domination, for instance. It's all right by itself, def is handy, heat loss is nice, sleet is OP. But what about the other 90% of the fight when you're doing nothing? Throw in a blast set and you're so much more. Off-tanking in a pinch, or soft controlling for days, or soloing AVs when teaming gets slow. (Full disclosure, I own stock in Tenebrous Tentacles, and I want you to buy some too.)
-
Expected result: Sonic Siphon logs a Hit Rolls message whether it hits or misses. Actual result: Sonic Siphon logs a Hit Rolls message only when it misses. No Hit Rolls message when it hits.
-
There's a slash command to autocomplete a mission in Architect Test Mode. /architect_completemisison Note misspelling "misison". The command should be /architect_completemission.
-
Female Skulls not Counting for Kill Skuls Badge
Kai Moon replied to Derek Icelord's topic in Bug Reports
I noticed the same yesterday, and tested to confirm. Many of the new Issue 24 Skull types weren't added to the lists for badge credit. Asterisks below are the results that don't seem right. Evidence: Local SCoRE server test https://www.youtube.com/watch?v=r_KLHgeoVAQ Homecoming test https://www.youtube.com/watch?v=umj4ietw_TU Actual results: Old minions (chopper, slugger, brawler, slicer, slammer): Males count, females don't* New minions (striker, assailant): Males and females count Quantum minion: Doesn't count* Old LTs (buckshot, gunner): Males count, females don't* New LT (soldier): Males and females count Quantum LT: Doesn't count* Special LT (hostage in Dr. Graves arc): Doesn't count Old boss (daddy): Counts for both badges New bosses (doll, walker): Count for both badges Quantum boss: Doesn't count* Special boss (Bonebreaker in Sondra Costel arc): Doesn't count* New AVs (Chernobog, Morana, Veles): Don't count* Pets (Grave Knight, etc.): Don't count Expected results: Based on badge descriptions, I'd expect the female chopper/slugger/brawler/slicer/slammer/buckshot/gunner, the quantums, Bonebreaker, and the AVs to be on the list for Kill Skuls. I'd also expect the quantum boss, Bonebreaker, and the AVs to be on the list for Bonecrusher. Edit: Added Bonebreaker info, see below post -
Outleveling has nothing to do with the bug I've described. For these contacts, even if you complete every single mission they offer, you will not reach the max CXP.
-
One caveat, exploration badge award coords can be different from the visible plaque coords. So far, I've only seen any differences in Praetorian zones: Ambitious, Citizen Cole, Guardians of Justice, Tiberian Overseer. In normal play, this doesn't matter. The visible plaque is within the award radius, just not at the center. But depending on the application, this might be something to keep in mind. Edit: Most extreme example, you don't get Citizen Cole badge where I'm standing. The badge award is centered on the pool, not the plaque.
-
1. Fareed Abdullah 2. Guy Denson 3. Mark Freeman 4. Tom Bowden These four contacts require 70 CXP to reach max relationship, but their missions award a total of 65 CXP. It is not possible to reach 70 CXP with these contacts, even with Ouro. Changing their relationship thresholds from 10/50/70 to (for example) 10/40/60 would make it possible to max their relationships. 5. Special Agent Jenni Adair This contact requires 40 CXP to reach max relationship, but her story arc awards a total of 30 CXP. Completing her arc, whether live or in Ouro, leaves a player 10 CXP short. Changing her relationship thresholds from 10/30/40 to (for example) 10/20/30 would match her relationship progress to her story arc.
-
I have Achilles Heel proc in Weaken Resolve. When it procs, I see "You reduce your targets damage resistance temporarily" 8 times per proc.
-
resolved [FIXED] Issue 27 gave low level Vahzilok high level resistances
Kai Moon replied to Kai Moon's topic in Bug Reports
-
Issue 27 patch notes included "some additional tweaks for the higher levels" of Vahzilok. Issue 27 appears to have unintentionally impacted low level Vahzilok as well. Before issue 27, cadavers, embalmed cadavers, abominations, diseased abominations, and embalmed abominations had: 30% smashing resist -30% lethal resist (vulnerability) 20% toxic resist Now they have:
-
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Kai Moon replied to Jimmy's topic in Patch Notes Discussion
Does this mean someone had to write tips for 400+ explore badges in the game? Wow. -
Field Medic adds a 25% global boost to heals. This boosts Aid Self and the heal portion of Regeneration - Dull Pain as expected, but does not boost Regeneration - Reconstruction, at least not for Scrapper.
-
How about a new enemy flag, where certain flagged targets are instantly defeated if their endurance goes to 0? It'd be a fun alternative for getting rid of e.g. force field doors, destructible glowies, and other targetable objects. It could even be a special thematic weakness on certain enemies. For instance, incorporeal enemies might dissipate, electronic enemies might shut down when out of energy. Wouldn't necessarily be overpowered, either, since the enemies would be unable to attack anyway. (Hat tip to Final Fantasy VI, which probably gave me this idea subconsciously.)