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Keen

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Posts posted by Keen

  1. 7 minutes ago, agentx5 said:

     

    Idea:

    What if it sorted people based on their time spent playing their character?

     

    From what I know, that "on patrol" time is tracked for all players as a statistic.

     

    While it's not a guarantee, it would mostly likely put the most veteran players at the top of the team lists by default (highest level or highest vet level 50's first). This should make it a bit easier to ensure that there's a higher level near the top, so that way there's less risk of having a team suddenly dropping to a lower level in the middle of combat due to a team leader disappearing from that team (i.e. due to an unexpected disconnect).

     

    I'd rather not overcomplicate things. Team ordering is fine and intuitive as it is: newly added players go at the bottom of the list. Like a list should behave. League ordering just needs to match.

     

    On-patrol time is not a metric that is easily accessible to players and will cause confusion leaving people wondering why so-and-so are not joining the team at the bottom of the list. Also sometimes the league leader just wants to define a specific second-in-command for that team in case the leader drops, and using on-patrol time would remove that ability.

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  2. I'm all in favor for such a feature and it would be a great thing also for Hami raids and the like.

    But there's a longstanding issue with how the league window sorts team members that may cause problems/confusion.

     

    This is how things currently work:

     

    - The league window will sort players based on when they joined the league.

    - The team window will sort players based on when they joined the team.

     

    Which will lead to situations e.g.  "Team 2 Member 5" being different between the league window and Team 2's window.

    To test this, a league leader just needs to move people around teams. The league leader can then see the difference in member sorting looking between the league window and their own team window.

     

    If we could address the sorting issue (making league window sort team members the same as team windows do) then it would be compatible with /team_select and avoid confusion down the line.

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  3. My thing with Ouroboros is that it won't fill those progress bars in the contact window that are stuck and unfilled forever once you outlevel a contact. So I guess a bit less of a completionist and more of an OCD thing. :classic_sleep:

     

    The point about Praetoria still stands because it plays before Ouroboros is a thing. That could probably be addressed differently, like (e.g.) raising the level range of all Praetoria arcs to level 20 to minimize outleveling them in normal play, allowing new players to enjoy all arcs at their leisure, and cause less confusion. Also just thought this specific auto-exemplaring feature would allow those level ranges to be less strict in the future, in case one of the reasons for those level range locks was players being too strong for them.

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  4. I've wanted this for a very long time, but also agree about the toggle option.

     

    Would this impact mission availability from contacts while outleveled? Example, if I outlevel missions in Praetoria, the contacts stop giving me them. This is one of the reasons I find Praetoria very frustrating to play at lower levels. This change would pair up nicely with the fact that I can play all arcs, from start to finish, at any level. For completionists, this would be a dream come true.

     

  5. 1 hour ago, Tachstar said:

    Another thing that bugged me when I ran a brand new pistols/willpower Sentinel through Outbreak this morning -- the short range. I've never understood the Sentinel's shorter range thing. It's never made sense to me, and seemed especially senseless this morning to think that a Sentinel's pistols couldn't shoot as far as a Blaster's. I know the range thing isn't part of the current beta test, but maybe it should be.

     

    Welcome to Sentinel design. A bullet list:

    • The theme around Sentinels is "ranged scrappers", hence shorter range and smaller area radius
    • The target caps on their AoEs match Scrapper values (10 for sphere AoEs, 6 for cones)
    • Sentinel nukes are normalized around Scrapper values for attacks like Lightning Rod and Shield Charge
      • As such, Sentinel nukes have an inner radius which cause them to deal even less total damage in the area
    • With this update, Sentinel damage is now close to Scrapper level, before crits
      • And no, Sentinels are not doing crits anytime soon if ever

    I strongly dislike this design, and any suggestions to deviate from it are rejected right away, but it is what it is.

    At least knowing the reasoning behind it makes it a bit less infuriating.

     

     

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  6. 2 hours ago, Dispari said:

    As far as the purple patch is concerned, correct me if I'm wrong but the math on this works out to:
    +0: -20% (old), -15% (new)
    +1: -18% (old), -15% (new)
    +2: -16% (old), -15% (new)
    +3: -13% (old), -15% (new)
    +4: -9.6% (old), -15% (new)
    +5: -6% (old), -15% (new)
     

     

    There was an additional -5% from the previous auto proc (now removed), which stacked with the old Vulnerability for -25% total. Both would be affected by the purple patch.

     

    But while the new debuff is overall smaller in potency, it now affects more things. I do think the -Special and -mezresist will have a great effect on some team compositions.

     

  7. 14 minutes ago, Ohsirus said:

    What is the purpose of these two? I'm trying to fathom a reason.

     

    OAS is a convenience thing. I.e., you want to stealth a mission without disabling your damage auras or effects that might alert enemies, or you don't want to un-auto your autoattack so when you target an enemy by mistake it doesn't fire. Some stuff are also unwise to untoggle while you stealth, for instance, mez protection powers that have enemy effects. So instead of untoggling several things, you just toggle this new thing on/off.

     

    Disable All Powers is there to support a future change to Walk only disabling travel powers while leaving everything else up (so you can walk with your auras on, etc). By disabling set bonuses you can remove their visual effects (i.e., Panacea floaters) which is appealing to RPers.

     

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  8. On 3/30/2021 at 10:45 AM, CaptainLupis said:

    I haven't tried it but my Rad tank, not created for hami raids, also has 91% regen debuff res after using Radiation Therapy, which, as far as I can tell, is an unresistable heal on top.

     

    So on paper, with 91% regen debuff res, 86% rcovery debuff res and 80% recharge debuff res (which I could easily get up to 100% if I were building for it) on top of an unresistable heal every 17 seconds and an absorb you'd think it would do ok, but I have no idea how it works in practice.

     

    Regen debuff resistance does nothing in Hami raids. Hami and green beam regen debuffs are unresistable.

     

    On top of that, it diminishes the regen buffs you get from Rebirth Destiny as they're resistable (this is likely a bug).

     

    [Edit] Found out recently that Hami -regen is actually resistable. So having -regen debuffs can help if you're being hit by Hami. Green debuffs are still unresistable but they have a short duration.

  9. Some set combinations unfortunately can't afford very well being a good Hami tank + being good at other content, and Regen is one of them. Sets like Rad or Bio can be built to be great at tanking Hami without letting go of anything that makes them great in PvE.

     

    For min-maxed Hami tanks that can't be such hybrids, a different build for PvE is recommended.

  10. Issue #1: KB resistance buff switches on and off

     

    How to Reproduce:

    - have Fly and Evasive Manoeuvres toggled on

    - change zones

     

    Expected Result:

    - KB resistance buff should remain steady

     

    Observed Result:

    - KB resistance buff switches on and off randomly

     

    Workaround:

    - Retoggle Evasive Manoeuvres after zoning

     

    FHSPjgy6CY.gif.3be937623c363fb7a3e7cbe55415d65d.gif

     

     

    Issue #2: KB resistance buff is granting 99% KB resists

     

    How to Reproduce:

    - have minor KB protection (like 3KB from IOs)

    - turn Fly and Evasive Maneuvers on

    - fight against a Rikti Pylon

     

    Expected Result:

    - character should flip midair when hit by Pylon attacks

     

    Observed Result:

    - character does not flip midair when hit

     

    Workaround:

    - none

     

    image.png.a3d4d7834c06c48ba482b727db05caf8.png

     

    ShareX_49mQhpOP81.jpg.b1f9a2ee92b89c06dde49218b8f2fa5b.jpg

     

    29ReFoUOT6.thumb.jpg.dd54869798259ff6dca00ea354eb43a1.jpg

     

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