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GM Sijin

Retired Game Master
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Everything posted by GM Sijin

  1. I mean... /bind r powexec_name Rest It's fundamentally very easy to do as-is. If you mean just make it an option in keybinds and remove the power... that I think would require completely new functionality, or would just be a hidden power, or something equally hackish. Also if the cooldown on rest wasn't removed or you'd have to deal with not knowing when you could rest again... though I'm not sure how often that actually comes up.
  2. This doesn't work well in practice because a lot of the time you're just standing around you don't actually want to rest. It's best to keep the player in control of when they enter rest state. If people want to improve the functionality of rest, by all means suggest it, but between the limitations of the game engine and having players lose control of when they can/can't rest fundamentally changing the power is going to be dicey at best.
  3. Maybe, but I doubt they would give recall friend that functionality baseline.
  4. Likely, but for those who prefer to keep it collapsed it would be nice for them to have the option to get it back to staying collapsed if they accidentally ever expand it.
  5. The game automatically sets its priority to below normal when out of focus and normal when in focus. You can verify this if you have it in windowed mode/can otherwise see your task manager with the game in focus. Regarding networking issues, something you should test is whether or not it's an issue with other services, and also test your connection strength to the Reunion shard.
  6. The fact that, by taking one power, you make 2 other powers up to 7 times as effective, a global movement buff, potentially a defense buff, and another power moderately to significantly more potent. The power disparity with/without is extreme, especially when compared to the effects of the power used as an example: Field Medic.
  7. Any flight control will allow movement, including ninja run and combat jumping. Having actual fly powers or I believe speed boost/IR can have a major impact on it.
  8. Changes to Recall Friend, and more so Teleport Foe, can have PvP implications that need to be kept in mind. Recall friend could have the range increased to cover the few zones it isn't 100% reliable in. Either its recharge time or activation time could be reduced somewhat, but not significantly. Activation time has more implications than recharge for both powers. Foe could certainly have the aggro flag disabled, and maybe pick up some secondary effects as suggested. Teleport has an effective endurance cost of about 6 end/second if used rapidly (~2 mph faster than run speed cap unenhanced, ~60% faster than run speed cap at effective ED cap), and 3.25 if you take 2 seconds between teleports (slower than every other travel power unenhanced, slightly faster than SJ cap at effective ED cap). The cost is excessive and teleport has other drawbacks (clunky, doesn't work well in closed spaces, requires max range for its speed) on top of it. Cut it in half. These values are for level 50. Under that teleport performs better comparatively since the base speed and caps for other travel powers vary based on level while teleport's does not, except by power of available enhancements. Still, the endurance costs are exorbitant. Team Teleport. What is its purpose? It isn't a viable travel power (~10 end/sec endurance cost and reduced range (75 yards vs 100)), has serious limitations inside most missions that aren't outdoor maps and it doesn't function super well defensively or offensively as it opens your group up to being AOEd to death and basically roots the entire team if they don't have some form of flight control for 4 seconds. Some ideas I've had over the years, feel free to iterate on them: Change it to be a team recall friend. Change it to have the same range as teleport and reduce the endurance cost significantly. Change it to be a fast activating, short range, no hover team teleport that grants a large short duration (~3-5 seconds) global defense bonus with a moderate (~45-75 seconds, or ~12-20 that can't be enhanced) cooldown. Add hazard zones to LRT, except the Hive and RWZ, and/or give it a synergy with team teleport (or recall friend if you're feeling exceptionally generous) to prompt nearby teammates to teleport as well.
  9. I believe this is where focus needs to be for any progress at this point. Further discussion outside of this direction is likely to continue to be circular and generally nonproductive. This is considerable work, but that should be required for any negative adjustment to an entire powerset. The analysis could also be used to help identify where other sets may need some help. What happened to Energy Melee should not be used as a shield against future adjustments, it's a cautionary tale. The majority of those who have expressed an interest in reducing TW's performance have clearly been very wary of over adjusting it. You can bet Captain Powerhouse will be doubly so.
  10. Identified this issue as a bug or oversight. The inspiration tray does not properly save its state once it's been expanded. Once the tray has been expanded using the up triangle it will, upon zoning, default to expanded even if collapsed. Reproduction: On any character that has at least 2 inspiration tray rows unlocked, expand the inspiration tray. Collapse inspiration tray. Zone. Inspiration tray will be expanded.
  11. I believe changing an SG passcode while in a base forces anyone who used the old passcode to enter it out of the base, so the tech may already exist. Haven't verified this functionality personally.
  12. Because the flight pool has access to hover and afterburner; while teleport pool has recall friend and translocation is not able to be slotted; and some times you don't have room for one more pool in your build. Plus, assuming translocation has the same endurance cost as teleport (can't verify atm), flight + unenhanced teleport eats a whole lotta endurance. Similar to that people absolutely would still take hover, for a variety of reasons. That said, frankly the teleport pool in general could do with some love.
  13. I don't know where I'd stand on this issue. There's a lot of arguments for and against various things that are fairly valid. The disparity in solo-usefulness has always existed. Let's compare two of the worst offenders: Empathy vs Dark Miasma. Literally every power in Dark Miasma benefits the user solo (arguments around Black Hole's usefulness not withstanding). All of which (excepting the offensive effects of the rez) have good uptime/availability. The 3 auras are the only powers in Empathy that benefits the user solo, two of which have bad uptime. This disparity is absolutely incredible. But I've never had a problem with that, as I understood that the support sets were designed, and balanced, around having a team. I just asked myself: Is that an acceptable game design? And I find I have two incompatible answers: In an MMO? I'd expect it. In City of? I'm... not sure. I challenge myself with the question "Why is it ok for debuff-focused sets to almost exclusively work solo, where buff sets are mostly the opposite?" I don't have a satisfactory answer to that.
  14. Mind the political tangent. While there is certainly some of that to consider that remain on topic the discourse is straying further and further from direct relevance to the intended discussion and may actively discourage additional participants. I encourage that if you do wish to continue the tangent to do so in a more appropriate venue.
  15. This would have far more merit if active mez was on resistance sets. It's on defense sets, however, that have a much easier time avoiding such debuffs. SR and SD also have some resistance -recharge. SD's T9 grants status protection on top of that, if you find yourself significantly effected by -recharge when you need to activate AD. Ninjitsu is more vulnerable to this of the three, but has higher base defense than SD.
  16. It'd feel a little weird being in a defeat all and the mission completing with some of the guys still standing. While your solution is probably a lot easier to implement, I'd rather see the pathing AI updated to detect when it's probably stuck and have the enemies AI overridden to jump somewhere nearby. I'd say update it so enemies can't get stuck in terrain but I'm not sure that's viable without an engine update.
  17. Counter suggestion (though probably much more difficult to implement): Teleport grants you ~6 seconds of hover after the teleport. However, if you activate any movement it's cancelled immediately.
  18. Question: Would adding this information meaningfully change your behavior in using the character select screen? Not saying it wouldn't, just curious about the reasoning behind it, if it's just to have the information available or if it would serve some sort of function.
  19. Given this information is in the database, it should be possible. Whether it's a reasonable ask is another question. If the player base were to request information of this nature they'd want to be certain they're including all the data elements they'd need to perform meaningful analysis. The reason for this is running queries on live databases can have performance impacts, and it's much better to one-and-done it. I also don't know what their policy is, or if they've got one yet, for providing that level of detail. It's certainly likely to be something they won't want to do frivolously.
  20. Raised from the grave! When this was requested the forums were different and I don't believe there was a website suggestions forum. But yes, now it would be more appropriate there. Enjoy your new home, suggestion.
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