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GM Sijin

Retired Game Master
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Everything posted by GM Sijin

  1. Not sure I'd call 50% resistance laughable, but I will say the damage resistance portion of the ability should be made into an AOE like it was for Kinetics/Increase Density. That's a fair argument, and I don't mean to dismiss it. The issue I have with it is the heal delay is variable. At point blank range it's basically its cast time but at the power's default max range it's somewhere around 2.6 seconds, which is about a second slower than other single target heals. Perhaps the power's animation should be changed to throw a much faster projectile earlier in the cast time, or more favorably it should be reworked to remove the projectile entirely since it adds variability in healing unless the projectile is too fast to really see... which defeats the point of having one. This applies to Antidote as well. I know a lot of players aren't particularly happy with the animation set for Poison in general and it seems like for its reactionary abilities having them be variable makes them significantly more unreliable, especially for the heal.
  2. I'm not against improving poison if it's under performing, but I'd just like to call out a few things: With resist to slow (often useful), cold and toxic (more situational) in place of CM's +perception (fairly situational outside of PvP). I don't think it's accurate to say injection eclipses antidote. It's slightly more versatile being able to apply a fairly minor debuff on a single enemy, but has close to twice the cast time, half the duration, three times the recharge and costs more than twice the endurance (or exactly twice for MMs), without slow, cold or toxic resistances. Alkaloid has the second fastest cast time of any non-personal heal in the game AFAIK (transfusion being the faster one), it just has travel time unlike other single target heals. It's heal amount is somewhat reduced from other single target heals because it also provides toxic resistance.
  3. Using single target heals (cauterize, soothe, heal other) on Defender as a baseline and comparing other heals to it, I've noted the following discrepancies between heals among sets on each AT as listed by the detailed power info screens. In short: Mastermind appears to have two sets of baselines, needs to be made consistent; also Dark Miasma/Twilight Grasp healing potency is too high on non-defenders (or is too weak on Defenders?). All at level 50: Mastermind: (Healing values are not consistent: radiation and empathy are higher than thermal and pain domination and other powers seem based on either values as the baseline. NOTABLY: villain origin power sets appear lower than hero origin power sets, original port balance issue? Suggesting pain/thermal intended values? Assuming nerfs not desired at this point, so taking empathy values as baseline) Thermal: Warmth - 94.24 (too low? Should be 107.09 if empathy values are baseline) Cauterize - 184.19 (too low? Should be 209.9 if empathy values are baseline) Radiation: Radiant Aura - 107.09 Pain Domination: Nullify Pain - 94.24 (too low? Should be 107.09 if empathy values are baseline) Soothe - 184.19 (too low? Should be 209.9 if empathy values are baseline) Share Pain - 376.96 (too low? Should be 428.36 if empathy values are baseline) Empathy: Healing Aura - 107.09 Heal Other - 209.9 Absorb Pain - 535.45 Kinetics: Transfusion - 191.05 Dark Miasma: Twilight Grasp - 209.9 (same potency as corr/cont, should be 191.05) Nature Affinity: Regrowth - 80.32 + 5x 16.06 (160.62) Poison: Alkaloid - 162.78 (too low? Should be 185.26 if empathy values are baseline) Storm Summoning 02 Boost - 141.36 Time Manipulation Temporal Mending - 70.68 + 5x 18.85 (164.93) / 107.09 + 5x 28.27 (248.44) (too low? should be 187.40/281.11 if empathy values are baseline) Corruptor/Controller: Thermal: Warmth - 117.8 Cauterize - 230.89 Radiation: Radiant Aura - 117.8 Pain Domination: Nullify Pain - 117.8 Soothe - 230.89 Share Pain - 471.19 Empathy: Healing Aura - 117.80 Heal Other - 230.89 Absorb Pain - 588.99 Kinetics: Transfusion - 209.9 Dark Miasma: Twilight Grasp - 238.81 (same potency as defender, should be 209.9) Nature Affinity: Regrowth - 88.35 + 5x 17.67 (176.7) Poison: Alkaloid - 203.79 Storm Summoning 02 Boost - 155.49 Time Manipulation Temporal Mending - 88.35 + 5x 23.56 (206.15) / 132.52 + 5x 35.34 (309.22) Defender: Thermal: Warmth - 133.86 Cauterize - 262.37 Radiation: Radiant Aura - 133.86 Pain Domination: Nullify Pain - 133.86 Soothe - 262.37 Share Pain - 535.45 Empathy: Healing Aura - 133.86 Heal Other -262.37 Absorb Pain - 669.31 Kinetics: Transfusion - 238.81 Dark Miasma: Twilight Grasp - 238.81 Nature Affinity: Regrowth - 100.4 + 5x 20.08 (200.8) Poison: Alkaloid - 231.58 Storm Summoning 02 Boost - 176.7 Time Manipulation Temporal Mending - 100.4 + 5x 26.67 (234.25) / 150.59 + 5x 40.16 (351.39)
  4. I think, and could very well be wrong, the limiting factor is actually the UI. I've heard that certain elements of the UI are.... unfriendly... to being changed. Not sure if the title selection element is one of them. There could have been theming reasons behind the original choice, too. Like as not there were. Though if selecting your title is all about choice, I'm not sure the wisdom behind arbitrarily limiting that choice. Perhaps to make Origins seem a little more important? Who can say. I like the idea of opening up title selection a bit, regardless.
  5. Support tickets aren't viewed by the developer team unless a GM or admin specifically directs them to a high priority issue. If you submit a bug report via the support system GMs will check to see if there's a thread about it on the forums or if its otherwise a known issue (or an issue at all), and close the ticket. This forum is the best place for bug reports to go for now.
  6. FYI We saw a response on the discord for this issue. No action was suggested but it may grant insight to challenges of changing it:
  7. No, except by enabling you to use them more frequently. It DOES consume 15% endurance when its effect ends, though. To answer the original question: Hasten is significantly overbudgeted for an auto power and its effects would be reduced to, likely around 15-25% from 70%. That or a hefty endurance reduction penalty (or other negative) would be applied to balance the power, either of which could dramatically reduce its appeal. Without the breakpoint of 'permahasten' there might also be a bit of a shift in how much recharge recharge-focused builds go for.
  8. More info: It seems that the individual check fires for all sales at once rather than sequentially as more influence is obtained from pulling sales off the AH. Any individual sales that would put you over the influence cap from what you have at the time of pressing "Get All Inf" will properly prompt the warning and are not be pulled from the AH. Reproduction steps: Be near the influence cap Sell any number of items for amounts that will not individually put you over the influence cap, but will in total put you over the influence cap Click Get All Inf Inf will cap and excess will be voided.
  9. Threads aren't completely useless, as you can buy super inspirations with them. That said, this functionality doesn't currently exist to my knowledge, and this is not the first time I've seen it brought up. Though, given there's no possible harm done to a character for getting incarnate XP or threads they don't intend to use, I don't imagine adding a toggle of some sort would be high on the priority list. Any empyrean merits you earn, however, can be transferred.
  10. A petless MM is kind of a neutered corr. It would be, in my personal opinion, more worthwhile to make proper attack sets based on the unique mastermind attacks if you're after those aesthetics. Admittedly, that's a lot more work. If you want a petless MM for a challenge instead, well... more damage is less challenge?
  11. He was the OP! Still is I'd wager. Not to empyrean merits, but you can buy super inspirations with them. I don't recall any other use outside of incarnate salvage conversions.
  12. So the reason you don't see it is because it doesn't buff fly speed, it buffs fly speed strength. It makes your existing effects stronger. This also means it increases your max flight speed if you have afterburner active.
  13. Your wish is my command. And/or already in the game:
  14. Mission name: Stop the Blogger's Reign of Terror Contact: Tip mission Morality: Hero Level: 50 Thanks to @Ridiculous Girl for walking through the mission with me to identify the issue. The mission has 4 objectives, 3 heroes to rescue and then confronting Flambeaux. The issue is the heroes can be damaged by AOEs while you're trying to rescue them. In one case one of the captives was killed by a super stunner rez from approximately 75% health. It appears that if any of the heroes are killed Flambeaux does not spawn and you cannot progress through the mission. It is my opinion that these heroes should not be able to be damaged prior to being rescued. Short of that, the mission needs to fail if they are killed as to prevent a softlocked mission state, or Flambeaux needs to spawn regardless of the heroes being rescued or killed.
  15. Just to clarify: Are you using any of bio's click powers? They cause your weapons to sheath.
  16. Manipulation isn't a proper attack set, so it would be out of place. Assault would be less of a problem, but still doesn't play fully into the established theme of the AT: Ranged attacker with defenses. I wouldn't mind something assaultesque being used in another AT but I think that would require a new AT. If I had to pick an existing AT, though, Sentinels would probably be my pick, current state.
  17. Wind control exists in the powers database but there are no assets for it (effects & animations). Same for the other origin power pools. They were planned for i24 or a later issue but weren't in an easily implementable state like Sorcery. It's something that will probably get implemented eventually, once assets are made for them.
  18. Powersets do not transfer to other ATs without that same kind of set gracefully. For example, Assault sets have a lot of ranged abilities, which don't generally exist in blaster secondaries, and they tend to lack the survivability/control aspects that help blasters not get dead as quickly. Same for manipulation, lots of control/some survivability, which aren't present in Assault sets, and no ranged. That said, some kind of savage combat could be fun on a blaster.
  19. Personally I'd prefer seeing new soloable through group content built around full incarnates that can be scaled up by players via whatever method to make it more challenging for their power level. This is a pretty hefty long-term goal though, and comes with plenty of challenges. To the question itself: nerfing them may not kill the game, and undoubtedly there would be some proponents, but nerfs of this nature are never received well in a system this longstanding.
  20. Confirmed: Magnitude is just over typical for knockdown at 0.77. Possible typo from 0.67?
  21. Accurate assessment! If only we could port the system's mechanics over to CoH.
  22. Wildstar was a game that had issues with it's launch and a design team that missed the mark for player expectations vs reality. They wanted to sell an idea to a market that wishful thinking from a very small part of the available pool of players, of the "good ole days". Unsurprisingly to me, their decisions proved unpopular and they made adjustments as time went on. Their biggest folly though? Trusting NCSoft to be their publisher. Allow me to explain my reasoning: Wildstar had a fantastic art/aesthetic design and a decent story going for it. In fact, it's lore on launch day was far more in-depth than any other MMO I've played to date that didn't have a world class writing team behind it already. The gameplay loop was just as fun as any other MMO, there weren't any massive innovations but there were little things that I thoroughly enjoyed personally. The player housing, though? That was something else. Had the game received the support it needed by way of investment I have no doubt it would still be going today. Not as strong as the giants of the genre, but a game that pulled its own weight and was enjoyed, even beloved by its fans, no different than CoH. It did not receive that support. It's publisher does what it does, and when it didn't prove to be a 'WoW killer' in the western market, it was dropped to life support status grossly prematurely and the studio was left to slowly die. I truly hope that, for its fans, something like Homecoming is made reality. Be excellent to each other.
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