-
Posts
3575 -
Joined
-
Last visited
-
Days Won
11
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by Vanden
-
-
On 6/25/2025 at 9:48 PM, Manchu2 said:
I’m curious why some villain groups aren’t represented in Aether Shop Rewards. There are no Family costumes, and I’d really like to get a Family boss costume. The NPCs render so much better than the closest you can get in the character creator.
I'm not sure what you mean? Just picking the Mobster costume preset on a Huge character gets you 90% of the way there.
All you have to do is change the tie and you have a Family boss suit. I assume the reason there are no Family costumes in the aether shop is because they don't have any costume pieces that aren't in the creator.
-
1
-
-
I would like some proof that this supposed nerf actually occurred and wasn't just revealed to OP in a dream or something, because I am looking at the City of Data entry for MoG and they do not match the supposed post nerf numbers.
-
2
-
1
-
-
11 minutes ago, Ghost said:
I’ve never had this happen.
Is it completely random, or is it something you misclick?
This little arrow on the right side of the Chat window collapses it down to just the field where you input chat.
-
1
-
-
You want your Small Time badge to be tied to level 40+ content?
-
Can't the people running the game just give us a nice bonus from time to time without the community making it a whole thing?
-
3
-
1
-
1
-
-
From where I'm standing, it looks extremely unlikely that Tankers will get those arc buffs back. However, the fact that the buffs were implemented as a power that increased the arc of other powers means that that it should be technically possible to create a new category of enhancements in order to widen cones. These would be different from the old Cone Range enhancements of antiquity. To anyone who wants those wide cones back, I think your best bet is to keep asking for this new category of enhancements to be added.
-
3
-
1
-
-
It would likely have to be one of the tier 3 aether costumes.
-
1
-
1
-
-
On 6/19/2025 at 11:26 AM, Uun said:
Before the rework of Battle Axe in i27p5, Gash was the T1, Chop was the T2 and Beheader was the T4.
Beheader has been the t1 far longer than that.
-
7 minutes ago, ZemX said:
With the base damage nerf for PBAoEs revoked, the only change you'd see for SS is the slight reduction to Build Up and the over-cap nerf when you hit more than 10 with Foot Stomp.
Foot Stomp was never going to be affected by the PBAoE radius/damage nerf because it always broke that rule. You can see it on the Brute version.
-
25 minutes ago, Lazarillo said:
Sounds like you should just skip the middle man and wreck both groups yourself.
Sounds like you shouldn't be drawing conclusions about things you have no experience with. I'm not here to defend Homecoming's honor or demand you like their content or anything, but this sort of thing just makes you look ignorant.
-
3 hours ago, Lazarillo said:
I mean, look at Magneto and the Joker and we've seen what villains do to nazis, but devs seemed to think being the 5th Column's obedient toady was acceptable for redsiders of any and all stripes, so having people in the blueside spectrum thinking that working with them is okay is just the next step in the "no, guys, you should really think these guys are cool" approach that the writers seem to want to be taking lately.
Well I can tell from this post you haven't run the arc, but you sure were eager to jump to conclusions about it.
For anyone wondering, no, Robert Kogan's arc doesn't have you working with the 5th Column. You manipulate them to sic them on another group, the same sort of thing that's all over the Power arcs in Praetoria.
-
1
-
1
-
-
There is no way the game could possibly know with any accuracy if a character "needs" a respec.
-
So with build 5, both Synaptic Overload and Jolting Chain have faster chaining:
But as you can see, there's barely any "chain" to them. They pretty much feel like targeted AoEs now; both powers can apparently hit up to 9 targets with their first jump, and in the clip here Synaptic Overload hits its 10 target cap with only one jump. They just don't feel as fun and unique any more with these huge target caps on their jumps. Compare it to live:
Jolting Chain actually feels like a chain as it works its way through the mob, knocking them down one after the other instead of just hitting them all at once. And while Synaptic Overload takes much longer to hit the whole mob on Live than on Beta, that delay meant it never felt overpowered like Seeds of Confusion does.
In addition, with the changes on beta, both powers have lost the visual effect of the arcs of electricity that jump between the targets as they chain. There's only the on-hit FX now.
-
2
-
3
-
-
The displayed character seems to be periodically restarting the loyalty emote animation, instead of just looping it endlessly.
-
33 minutes ago, Riverdusk said:
Testing: Set to level 40 a plant controller on test spamming entangle could barely even dent a boss' hp bar, even when they were lower level than me. I tried both a crey boss and a rikti mentalist. On live in same situation it was still slow, but I made definitely more noticeable progress. I guess I could try to time both of them to be more exact, but that will take a while, a long while.
So am I missing something here? What does this test prove? No one is trying to solo a boss at level 40 with only their t1 attack. If it's not possible any more, that doesn't mean anything, because it wasn't a thing that happened to begin with.
-
Now we see the true face of Arachnos, and it is a dedication to oppression! Of course the government of the Etoile Islands wastes no time in putting in a new headquarters for their corrupt institution of "law," while the land tunnel between Port Oakes and Cap Au Diable remains closed after 20 years!
-
1
-
1
-
-
A bug with Spirit Tree: It's visibly summoning two trees, one for the taunting and one for the regen buff, which means it's doubling up on particle FX.
-
1
-
-
1 hour ago, Uun said:
Did you have any acc slotted?
No, I took it out specifically so there’d be some misses in order to demonstrate what it looks like when there’s a miss.1 hour ago, Uun said:So the fact that my combat log shows Deep Sleep applied to all of my targets just means that none of the tohit rolls missed
Yup, even with the thrice-damned hit cap that does happen from time to time. -
46 minutes ago, Uun said:
Doesn't appear to be the case per the combat logs above.
All sleep powers are autohit; the tohit rolls they have to do for anything that isn't regular sleep don't show up in the combat log.
-
I'd like to echo what others are saying here that's it's very easy for the Spirit Tree to lose aggro. I assume its Taunt power has a very low target cap.
-
32 minutes ago, aethereal said:
Gather up all targets in area > if there are more than the target cap, remove from the target list any over the target cap > then roll to-hits against the remaining targets (if you miss, they still take up target cap)
Incorrect. Misses do not count against the target cap. This is easy to test, if you don’t believe me.-
1
-
-
7 minutes ago, aethereal said:
That's not how target cap works: The game selects a number of targets in the area equal to the cap (if there are more targets in the area than the cap), then rolls to hit checks against them, it doesn't like roll-to-hit, then only if it's a hit does it count against the target cap.
That doesn't contradict what I said? I said that when AoE controls roll their tohit checks, anything that's already mezzed would be skipped until it runs out of non-mezzed targets to check against.
-
It would be pretty convenient if AoE controls could be forced to do their ToHit checks against already-mezzed targets last, so if it hits the target cap before it can affect everything in the AoE you don't get redundant controlling.
-
16 minutes ago, PeregrineFalcon said:
I think the bottom line is: either publish a statement with your plans and/or goals for balance and game direction (it doesn't have to be super specific) or just come out and admit that there is no plan and you're just doing whatever strikes your fancy. Either one is fine, but please say something.
Homecoming did publish a statement with their long-term balance goals, over four years ago.
-
1
-
Status Effect Resistance Caps
in General Discussion
Posted · Edited by Vanden
The figure you quote from the wiki is talking about status effects like Holds and Stuns which are resisted by duration, meaning resistance shortens the amount of time it can affect you. In the quote from Captain Powerhouse she's talking about Repel and Knockback, which are resisted by strength, which means resistance weakens the magnitude of the effect. There's no conflict, they're just talking about subtly different things.