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Posts posted by Vanden
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So I saw in the patch notes that PEACE Vanguards use the advanced shotgun model now, but I ran into one on the street doing an ambient animation where she was holding the regular shotgun. When I aggroed her, she then replaced her standard shotgun with the advanced one to attack me, looked fairly odd.
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You guys realize that all this hullabaloo is about Seeds of Confusion, right? Just Seeds. That's the only true nerf in the patch on Open Beta. One power in one power set used by two archetypes, that nearly everybody acknowledges is too powerful. My God, I remember the apocalyptic shitstorm that ED and issue 5 caused, and yet the game continued on, it was still CoH and still fun. I thought people could have matured in the 20 years since, maybe gained some perspective, but if anything they've gotten worse.
Virtually everyone who doesn't just want to preserve the game in amber will express the sentiment that the under-performers should be brought up and the over-performers should be brought down a little, yet every single time Homecoming tries to do the latter it causes an enormous uproar.
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I can confirm that Jolting Chain is taking longer to work its way through a spawn on Beta. I think I prefer the faster chains, it just feels better.
Also on the subject of aesthetics, neither Jolting Chain nor Synaptic Overload have any lightning particle effects shooting between the targets as it chains on Beta, though they do on Live. I hope that's just a bug. Even on live, Synaptic Overload has no lightning particles that go from the caster to the first target, it would be great to see that added.
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3 minutes ago, macskull said:
One very important aspect of this power that is not mentioned anywhere in the patch notes is that the magnitude of mez and strength of debuff get lower for each target affected. This really does seem more and more like a "random bullshit go!" power.
But the patch notes also don't mention that enhancements increase the magnitude of the mez rather than the duration, so it all evens out, I guess...?
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Creepers feels much better with the current patch, and the new resists on Spirit Tree let it soak alphas with aplomb (except against Lethal, but I understand that's a bug).
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Is it a big hassle to change the color of their glowing hex armor per mob?
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1 hour ago, erragal said:
Synaptic still can completely fail if it misses the first target unlike all of the other aoe confuse powers
It actually won't do this any more; that's what the "real chain" in the patch notes refers to. In this video, you can see it continues to jump from target to target, even though it must have missed some of them, seeing as how they were +19 to me.
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Tested these changes out on my Elec/Elec Scrapper; it’s a very nice improvement, overall. However, I feel like Power Surge still doesn’t do enough on Scrappers, Sentinels, and Stalkers; it’s very easy to cap your “big 3” resistances on this set, and the resist caps for those ATs are so low that enemies can still kill you pretty quickly, so all it can really offer you in many situations is the regen. Some debuff and movement resistance would be a good thing to add, in light of that.
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6 minutes ago, Cobalt Arachne said:
Are there existing female PPD officer models?
If there are, I can certainly look into adding them for next Page's Aether goodies.The only female cop NPCs are just another model of generic civilian, there's none in the actual PPD faction that players can fight.
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From my testing of Plant Control on beta:
1. Seeds of Confusion is still incredibly powerful. If it had launched with these numbers, I don't think the general opinion of the power would be much different than it is today.
2. The spawn rate and damage from Carrion Creepers feels too low. Rather than the flat 50% chance to spawn a vine, I think it should have diminishing odds per target; something like 100% chance to spawn a vine on the first target, 90% on the second, 75% on the third, and then 50% for any subsequent targets. I think the Creeper Vines ought to live longer, too; right now they die after 15s, bump that up to maybe 25s or 30s. The "CARRION CREEPERS" float text it puts up also seems to serve no purpose, not really sure why it's there.
3. Spirit Tree is useful now, but it's not really durable enough to soak an alpha. I would increase its resists to maybe 40%.
4. Spore Burst has been majorly upgraded thanks to Deep Sleep. No further notes here!
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1 hour ago, Kaika said:
That's not how it works at all, have you even tested this?
Yes, it works exactly as I described. Hitting even one target refreshes the duration of EVERY stack. Here's a recording of it (sped up 4x to save time):
You can see how, starting from 0 stacks and using Devour Psyche off cooldown, no stacks expire and I'm eventually able to reach the maximum number of stacks by just repeatedly hitting one target.
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10 minutes ago, Kaika said:
I said it before and I'll say it again, no stalker/Scrapper would ever want a cone over a PBAoE, please give them Consume Psyche instead of Devour Psyche. I don't care if it technically covers a larger area, it requires you to reposition which cuts into DPS on the more DPS focused AT who are going to be in the thick of it anyways. If it remains like this, it's another set I probably wont bother with as it's central to the whole set(lack of taunt means it's already dead to me on scrapper but it could be fun on stalker). Honestly It's just a bizarre choice
As I understand it, the unique mechanics of this power make a cone desirable over a PBAoE. Since using this power resets the duration of ALL existing stacks, and since it has dynamic recharge, you basically want to hit as few targets as possible to keep the recharge low while refreshing the duration of the maxed stacks, and a cone is better for hitting fewer targets than a PBAoE.
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11 minutes ago, noogens2 said:
Grav distortion was the only instant AOE CC that gravity got.
What about Dimension Shift?
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4 minutes ago, twozerofoxtrot said:
Gonna be honest, still makes an annoying badge to farm more annoying to farm.
It's like two steps forward, one step back. We could just go two steps forward.What would you say the odds were of earning the badge from zero progress in exactly six runs before the change?
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P.E.A.C.E. Neutralizer's feet hover a few inches off the ground for some reason.
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10 minutes ago, WindDemon21 said:
Oh i wasn't explaining on the set overall, just this power kinda doesn't make sense as is. Syuper long recharge for just a tiny heal and nerfed max hp. It should really be changed to something else or have something else added to it. But as is, the recharge really should be lowered for the massive nerf that it took. 90-120s would make sense for it's current state.
The patch notes aren't explaining it very well. The recharge increase is Revive's 5-minute recharge being changed to Dull Pain's 6-minute recharge (i.e., no change), the heal is also the same, and the +Max HP is split between Second Wind and Ailment Resistance, instead of all being in one power.
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6 minutes ago, mistagoat said:
Pre-massive-nerf I could confuse the whole mob, post-massive-nerf I can confuse half the mob and get alpha'd to death by the other half. Seeds was the opener, the Flashfire/Stalagmites of the set, the thing that negates the majority of the alpha so you can do other things.
With these changes, Plant has two other powers it can use for this, Spirit Tree and Spore Burst.
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19 minutes ago, Player-1 said:
This lowers the value of damage self-buff powers like Build Up, Rage, and so on.
Where Build Up gave 100% damage before, it will now grant 87.5%.
On Tankers it was 80% though, so now it's 70%
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I've put up a Google doc with the locations for the Exploration Badges and History plaques in Kallisti Wharf:
https://docs.google.com/spreadsheets/d/1c0zHgj_WLDMavciT_SQhZDGZsC0hh1iPTb-Lkl9o82Y/edit?usp=sharing
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The new aether options:
SpoilerBlackwing Ballistier
Blackwing Commander
Blackwing Coordinator
Devouring Earth Geode
Devouring Earth Lunaflora
Devouring Earth Razorvine
Freaklok Boomer
Freaklok Tecromancer
Mastermind Assault Bot (Upgraded and Default)
Mastermind Lich (Upgraded and Default)
Mastermind Spec Ops (Upgraded and Default)
Mastermind Oni (Upgraded and Default)
PPD Guardian
PPD Undercover Cop
Slag Golem
Slag Heap
Effect: Luminous (Symbiote theme)
Effect: Umbral (Symbiote theme)
Effect: P.E.A.C.E. Coordinator
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It's about 158% more damage than normal
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Nasty mismatched textureses in Skyway City
In the wall around Synapse's favorite park, at [-0.3 -30.0 -4991.4] and [129.3 -30.0 -5247.0]
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4 hours ago, srmalloy said:
They're not ice themed, but the Banished Pantheon lore pets throw ice/cold attacks, so there's at least that.
They're kind of ice themed; they're covered in jagged shards of ice, at least.
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2 hours ago, Adeon Hawkwood said:
That's fair, I was just struggling to find anything else to go there. I do agree that a slow patch does have a lot of overlap with other Dominator powers in both their primaries and secondaries which isn't great for an Epic pool. The problem is that I'm trying to pull from Traps, Devices and Assault Rifle for the powers to go into the set and Traps has a lot of what are essentially control powers which don't really work for Dominator Epic pools. I did consider Acid Mortar since Dominators do sometimes get -Res powers in their epic pools, but that didn't really feel right and if I was going to include a -Res power I'd rather replace M30 Grenade with a Venom Grenade clone instead.
That being said and thinking about it a bit more, what about Physical Perfection instead? Stalkers get it in Weapon Mastery so it's already in a thematically similar set and Dominators do get some Endurance related powers in other sets so it's not completely out of left field.
I gave them LRM Rocket in my treatment
Focused Feedback: Powerset - Electric Control
in [Open Beta] Focused Feedback
Posted · Edited by Vanden
The Gremlins' new melee attack hits much too soon in its animation, and they don't seem to be using Jolting Chain at all on my Dominator.
The fixed Jolting Chain (player version) hits like 8 targets on the first and second jump, at that point it's barely even a chain, might as well just make it a ranged AoE. Fewer targets hit per jump just makes more thematic sense.