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Vanden

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Everything posted by Vanden

  1. 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.
  2. 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.
  3. 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...?
  4. 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).
  5. Is it a big hassle to change the color of their glowing hex armor per mob?
  6. 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.
  7. 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.
  8. The only female cop NPCs are just another model of generic civilian, there's none in the actual PPD faction that players can fight.
  9. 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!
  10. 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.
  11. 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.
  12. What would you say the odds were of earning the badge from zero progress in exactly six runs before the change?
  13. P.E.A.C.E. Neutralizer's feet hover a few inches off the ground for some reason.
  14. 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.
  15. With these changes, Plant has two other powers it can use for this, Spirit Tree and Spore Burst.
  16. 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
  17. It's about 158% more damage than normal
  18. 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]
  19. They're kind of ice themed; they're covered in jagged shards of ice, at least.
  20. I gave them LRM Rocket in my treatment
  21. If you're allowed to sidekick or join a premade SG for the challenge, why not have a few dozen Transcendent Merits waiting in email to claim?
  22. Pretty similar to my proposal for the pool. I think Boost Range could work; if ATs with Buff/Debuff sets can get Power Boost, Boost Range doesn't seem crazy for Sentinels. Damping Bubble is a big stretch, I agree with arcane there.
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