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Everything posted by Vanden
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I am sick to death of this 95% chance to hit cap. This is not fun. It is, in fact, fun poison, reducing the amount of fun I have when I'm not arbitrarily missing attacks even though I've done nothing wrong with my build. Even XCOM, the patron saint of games that f*** you over with RNG, lets you reach 100% chance to hit.
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I've made extensive use of Burn on my Fire/Fire Brute, but to me it feels like a power for the AT that likes to wade into melee and stay there. I don't really like to build my Blasters to live in melee, just for quick forays in when the opportunity presents itself, so it doesn't feel like Burn quite fits my playstyle. Do you guys think its so good it's worth adjusting my playstyle for?
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The running is the whole point. Running enemies aren't attacking you or your allies. The slow keeps them from going far.
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Make Ice Control Cooler: A Control Powerset Buff
Vanden replied to Blackfeather's topic in Suggestions & Feedback
It should be possible, the Oil Slick pet you can attack only spawns the fire patch if something defeats it, not if it despawns on its own.- 202 replies
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- ice control
- buff
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(and 2 more)
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Focused Feedback: Energy Melee Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Power mechanics question time. AFAIK, the new Energy Transfer and Total Focus are the only examples of powers that do multiple things on a critical in the entire game. As I understood it, previously, it was only possible to tie one effect to critical hits. For example, a power that does damage as a DoT would have to do its critical damage in one big lump, out of sync with the base damage, because if, for example, a power that does X ticks of Y damage was told to have a 5% chance of doing W ticks of Z damage, every single one of those second set of ticks would have its own 5% chance of occurring. This is also why every attack that splits its damage over multiple damage types has a critical that does only one type of damage. Since I've seen no reports of Total Focus doing extra damage on a crit without giving 2 stacks of Focus, nor of Energy Transfer doing extra damage without also healing the player, or vices versa, and never experienced it myself, does that mean this old limitation has been overcome? Is it now possible for powers to do critical hits as damage over time, or critical hits split over multiple damage types? -
From playing with the CC proc more, I think I've identified how the proc functions, if not the exact numbers. When the proc goes off and the enemy becomes "contagious," what happens is that enemy will periodically pulse an AoE confuse around themselves. This lasts a short while and it can pulse multiple times from the same enemy, over several seconds. The chances of a pulse happening, and how long the enemy remains contagious, however, I don't know.
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Focused Feedback: Blaster Secondary Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
A Range indicator in the Target window is something I've suggested in the past. -
Focused Feedback: Teleportation Pool Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Well that's just Teleport Foe in a nutshell, innit -
Focused Feedback: Blaster Secondary Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Unfortunately, the devs are still human, and they miss things. There was an entire thread in closed beta dedicated to just reading the patch notes and pointing out changes that were missed. A change not being in the patch notes just means they made a mistake. -
Focused Feedback: Blaster Secondary Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Touch of the Beyond had an accuracy boost because it was the only sustain that could fail entirely on a single missed ToHit check. Now that the sustain effect is autohit there's no need for the accuracy bonus. -
Mind Control is quite possibly the least compelling set to make this argument for; it has two different controls, Mesmerize and Levitate, that will work on bosses in one application. This lets you buy time for your second Dominate while it's recharging. Playing a Mind Controller, you're likely to notice some issues with the set, it's true. However, only some of these issues are with Mind Control specifically, while some of the issues are problems with Control sets and their ATs in general. Those latter problems have to do with the value of AoE controls because of their recharge and duration, and the value of control overall in the current meta. I think it's best to address changes to Mind Control with that in mind, and not try to fix problems with Control sets in general by buffing Mind Control alone. So, what are the problems with Mind Control, then? Well, it comes down almost entirely to lack of damage, both because it has no pet, and because it can't easily set up Containment. For the latter, an easy fix is to make Terrorize a valid status effect for containment, since Terrify is Mind's staple control. For direct application of damage, I think the best thing to do is to just make Mesmerize, Dominate, and Terrify follow the standard damage formula. This would result in a 32% increase in damage for Mesmerize, 64% for Dominate, and ~66% for Terrify. Also, remove the delay on applying the damage and -fly from Levitate; that's been pointless since issue 6, when ragdoll was added and meant enemies didn't hit the ground in sync with the damage timing any more. Lastly, Mind is missing a control power analogous to the AoE stuns several sets get. I don't necessarily agree with the posters who think those should be standard, but an idea that's been posted in the past that I like is making it so using Levitate on the target of Telekinesis does an AoE stun. AoE stuns like Stalagmites and Flashfire have a 90-second recharge, 25-foot radius, and do a Scale 8 stun. I'm not really sure how robust the redirect technology in the powers system is; this would probably have to be coded as a special effect of Levitate, not Telekinesis, which could mean that Telekinesis's recharge couldn't be altered by using this effect. Naturally we wouldn't want to have to wait 90 seconds for Levitate to recharge every time we do this, so the effects of the stun would probably have to be scaled back to match Telekinesis's 60-second recharge; something like scale 6 stun, 20-foot radius, maybe.
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Power Drain/Power Sink powers should deal Minor Damage
Vanden replied to Purrfekshawn's topic in Suggestions & Feedback
No. With damage comes tohit checks, and being able to reliably fill up your end bar is far more valuable than any piddling damage. -
Question about the implementation of LRTP: Since the change from "zone accolades to get destinations" to "zone accolade to unlock LRTP, and any badge to get destinations," using /badgegrant to get zone accolades will give you LRTP, but you won't actually have any destinations unlocked. This won't actually affect anything on the live servers, naturally, but what about the Pocket D VIP Gold Club Member badge? It unlocks LRTP, but does it also unlock Pocket D as a destination?
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Make Ice Control Cooler: A Control Powerset Buff
Vanden replied to Blackfeather's topic in Suggestions & Feedback
If the breaking icicles did damage, that would let the power double-dip on damage procs. Chance for damage on the initial cast, and again for every breaking icicle. Only the targeted AoE damage set procs, I think. Something to consider.- 202 replies
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- ice control
- buff
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(and 2 more)
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Focused Feedback: Energy Melee Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Power Crash plays 2 different FX on enemy targets: one is the hit FX that plays on a successful ToHit roll on every target hit. The other is a special FX that only plays on the targeted foe, and plays regardless of whether the target is hit or miss. This FX is just meant to generally indicate the power's area of effect. Both FX play that thud sound, but out of sync. I just want the thud sound effect taken out of the second FX. -
How about first we make it so you can click the doors while they're open like we used to be able to before they broke in Issue 4 (!)?
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Focused Feedback: Trick Arrow Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Damage from impacts is mitigated by distributing the force of impact over a wider area; with time slowed, the force can't propagate across the impacted body as quickly, so more force is focused into a tighter area around the point of impact -
Focused Feedback: Energy Melee Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Okay I posted threads for everything but the double-thud on Power Crash, since it isn't really a bug, just something that really annoys me. For that I'll instead just reiterate here, in this feedback thread, my feedback: the double-thud on Power Crash is so annoying. Pretty please get rid of one of the thuds? -
Stun in Energy Manipulation will play a projectile FX even when not in one of its ranged modes. This has no effect on the power's timing; the enemies are hit with the normal timings for the melee versions of the power, the projectile is just also there. These screenshots show the projectile present, even though I am not using Boost Range: Normal Stun: Power Boost active:
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The FX that play on the target with Power Crash when using the Bright power customization theme look wrong - they're very blobby-looking: Bright theme: The Original theme looks fine: No screenshots on hand (sorry!) but the Dark theme also looks fine, like the Original theme. It's just the Bright theme that does this.
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The fast version Energy Transfer in Energy Melee seems to apply its damage and hit FX on the target just a hair later than it should. It's a significant improvement from a previous build, which was way out of sync, but the current version still feels like it's about 1/10th of a second too late. This isn't me being paranoid; I verified it using demo files. Using Power Thrust, a power with an identical animation and cast time (and, before the big nerf, identical FX too) there were 500 milliseconds between the animation starting and the hit FX and damage being played, but in the demo file for Fast Energy Transfer, there were 600 milliseconds between the animation starting and the hit FX playing. Edit: I just remembered @GM Conviction told me it's okay to share demo files so I attached the files I used to this post. Thrust.cohdemo Transfer.cohdemo
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Focused Feedback: Energy Melee Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
I will do as you ask -
Focused Feedback: Energy Melee Revamp
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Okay! We're up to release candidates, so that means it's time to knuckle down and fix all the fiddly little issues that are left. I checked, and EM still has the following issues: Power Crash still has the blobby FX with the Bright power customization theme, but they look right with the Original and Dark themes. Power Crash still makes the annoying double-thud sound because it plays a thud sound on every target hit, AND the FX that play on the target regardless of hit or miss also make a thud. (The same FX that are blobby in the Bright theme, as mentioned above). Just remove that latter thud sound and we're good. Fast Energy Transfer still hits the enemy, damage and FX both, just a hair later than it feels like it should. Total Focus doesn't play hit FX on the target even on a hit about half the time.