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Everything posted by JayboH
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Uh huh
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Slow and recharge debuff resist would also be ideal, no?
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I suspect it will be treated like pretty much any other game in existence and in history, where people will be allowed to stream whatever they want in a multiplayer game as long as it abides by the rules and terms of service, like they already do now in CoH. Expecting every streamer to ask every player that might fall into camera view for the stream if it is ok is well.. basically too much to ask. Labeling them as 'scummy' for not doing that as Arcane just did is certainly far more directly offensive than someone catching a player who doesn't want to be streamed on the game camera. I don't remember this outcry regarding recorded Youtube videos of multiplayer CoH the past 15 or so years either.
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Not sure that is true within the specific context (as your reply is casting a very wide net.) I don't recall pushback in thousands of other games from a few players who don''t want to be seen on streams until this conversation here.
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I guess it is reasonable to ask everyone who doesn't want to be streamed to act as if they were on camera anyway just in case.
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Embrace of Fire, which is a different power than Fiery Embrace, and yes it is confusing, and you have a good point. I kind of wish it would be changed to Fiery Embrace but that's a lot of work for the powers devs, since they have to add a possible proc to every single damage power available to dominators to make that happen. 🤔
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Is there something in the terms of service that do not allow a person to stream another player?
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That doesn't exist for any multiplayer game that is being streamed by anyone. Pretty sure this is a fairly rare take as well. It's probably like people with phone cameras: any time you are out in public places your consent is not needed to be recorded/streamed.
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It's liquid smooth for me too! ...sometimes. That's why I described it as being really inconsistent. This PC was built in May. Everything else in the game is super silky smooth, it handles pretty much all games like they were nothing, but this sliding temporary tray thing is just behaviorally weird.
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Strange right? It's real inconsistent. There are days where it's liquid smooth the entire time. It's not like I am doing anything in the background either or have a bunch of programs gobbling up cycles.
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Weird right? I am talking about the popup tray, like say if you turn on Super Jump and Double Jump is in the tray as an example.
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Always liked my SR/Ice tanker. Took the confuse interface and the healing destiny along with the melee hybrid just in case. Overkill really, as ice melee has a lot of mitigation as it is.
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What setting do you think it could be tied to?
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You explained you can already remove the feature. How about helping with the performance issue instead?
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Talking about performance here, not to remove the feature.
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Is it just me? This thing seems very inconsistent when it comes to animating up and down. I have a decent machine: Ryzen 5900x RTX 3080 32 gigs RAM Win 10 64 bit 21H1 I turn on Super Jump for example and the sliding animation for the tray seems to randomly get real slow, pauses, continues going, etc. Just really odd.
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How would you tweak this one? I miss Ignite, but not sure what I should give up. PGA is a nice chunk of damage debuff for example. This Hero build was built using Mids Reborn 3.0.5.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! SpecOps Pixie: Level 50 Natural Defender Primary Power Set: Trick Arrow Secondary Power Set: Assault Rifle Power Pool: Speed Power Pool: Concealment Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(3), SphIns-Acc/Rchg(3), SphIns-ToHitDeb/EndRdx/Rchg(5), SphIns-Acc/EndRdx/Rchg(5), SphIns-%ToHit(7) Level 1: Burst -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(9), SprVglAss-Dmg/EndRdx/Rchg(9), Thn-Acc/Dmg(7), Thn-Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Slug -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(13), SprVglAss-Rchg/+Absorb(13), Thn-Acc/Dmg(15), Thn-Dmg/EndRdx(15), Thn-Acc/Dmg/EndRdx(17) Level 4: Glue Arrow -- RechRdx-I(A) Level 6: Entangling Arrow -- Acc-I(A) Level 8: Poison Gas Arrow -- Acc-I(A) Level 10: M30 Grenade -- Bmbdmt-Acc/Dam/Rech/End(A), Bmbdmt-Acc/Dam/Rech(23), Bmbdmt-Dam/Rech(25), Bmbdmt-Acc/Rech/End(25), Bmbdmt-+FireDmg(27), Bmbdmt-Dam(27) Level 12: Ice Arrow -- SprEnt-Acc/Hold/End(A), SprEnt-End/Rchg(29), SprEnt-Acc/Hold/End/Rchg(29), SprEnt-Hold/Rchg(31), SprEnt-Rchg/AbsorbProc(31), SprEnt-Acc/Hold(31) Level 14: Acid Arrow -- AchHee-ResDeb%(A), ShlBrk-Acc/EndRdx/Rchg(33), ShlBrk-Acc/Rchg(33), ShlBrk-Acc/DefDeb(33) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 18: Disruption Arrow -- RechRdx-I(A) Level 20: Sniper Rifle -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Dam%(34), StnoftheM-Dmg/ActRdx/Rchg(34), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/Dmg(36) Level 22: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37) Level 26: Oil Slick Arrow -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40) Level 28: Flamethrower -- Ann-Acc/Dmg/EndRdx(A), Ann-Acc/Dmg/EndRdx/Rchg(40), Ann-Acc/Dmg/Rchg(42), Ann-Dmg/Rchg(42), Ann-ResDeb%(42), Ann-Acc/Dmg(43) Level 30: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(43) Level 32: EMP Arrow -- Lck-%Hold(A), Lck-Acc/Hold(43), Lck-Acc/Rchg(45), Lck-Rchg/Hold(45) Level 35: Boxing -- Acc-I(A) Level 38: Full Auto -- PstBls-Dam%(A), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dmg/Rchg(46), PstBls-Dmg/EndRdx(46), PstBls-Acc/Dmg(48) Level 41: Scorpion Shield -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(48), Rct-Def(48), Rct-Def/EndRdx(50) Level 44: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(50), StdPrt-ResKB(50) Level 47: Weave -- LucoftheG-Def/EndRdx(A) Level 49: Infiltration -- LucoftheG-Def/Rchg+(A) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(17), NmnCnv-Regen/Rcvry+(19), Mrc-Rcvry+(19) Level 2: Stamina -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(21), PrfShf-End%(21), PrfShf-EndMod(23) Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Cardiac Core Paragon Level 50: Ion Core Final Judgement Level 50: Spectral Radial Flawless Interface Level 50: Clarion Core Epiphany Level 50: Assault Radial Embodiment Level 50: Robotic Drones Core Superior Ally ------------
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Yeah that is weird. I assume it is intentional but strange to think tankers won't softcap anyway
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Who knows if it will ever be seen again - I am just hoping.
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EA tankers being overpowered does not compute. We already have nearly unkillable tanks and I don't see how EA is way beyond that level in someone's mind.
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...because SCORE had a redesign doc for it some years back with the intention of doing so.