-
Posts
2102 -
Joined
-
Last visited
-
Days Won
21
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by ScarySai
-
issue 27 [Beta] Patch Notes for April 24th, 2021
ScarySai replied to Jimmy's topic in [Open Beta] Patch Notes
It had a unique gimmick, it was incorrect. This game is full of happy accidents, this is no exception. If it's not breaking anything and people are enjoying it, what is the problem that needed to be corrected here? Even from a 'balance' perspective, it keeps the set good at something so it can be lower priority for a later change. All that was accomplished here was further proof that spreadsheets aren't the only thing to consider when balancing a game. -
issue 27 [Beta] Patch Notes for April 24th, 2021
ScarySai replied to Jimmy's topic in [Open Beta] Patch Notes
Way to nerf an already underperforming set's gimmick for the sake of consistency. This is the kind of crap that turns people off. It would be best to revert until KM gets a rework. -
Happens a lot at random times. No known trigger I know of. I assume it's lag. I thought warshade shadow step was legitimately broken when I first logged in after the patch because I could not teleport for a solid three minutes. It worked fine after that, location was the Grandville plaza.
-
Concealment Pool Update: Stealth or Invisibility?
ScarySai replied to Jimmy's topic in Developer's Corner
Invisibility makes more sense both by definition and when conceptualizing what the power does. On a side note: Cardboard box stealth power when? -
Freebies popmenu update (post-Issue 27 page 2)
ScarySai replied to AboveTheChemist's topic in Open Beta Testing
It's worth noting that mids has an export to beta option that essentially does what the pvp bot does. -
Sorcery Pool Updates in Issue 27, Page 2
ScarySai replied to Captain Powerhouse's topic in Developer's Corner
Well, if you find a way to use arcane bolt that ruins the experience of the game for others, do feel free to share with the class. -
Sorcery Pool Updates in Issue 27, Page 2
ScarySai replied to Captain Powerhouse's topic in Developer's Corner
Sorcery is improved, it is by no means going to break the game by any definition. Kindly stop villainizing people who min/max, it's incredibly unproductive. -
Sorcery Pool Updates in Issue 27, Page 2
ScarySai replied to Captain Powerhouse's topic in Developer's Corner
As one of the harsher critics of the rune change, I'll just say that I like this version quite well, it's even an improvement over what it is on live, in some ways. I'll miss the slightly higher padding, but it'll be useful for more people as an anti-mez tool, and save slots in the process. My criticism of spirit ward no longer applies, as it now has the up-front padding needed to keep it useful. I'm still iffy on enflame, but it's a hell of a lot better than what it was. -
The hell am I reading?
-
Focused Feedback: Travel Power Updates (Build 4)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
Yeah, I think that's lag or some kind of server-side weirdness. It's an old bug(?) that occasionally happens. -
Focused Feedback: Pool Powerset Revamp: Sorcery
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
Arcane bolt is really cool and it's definitely the best part about this rebalancing. Spirit ward seems weaker overall, I get the idea behind the slow build, but it effectively does make the power less useful in scenarios where your buddy actually needs the padding. Enflame is alright, I guess. It could use a slightly larger radius, as mobs my singularity herds up seem to be slightly out of range, despite being all huddled up. Works better when directly applied to enemies. Rune of Protection is a glorified break-free now. I guess that's good for the people who needed that, though I would have preferred a longer duration with more emphasis on the resistance than the mez protection. The set still seems kind of weak, but it's a good start for sure. -
Focused Feedback: Travel Power Updates (Build 4)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
Where were you? Sometimes this happens to me on my teleporter, it at least predates the initial teleport changes. I don't know the trigger. -
Focused Feedback: Travel Power Updates (Build 4)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
Insanely minor issue, but I'd like the 1.50s activation to match here. The speed difference is roughly 11% because of the shades slightly higher activation time. The pool power feels a lot snappier despite the very minor difference, when your travel is instant relocation, it makes it a lot more noticable than say, 2mph slapped on to super speed or fly. No big deal if it can't be done for whatever reason, the teleport change is amazing for both shades and everyone else. -
Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
I imagine the pet acting as an anchor makes it easier than say, a patch type power. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
I think this is the major concern at play here, but I think they're smart enough not to replicate what Jack tried to do early on and rebalance everything. In many ways, I would consider trying to balance this game or alter how IO builds work outside of extreme outliers a fool's errand. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Appreciate the time taken to respond to this, @Faultline. I believe a major part of the reaction was the vague explanation in most posts addressing Rune. While I understand that some people take what a dev says and runs with it, earlier transparency would have made this a much cleaner discussion and less of a firestorm. Your clarification on the issue brings to light future intentions and stops imaginations from running wild, people are invested in their characters and probably don't want to be nervous about their favorites being gutted out of the blue, if they look at how Rune was handled before you stepped in to put out the fires. -
Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
It stops hurricane from knocking back, but it still pushes things outwards. Singy's repel power is more of a knock on contact, so kb>kd ios make him go from a great pet to a godlike control power. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
I can share via PMs later, but would rather not derail. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Hey now, experimentation is cool despite the dart nerf! I got nothing for the others. My khelds take force of will but that's it. Sorc is just done after this. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Whoever told you to 'just take RoP' as a warshade is someone you shouldn't be listening to for power advice ever. Should we nerf kinetic melee, since someone on reddit told me it's not terrible? -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Basically, though if we need to do something important like mire, eclipse or whatever, we still need mez resist. I can tell you now though, that rune would be the last option on my list for a warshade. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
I'm not saying it's bad for him to address that point, but I don't like how he's not addressing the actual power and data arguments and just taking shots at the easy, fallacy ridden points that even I don't agree with, despite technically being on my side. I was hoping for more of a discussion, I'd like to imagine the powers that be can be reasoned with even still, even if the change is set in stone, it's nice to clarify the issues for future reference. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Well I hope you would, because that's a terrible argument. That's not why it's underpowered in this patch, it's underpowered based on it's own merits. It's just that now that sorcery is a dead pool pick, people are going to gravitate toward pools that aren't dead.