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Everything posted by ScarySai
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Focused Feedback: Katana Animations (Release Candidates)
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
Oh, I like that, then. I edited the question because I re-read it and wasn't exactly sure if it meant this, or was forcing default redraw with conditions to make it less awful. As you describe it, I'm all for it. Look forward to testing it. Seconding this getting rolled to VEATS. -
Focused Feedback: Katana Animations (Release Candidates)
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
I won't be able to test until tomorrow, so I just have one question based entirely on what I'm reading here. Is the default setup "no redraw" and the animation plays under these conditions, or is the default setting the regular redraw, but it only triggers under these conditions? Is this No redraw with style, or a slightly more tolerable old redraw? Edit: Re-reading the post, I realize now this was a stupid question. Ignore me! -
I'm going to try and be a bit more optimistic despite my doubts and misgivings, though I won't exactly be happy if it ends up being a problem and goes unresolved for months - I'll wait for the what-if to happen before worrying too much about it. P.S: Remove taunt from gun drone, please.
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Most people on the old boards weren't running IO builds, much less purple/pvp min/maxed ones. There was also a fair share of frankly clueless people, among which were usually the types to make those threads. Now a maxed build is much more obtainable and information is much easier to get. It doesn't surprise me at all that people aren't the same as back then, mostly.
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Focused Feedback: Experimentation (Build 5)
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
I personally love jaunt more than ever after this round of changes, and find that a standard teleport keybind of shift+click solves most issues with using it on the go. I also see no reason to nerf it's speed, with the limited selection of power pools already, and the fact that most builds already take hasten, it's already hard enough to grab the experiment pool, much less a somewhat redundant travel power like Jaunt. The dart was overnerfed, though. It should be wanted in some builds, not entirely worthless outside of theme. Remember when the -res in Force of Will was nerfed? It went from good in some builds to downright useless. -
I understand that point, and it makes sense to me - I can relate on that front quite a bit, after all. Yet, I'm not entirely sold on it, either. At the end of the day, we're all leaning on assumptions when we discuss 'what was intended' Speaking personally, I prefer it be left alone because I find the change to be not only a pointless indirect nerf that frustrates storm/dark users, but because this is hardly something that really needed to be given attention to begin with.
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I think there's more to it, take Defender Sleet for example, I'm pretty sure it wasn't buffed up to 40% intentionally - the set was already insanely powerful with corruptor values, stacking 80% with just double sleet alone would be incredible. For the reverse reason, I suspect this is why Freezing Rain/Tar Patch were left alone, this very well could have been part of the original balancing for those sets. Analyzing these powers on a spreadsheet you can argue they should follow AT scaling like most powers do, but I'm not so sure, I think it was left alone because it worked, didn't break anything and wasn't too over/underpowered.
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I would like to imagine that at least some of my and other's critical responses had some value to them, but I disgress, no use dwelling on that now. Thanks for the reply, Jimmy. It wasn't ignored, it was challenged. Nobody is ignoring the justification, we're well aware of the reasoning that's been given to us now, I don't agree with it, and It seems others don't either. You shouldn't be so quick to discredit them for doing so. We'll miss your contributions, truly.
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There's a few variables at play here, but for the sake of simplicity I'll answer: no, because Paragon A: Earned a massive amount of trust with it's community interaction over the years, especially after Jack left. B: Can claim something is intended or not with credibility as they actually made the game and the systems behind it, and C - Would likely compensate for that elsewhere if they ended up doing it. I'm only harsh on HC here because their power balancing hasn't been stellar thus far, for every other aspect of the game, I love them. So I hate having to be so negative here.
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Balancing CoH is a fool's errand if this is how they intend to do it. Tar patch, again, is one of the oldest powers in the game, and existed during the Jack era. I would hope this is just a shortsighted "correction" and nothing more. If you want to "balance" coh properly, you give oppressively good sets a love tap, slap the odd buff on under performers and otherwise leave it alone. The cat is out of the bag, you're not putting it back in without massive transformative changes, the IO and incarnate systems would also have to severely changed. Nerfing everything serves nobody, and doesn't feel great. CoH's a weird game, it gets away with rampant power creep in a way no other MMO really could.
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Anyone else getting Deja Vu? Anyway, if we're discussing impact, this will affect solo players the most, particularly masterminds and illusion controllers, as both rely heavily on debuffs to produce good results, especially Illusion due to PA's nature. I'm against it on principle, more or less. This doesn't affect me at all, but I'm not exactly supportive of changing what doesn't need to be changed, tar patch was fine. I'm far from a purist, too. I rather like quite a bit of the changes made to the game. This isn't a good one, this doesn't improve the game or change 'da meta', it just kicks /dark characters in the balls.
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Hard disagree on both counts, though I suppose time will reveal the latter.
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I don't necessarily think it's "nefarious", but it is sneaky, and I'm not exactly happy when changes are pushed through and poorly rationalized with this being used as a justification.
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Idea off the top of my head: Find a way to have sleep targets go prone, so even if instantly broken, they have to get through a 'get up' animation to get back into the fight. a "Mass levitate" replacing TK would be great.
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This is probably my #1 complaint with how they've been handling nerfs. Seems kinda sneaky, I don't like it. If you're going to nerf it, just say how and why, don't try to justify it as a bug fix when it's clearly not what you're doing. Insight on what is considered the baseline is sorely needed, so far rationalizations for 'fixes' have been inconsistent (Dark Consumption) to borderline nonsensical (Taunt on gun drone, Rage, Procs on MM pets being named "Unintentional" when Castle flat out said it was WAI.)
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Gotta love it when CP says something was unintended, when the guy who made the proc said it was intended. Soulbound was confirmed as WAI regarding proccing for the player, Gaussian's is also intended, as we have no reason to think otherwise besides CP's word. You can slot Enforcers for +tohit, as they have tactics, Gaussian's procs in aura abilities like Tactics. No brainer, he can disagree with that and justify a nerf with his own reasoning, but it's not a bug, unintentional, or unintended, quite the opposite. No comment on sleep powers and IO interactions with them, none of my characters use them.
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Sure, they can change whatever they want and ignore us, they own the server, of course. Yet, if your default response to to criticism is "they own the server they can do what they want" or "if you don't like it just leave", you're not really making a strong case. I'd of course rather this server get things right than drive people away, as 90% of the stuff HC has done thus far has been fantastic, it's power balancing where they are really slacking, and that's a very important thing to be slacking on. With large scale changes on the horizon, these concerns need to be voiced now, not later when it's half committed already.
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There's that word again. I'll quote an unnamed friend of mine here. "What they fundamentally don't get, is it doesn't matter that it follows AT modifiers now, you're changing something that has been well established for the entire lifespan of the game under the guise that it's a bugfix. This is not going to sit well with people. No amount of numbers or coding jargon reasoning you throw out will change the sour taste you've left in peoples mouths, this is why you don't change shit like this. You can bring in more players by revamping older out of date content/powers or inventing new ones but damaging popular non-op powersets is a lose/lose venture."
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It's incredibly unreasonable to leave a power that was untouched for the entire game's lifespan alone, obviously.
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No, just keep fixing things that aren't broken, it worked out so well for super stre-oh. Honestly, I was mad about tar patch on principle, I don't have any /dark characters. The potential of TA getting nuked from orbit is more worrying, at this point. Did not expect that tidbit of info, but I guess the warning is better than none. I'm growing rather sick of these blatant nerfs being disguised as 'bug fixes', personally.
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Fun detected, fun removed.
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It would be easier to tell you what isn't wrong with them. The list is short. To start for AR: The animations are too long, especially on FT and FA, no aim, ignite is way too situational to be useful in 90% of encounters and it needs a larger target cap.
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Off the top of my head: Trick arrow (Being worked on, apparently!), Electric blast (All ATs), Energy Melee, Super Strength, (Fix. Rage.) Battle Axe, Scrapper Savage Melee (Doesn't scale properly for scrappers), Dual Pistols (DPA is still horrendous, a DPA buff was confirmed but we never got it due to shutdown.), Assault Rifle (Do I need to explain?) Force-field (Almost completely useless.) Plant's going to be in a rough spot, depending on how these changes proceed. Carrion creepers and confuse carry the set hard. Storm could be helped or hindered, if Tornado, Storm and rain all eat a nerf, that's really rough. If they end up doing the same in addition to benefiting from something like scourge, that's amazing.
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Finally giving this a go, since I actually have a much better frame of reference for MMs than defenders. Trying it on bots, I'm pretty happy with the results, it's fairly tanky and hard to take down, though a few small things make it seem 'eh' for me. 1: Shock and Amp Up really feel like they should be chain powers, were it not for me using Defrib, AoE debuffing is kinda weak. Additionally, When I fire off my absorb and buffs off, I often feel like I have nothing to do aside from spam circuits to keep myself busy. 2: Empowering should have a slightly longer CD, but stack, or the buff should get stronger with more static The single 22% is kinda underwhelming for masterminds. @Galaxy BrainTry a panacea proc in Rejuv. Edit: I really don't like the pet, it's not firing off it's ability reliably enough to justify it's existence over just mashing discharge ourselves. Edit 2: Current build, will refine slotting should I further test it. Had some extra slots where they weren't needed due to it being a copy of my bots/traps in terms of pool/primary. Left a LOTG out of protectors while testing to measure how much it would be needed in the power, which seems minimal now.
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Pet defense aura IOs aren't working properly.
ScarySai replied to ScarySai's topic in [Open Beta] Bug Report Archive
I figure then if it wasn't adding up properly it would have been brought up by now, but if this leads to a discovery, guess that's something! Thanks, Six.