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LQT

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Everything posted by LQT

  1. Exit button to caves, calling contact to hand in.
  2. Going to try running an Ouro arc I can clear in 6 minutes on stealthers. Will see if that's having issues too. So far 1 run, no recipe. Edit: 2nd run, diff toon: Yellow Acc/End 50 Perplex on completion of in mission finale objectives. 3rd run, diff toon. No recipe. 4th run, 4th toon. Invention: Recharge Red. (Recipe). 5/5. Invention: Accuracy (Recipe). 6s. Nothing. 7th: Nothing. [Heh; Congratulations! You earned the Troubleshooter badge.] 8. Invention: Damage (Recipe). 8 is enough runs for a quick check. Arc was Smoke and Mirrors from blueside Ouro. All toons had the Chrono day job active, those were the results. The standard IO recipe drops are either disappointing as a reward option or possibly unrelated.
  3. Can't help there as haven't run the SSA's yet so no data personally. GL
  4. Only this one [CoT]. Have run other missions [level 50 PI radios] on the same toons with Chrono running and did at times get a drop. Have tested it on a test server running a different issue and that did give a recipe upon completion of CoT, so it's something that's happened in the last 13 week or so.
  5. Have noticed this too. Have run several different alts through now and done 30 ish runs so far. 0 recipes drops All have Ouro day job runnig. Used to get them all the time as I'd run CoT for the repeat WST badge a while ago.
  6. None of the i26 page 5 IO set bonuses deactivate when exemping, even when you exemp all the way to level 1.
  7. Pyrolicious' bio in the new winter event wood: Conscience is missing the second "c".
  8. Could the Freebies menu be reverted in some way to include the "unlock all" options for accolades and other effects? Even just for all the Incarnate badges/slots at once rather than having to unlock them through the menu one at a time. After months of having that option changing it to now require 6 times more decisions for the same effect seems pointless and only designed as a timesink in a situation where said timesinks are going to hamper/slow down testing in the first place. Also Pyrolicious' bio has a typo: Conscience is missing the second "c".
  9. The OP isn't the only one who has addressed this. I have. Others have. For you to state otherwise means to ignore those posts which makes thread participation questionable outside of trolling and/or ignorance. These are hyperbolic strawman arguments that are neither on topic for the thread nor backed up in any way whatsoever as to why the need looked at. The "functional d20 system" the game uses for managing attacks does have flaws which the OP, myself, and others have described in this thread a few times now as well as providing examples where extremely bad luck can occur. However posts like yours aren't constructive in the slightest and aren't adding anything to the discussion of the game mechanic in question in any way. The checks are independent of each other, so that can and does happen far more often than 1 out of 20 times when at 95% chance to hit. Check previous posts myself and others have made in this thread regarding attack chains that end up as 50% streakbreaker because each non-streakbreaker attack misses. I'm actually back to this thread for such a reason as I'm about to post a combat log of such an attack chain. You, or others, not noticing is a topic already discussed in this thread some pages back regarding observation bias towards certain attacks due to their significance for certain ATs. As for builds requiring the need to hit every single time, that's literally how certain powersets work as build/spend mechanics. It's also how certain ATs work. Are you going to call Stalkers a bad AT because Stalker's Focus needs hits to land for it's chance to build a charge? Or any of the sets that need attacks to land such as Beam Rifle [Disintegrate], Staff Fighting, Dual Blades, or Street Justice? If nothing else your post going over these already discussed topics means you've done the same thing as the other poster I've replied to and not actually read the discussion in the thread, instead erroneously commenting on Vanden's OP and ignoring what followed from others. Back on topic: Be me: Decide to work on Defeat badges. Go to Grandville. Search for Toxic Tarantulas. Find 2 that are level 42, I'm a 50+1 fully t4'd incarnate Blaster. Attack. Get this. Pic attached for proof. As this post was taking so long to type up I continued doing stuff in game. Had this happen just now again. Reason for that combat: Was at extreme range picking off an approaching ambush hence only using snipe and 1 other power. Pic attached. As mentioned, this happens because each roll after streakbreaker is made independently of each other. So if you end up with: Miss, streakbreaker, Miss, streakbreaker, there is nothing stopping you from missing a third time, as happened in the previous post I made here, because each miss doesn't account for any previous ones, regardless of how immediate they may have been. Some "fun" times this has caused less than enjoyable turnouts: Successive misses/SB'ers vs the bunker doors during a Keyes iTrial badge run. That's three different ways to avoid admitting you were wrong given that language choice of "may/maybe" in each of those sentences. You clearly didn't read the thread going by your earlier post, and now you're using that very ignorance to avoid admitting you snapped at the OP needlessly.
  10. I can't see why it shouldn't be possible to set them as a hostile effect to all present entities, player and critters included. Doing damage would make getting such a badge easier however as unless you set the damage high enough make kills easy to plan you could have groups nuking the boss too much between pillar eruptions.
  11. "Swipe Left" should be enough for a badge like that naming wise, however my own suggestion for the requirement in the last few months has been drag him over those flame pillars in the room while fighting as it involves some kind of movement, hence the swiping. However I'm unsure on how practical that might be a trigger mechanic.
  12. As per the patch notes: Time Wall Now inflicts scale 1 energy damage to bring it in line with other single target immobilize powers Now accepts Damage enhancements and sets Can't slot Thunderstrike [Ranged Damage set] into Time Wall however. In game tooltip only mentions Slows and Immob sets permitted.
  13. Taunt aura slotting changes seem to be missing too. Can't quote the main post but the affected powers are in a drop-down tab under "Taunt Aura Slotting".
  14. Providing Snipe works properly, sure. If I could reliably test the issue regarding what causes Snipe, and AS since that has examples there too, to sometimes do zero damage yet still cause procs to work, damage and non-damage ones, then that thread would have a lot more to it. However it's never been something I could duplicate and just kept encountering once and a while on different ATs in different situations.
  15. I'd agree but also add in that certain ATs will make this far more obvious [the ones that have massive damage from their alpha strikes - so stalkers, anything with a snipe] so there is observation bias going to be in play as the ATs that don't have that massive alpha strike probably won't register as much.
  16. Just a bit. I've started saving really bad rolls for this reason, and had this very discussion in game recently. Here are some of the save rolls. So 2 misses and 2 streakbreakers. I have the full combat log for the second set of numbers if someone really wants as I've cut out things as pasting that into game needed some editing to fit. It's not fun when half your attacks miss and the other half only hit because the game takes pity on you. You may as well just be flipping a coin/d2 on whether you land an attack rather than the d20 system the game uses as it can disregard any and all slotting you do with rolls going that way. Assassin strike openers. Sure you don't lose hide and can wait for BU to refresh but good luck pulling that off in team play. You won't get the rest of the team to wait Alternatively, Sniper Shot alpha strikes. Especially for those where other alpha strike mechanics exist like /devices Targetting drone. Admittedly these are also apparently separately bugged issues that I've posted about previously. Whether those matters remain fixed or not depends how much I play ATs that can encounter them as I've never been able to reliably replicate the conditions despite then later encountering the problems again down the line.
  17. They roll particularly well across the floor after ET'ing themselves when MoG is running! Always handy when a scrapper is kind enough to come along as Vengbait for the team :P So the set melts under slight heat? You might have your metaphor backwards there if you are meaning to say it "cuts through butter [like a hot knife]". A lot of your posts come off as extremely superfluous with little to no actual substance to them, however this makes me think you're just flat out trolling at this point. ET, as mentioned by a lot of others in this thread, was known for being a ST boss killing machine on Tanks originally in the early issues and continued to be a ST focused set after CoV launched. It was entirely based around doing ST damage [bar the limited options where WH was available] so calling it "slow on bosses" is flat out wrong and suggests you didn't actually play it on live since your description is the complete opposite of what people used it for - and I say this as someone who played since i4 and did use the set because of that ST focus on Tanks, Brutes, and Stalkers. The Page 5 update with several of the new enhancement sets. The Artillery set didn't even exist at first as the original set known as Shrapnel was determined in subsequent builds to be too powerful to grant both various set buffs AND work as a tAoE "Thunderstrike" IO set for Ranged Def bonuses. So it was split in 2 and renamed to Bombardment while keeping slightly nerfed set numbers to not make the PosiBlast set obsolete, and the Artillery set was created with the Ranged Def bonuses. This was in March of this year. The nerfs to Shrapnel actually caused quite a few players/testers to voice their annoyance as they'd really liked what the original Shrapnel set effects were, although likely because of how OP it was in it's original state. This is how stalkers work currently in game with Stalkers Focus as a chance on attack to generate, not a guaranteed proc on every non-AS 1' attack. That said it would make such a mechanic possibly even worse were 2 such systems in effect on the same set/toon for EM stalkers trying to not only generate an out-of-Hide [OOH] AS crit, but also trying to generate EF for FET. Although given how other 1' sets differ on Stalkers compared with other ATs [Kin melee BU/t9 for example] there is precedence for slightly different mechanics across ATs with the same powersets due to the more evasive nature of the Stalker AT compared to things that can be more upfront about their damage intake like Brutes and Scrappers. Wait, what's wrong with Stone Melee >.> EM wise tried remaking my old i6 EM/Nin but that's just going to get binned as I still detest click mez shields. Ended up with an EM/EA as have run EA on enough brutes and stalkers so can see how the 1' changes work around what the 2' needs done. In a similar boat as those who would have considered TF become a Thunder Strike-like PBAoE however also very much against all powersets becoming too homogenised so maybe giving EM a clone of another PBAoE would have been the wrong choice there in the end. In general the new EM covers a lot more than I would have taken from any powerset previously, not to a point it feels bloated as a set but both the Nin and EA stalkers didn't really need an epic pool in the end as EM had more than enough to fill out a suitable number of powers that covered ST and AoE when needed. The obvious lack of a ranged option is really more player preference so negligible here. Additionally with picking EA as the 2' set there didn't seem to be as much of a need to focus on Body Mastery to improve Recovery as quite a few posts earlier suggest due to EndCost changes. EndDrain and similar powers can open up more power choices so there's a degree of flexibility in player choice depending on other sets picked.. Stalkers managed a very smooth attack chain flowing from [FET]-EP-TF-3SFAS+Hide-FET-repeat on ST with AoE likely similar however ST testing is far easier with pylons and VG base dummies [when they bother to spawn that is]. Recharges seemed to off some good options on damage proc IOs too. Had originally gone with a proc monster AS but after testing something else the proc rates on other powers meant there were also options to move some things around. Brute encountered some of the issues brought up by some about Tanks regarding some AoE bloat and whether WH and PC might become an either/or situation. Will take another stab at testing that when able to look through the builder and get some more time tweeking things. So far the rework is interesting, although vacuum testing á la Patchwerk is never going to give a great measure of how AoE situations turn out or encounters with any movement. One thing that does stick out is whether the new TF animation is meant to be missing the connect sound on strikes. Might be a result of the faster animation, however even attacks that hit make no connect sound so knowing whether TF actually hit either requires a HP bar short enough to see changes on or looking at the combat log mid fight. EF occurring regardless of a hit or miss isn't exactly helpful in that matter.
  18. The coming changes were announced for TW months ago, some point after Page 5 went live back in March, because of the extreme synergy TW/Bio produced. While the specifics of those changes have only recently been released both TW and many other i27 topics [EM rework/TacArrow/Enhancement rework] have been mentioned by Captain Powerhouse and others both on Discord and on these forums quite a few times, in part because of how long ago these changes were originally brought up as players would request updates on when these changes might be happening. As mentioned in that post you've quoted there are entirely separate issues when the devs do announce these things, regardless of timeframe. It's likely impossible to ever effect change and not "upset" someone in some way because you'll have different groups of people enjoying different things. To use an example of people I know IRL: Someone I know doesn't like the music group RHCP because to them "all their stuff sounds the same". Another person doesn't like Linkin' Park because "all their albums sound different from one another". It's different sides of the same coin: Make no changes, feelings of stagnation. Make changes, feelings of moving away from original concept. CoX has the same experience. Some players find a lack of new content to be stagnant, others find changes/additions [IOs/Incarnates/etc] to the game feels too different from what they are used to or experienced back on live. There's likely no single solution to both these problems as by their very nature they are antithetical to each other, but even Paragon's own dev team in the various Lore AMAs that can be read on paragonwiki and other places go on to explain the changes they had planned were the game to have continued and concept wise it meant even more tiers of power beyond the current Incarnates such as Ascendants, Dimensionless, in addition to 4 more Incarnate powers [Genesis/Mind/Vitae/Omega] before what would have been more tiers after that.
  19. It seems like the perfect 1' for regen scrappers! Step 1: MoG Step 2: ET Step 3: Have the rest of the team cast Vengeance on you >.> Regarding the animations, is there meant to be a visual difference for the t1/t2 attacks when Energy Focus isn't active? If so that's fine, otherwise it felt like using a different 1' attack set as the "Pom-poms of DOOM™" were missing sometimes when checking things out on an em/nin stalker I was curious about.
  20. So what's happening to the 2.5% Defiance buff it granted?
  21. This may have an answer elsewhere however unsure where it might be archived away. Will this include other versions of powers that already have animation customisation options? For example ancillary/patron versions of customisable powers such as Power Sink in the Blaster and Brute secondary sets? Also regarding default options are there plans to expand the red villain/Mu lightning to other sets? I think there was something mentioned when the ElecAff set came out which described the elec colours being less a single palette pick and more of a mess of coding [as much of CoX is] so it's not as straightforward an option as it might seem, so understand if this is quite far back on the back burner as a result.
  22. Could this be either reorganised or reworded so the ups/downs make sense? Either go 9 to 1 with the current wording, or change the wording as right now it's backwards with that orientation.
  23. <looks at all the same questions being repeated> Nobody ever reads the patch notes.
  24. Oddly enough I was just thinking the other day how annoying it is when you post this topic, dragging out the conversation causing subsequent posts to try and guess the answer rather than you just coming out and stating what the example is. It was annoying when SweetChilli did it on the official forums regarding PVP, it's annoying when you and others do the same thing now. Was wondering how long it would take for the topic of TW to touch on the synergy issues since bio is one of the main reasons the TW set is as OP as it is. What few posts seem to be also addressing however is the extremely negative team playstyle/mentality that many TW/bio toons [which are mostly scrappers due to the inherent crits] exhibit. Out of all the ATs, and all the powersets, TW/bio scrappers are the most selfish specs I've ever encountered in CoX with recurring behaviour because they can pretty much kill everything and not die they just run off by themselves and clear groups of mobs. I know I'm not the only one that thinks this due to chats with others who also notice it and have similar grievances when teaming with that particular AT and spec. Now while clearing mobs isn't a bad thing in itself, when you couple this with tunneling [or scrapperlock as some people call it despite it being something that happens not just to scrappers or even this game] you can end up with players who ignore fight mechanics, ignore mission mechanics [seen quite a few ITF mission 2s where a TW/bio runs off clearing cysts and then drops multiple ambushes on everyone else causing wipes], and ignore team mechanics. Something all the more exasperated by how difficult some players seem to find being able to read in-game chat in general. Seen it cause a few wipes on Keyes runs where a TW/bio doesn't stop on AM during the earlier phases. So the entire league explodes. Or mess up badge attempts on various sync kills like the Triple Thread in MAG, Mo runs in BAF, bunker doors in Keyes, etc. Sure those attempts can be made again later but it comes with the consequence of both that particular player pretty much being marked as a pariah [which can be done literally with account player notes if they don't make any attempt to improve] as well as create the very perception at hand regarding TW/bio when the repeat offenders are one AT and spec over the others. Maybe whatever changes that come will help fix parts of this issue although the biggest hurdle in-game of reading chat will still loom. But you can't solve everything at once. The Precision Rangers say 'Hello HOOOOO!' I have. Kind of. In that I see them at the start, then they run off to solo things because they're sort of unkillable normally. They do however die a lot more in itrials than normal 8-man teams so at least I've always got something to cast Vengeance on. Could be. Was that pattern consistent, or did it suffer more during the times/issues where the blaster inherent Defiance "rewarded" risky behaviour a lot more and had players actually running on fumes intentionally [riding Defiance] for max damage bonuses? Did that earlier behaviour then set a trend in playstyle that some never got past? Did some take the idea of a Blapper a bit too much to the extreme and forego the more ranged aspects of the primary set when the secondary offered near suitable numbers of melee despite the lack of both def/res shields and mez protection? Giving a glass cannon mechanic [original Defiance] to an existing glass cannon was always going to end up with a lot of shattered glass and I remember seeing a lot of blasters fall from that knife edge back on live because 5% hp meant a 400% damage boost [and 20% to hit]. Unfortunately attacks had some perilous activation times and a mob plinking 5% often took less time than a t9 activating.
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