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siolfir
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Everything posted by siolfir
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Already nerfed, it's a reaction of the AI to being attacked so many times in a small time frame. Source: Nerf preemptive nerfs!
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issue 26 Patch Notes for January 23rd, 2020 - Issue 26, Page 4
siolfir replied to The Curator's topic in Patch Notes Discussion
I would guess it's a bug related to the Only Affecting Self status that gets attached when using Rest. -
issue 26 Patch Notes for January 23rd, 2020 - Issue 26, Page 4
siolfir replied to The Curator's topic in Patch Notes Discussion
Attacks in melee sets, even if they are ranged, use the melee modifier. For Brutes and Tankers the only powers you should see any changes in are the ranged attacks in Sorcery and Force of Will. -
issue 26 Patch Notes for January 23rd, 2020 - Issue 26, Page 4
siolfir replied to The Curator's topic in Patch Notes Discussion
Nah. Not adding the time to switch weapons to use Venom Grenade on my Bane or Dominate on my Fortunata is enough, I'd take that and wait for the cosmetic fix to come later and be happy with it. -
See, that's why I included "stealth what you can" - I consider a speed run the next step up, where if there are objectives that can be done simultaneously you not only don't expect the team to stay together, but you expect them to split up to handle them at the same time. I consider it an important delineation in the expectation for the team. I also usually speed run LRSFs because the fun part of it is the required fights, there's little reason to keep the team together in the first mission or while unlocking the door to Libbie, most of the maps are large outdoor maps where you only want to clear a few spawns, and Longbow and Malta are annoying. But since that was how they were always run when I started running them back on Infinity, I usually consider that to be expected behavior and deviations as something to advertise. I will ask if anyone has never run one, though, and will try to explain what's going on beforehand - and if I notice that people are having trouble when scattered I'll switch to "stealth" instead "speed" on the fly.
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I saw the post in the other thread, and thought about replying there but it was a bit of a derail so I didn't. I'm of the opinion that it's up to the leader to define the expectations, but if you have a preference you should bring it up before the TF starts so that the leader can respond, because if you quit after the TF starts they have to completely restart to fill the vacated spot. I agree that even con isn't a speed run - there's a whole range including "kill all", "clear to objectives", "stealth what you can", and "speed run", and the difficulty options barely effect most of them. I personally prefer having the difficulty elevated to +1 to +3 depending on builds, and hate doing TFs as "kill all" since I usually find it a waste of time and if it's just for xp I can get that faster elsewhere. I'm fine with +4 but also consider it mostly a waste of time and only like doing it when it's really +3 due to incarnate level shift. If I'm running a TF, I usually ask people on the team if there are objections to how I plan on it, and adjust accordingly. If I know I don't want to do a kill all, I bring it up - and if I'm running a speedrun, I tell people that's what we're doing in advance and occasionally remind people that it's a speedrun when they get caught trying to clear all of the mobs along the way.
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issue 26 Patch Notes for January 23rd, 2020 - Issue 26, Page 4
siolfir replied to The Curator's topic in Patch Notes Discussion
I'm pretty sure that's illegal. But hey, free babysitting! -
Question About Burnout and Stacking Debuffs
siolfir replied to Squints's topic in General Discussion
Also, some part of the debuff can stack and other parts not stack. For example, Heat Exhaustion's -regen and -recovery can stack from the same caster, but the -damage does not. This is one of those times where City of Data really helps to check specific examples; sadly not all of the pages are in the archive but since most of what you're losing are pseudopets it will still help you figure out what can stack. -
Question About Burnout and Stacking Debuffs
siolfir replied to Squints's topic in General Discussion
It depends on the debuff - many are set to not stack from the same caster. Benumb, for example, is. -
issue 26 Patch Notes for January 23rd, 2020 - Issue 26, Page 4
siolfir replied to The Curator's topic in Patch Notes Discussion
Feedback from the thread. They were originally included in the list: -
... assuming you don't put any PPM procs in it ... /em significant look ... or use it from Hide.
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Archetype that made the worst first impression on you?
siolfir replied to DR_Mechano's topic in General Discussion
To be fair, this version of Stalkers existed on live, too - it just was much harder to get the ATOs so it was assumed that you wouldn't have them as opposed to the current assumption on the forums that you will. There were several rounds of buffs to get there, though. -
The whole issue is that the buff started out at too much and has been adjusted backwards ever since, even past the point where most people - even the ones who didn't want to go in this direction - were "yeah, okay, this is good, sure, just push something out." The one patch that was actually worse than what's on live for several builds and powersets was reverted, then no more Tanker changes for several patches, until this latest patch where the arc boost was reduced and some powers were adjusted so that even the smallest of buffs (additional proc chances for the 15' AoEs that were reduced to 10' so they would remain the same size) were removed. I highlighted "start small and adjust upwards from there" for a reason: I completely agree with it. Had this been the starting point, people still would be going "eh, this is a buff, I guess?" and would still complain about Bruising being gone, or want the changes to take a different direction than more damage, or just generally ask for more. But since it has been a gradual decrease, it doesn't come across as a buff to live but instead as a nerf from the previous buffs, and with limited developer time and resources it's looked at as an opportunity loss since you'll have to wait for the next round after anything else that comes along. Sure, we don't know that, but it's human nature at work.
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I would expect that the to-hit checks would work like "rain" powers such as Rain of Fire, Ice Storm, or Whirlpool. If that is the case it does a to-hit check against mobs in the area of effect up until the target cap each time the power activates - the information would appear the same either way: Rain of Fire says 76 ticks of damage, but it's not one check for all 76 ticks.
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Archetype that made the worst first impression on you?
siolfir replied to DR_Mechano's topic in General Discussion
"It followed me home, can we keep it?" To try to contribute something besides jokes... for me if I don't enjoy the concept or the company I won't enjoy the character, but if I enjoy either of those enough then the AT doesn't matter. If I need to pick something then I'd have to go with Peacebringers for the worst impression due to the noise, at least until I read about the silence trick on the old forums. -
From Buckethead to Combination Head... (yeesh, since this thread moved I really lose track of it)
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Part of the reasoning for removing Bruising and adjusting the damage modifier was that all of your powers were going to benefit (including AoEs, while Bruising would only affect the target hit by your t1), plus you could adjust your attack chain to not use what is often the worst DPA attack in the set. If you continue to use the same attack chain your times should be fairly close to each other, however. You had a fairly wide variance in your times. That's unusual and most of the testing in previous threads (barring the nerfed +damage modifier patch) has indicated similar or increased damage outside of levels below 20, so now I'm trying to figure out what could be the cause: you were also running Rad Melee, where the performance for each single-target attack varies based on Contamination uptime (obviously attacks that hit with the extra damage from Contamination provide more DPA/DPS than the same attack without). Because of that I would suggest that with repeated tests you might find better or worse performance on either server. I'm not discounting your result, I'm saying that it's a small sample size with a semi-random factor included, and there are other tests showing the opposite effect.