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Captain Powerhouse

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Everything posted by Captain Powerhouse

  1. The extractions being summoned at -1 is a bug and just pushed a commit. Extractions before this being summoned at even level was an unnoticed bug, though. They were always intended to be tied stat wises to the henchmen they get summoned from.
  2. These changes are not out in beta yet but just in case the patch lands while im in lala land and no notes are posted, this is what SHOULD be on the next patch: Sonic Melee Attune Adjusted vfx Cast time reduced from 1.67s to 1s Range increased to 20ft
  3. Here are as far as I know the last few patch notes, have not gone through all of it just grabbing them from a repo and newer ones iterate/change/fix things that were not right in the previous one. Sorry for the inconvenience.
  4. I don't think you will have to (but not sure how much information the server saves to determine that so can't confirm it won't happen either).
  5. It was changed to half a second recharge a few builds ago. Oh... .25? I thought it was half... hate being wrong (as many will attest) so going to nerf recharge and double it to 0.5s!!! (joking)
  6. A single target aura would either hit a random thing around you or have a requirement that something set the flag on the target and we are back at square one PLUS any other sonic melee user could break the whole thing because now there are possibly multiple valid targets and the power starts randomly picking one. If it was possible to control such power's target to cooperate with the player, the power would had already be turned into a click power that pseudopet that effectively does the same without sacrificing the goal. Trying to jump into the spaghetti code to add something that lets me do something akin to that is one of my hopes during the downtime period.
  7. A self aura would be a completely different thing that would likely force the entire set to be rebalanced as we are now talking about an AoE effect. It's not unlike asking for Disintegrate and Boggle to be AoE also. If you mean a toggle that simply enables the effect, again we entering similar situation of entirely tossing the concept of attunement against chosen targets and making it a second booster. And if you mean an aura with a single target, there is currently no reliable way in the game to make sure that single target is YOUR target. Especially if there was another Sonic Melee character around. Even if we considered any of these, keep in mind we are talking about post-launch adjustments, not any change before launch but it the first two options are entirely not within the scope of the set goals.
  8. For what it's worth I do personally also have some issues with the toggle. I mentioned this just now in Discord but mainly my issues are two: Double tap accidental shutdown Hard-ish to decide to remove from one target and move to the next because it requires double tapping to turn off and on again, and that later can compound big time with the first point. As some have noted, I just tend to keep Attune in a separate bar (where I keep Build Up/aim/etc) where I only click with very intentional timing and rarely more than once (the game queues the attack so multi-tapping is not really needed... oddly if you a mouse clicker (the way I can be) not all mouse clicks register so I still have issues with that regardless unless I alt-num. The second I really have no easy solution unless I can come up with a scheme that lets me do what I want without a toggle. I still prefer the current implementation than the refreshing click as constantly refreshing on a hard target is even more annoying than the previous two issues for me. I detest that about Disintegration and Boogle. Plus I really like the dots go up with fury or with Boost Up or Inspiration usage without having to refresh Attune after a Boost Up use. Anyways all of this is saying, even if it's not entirely the same reasons some of you dislike it, I can sympathize on wanting a non-toggle solution. But honestly also feel the toggle is a way better state to roll out with than an awkward constant refreshing click [and making the state last forever as a click is not likely to fly as all it does is make players feel like they need to start clicking it on everything].
  9. This is a fascinating example to use in this discussion, because listen to whom? There are players that begged for the power not to lose its existing functionality as they would use it for phase av in some content types. If we CAN retain such functionality and add a new feature, we will. But we won't listen to players telling us NOT to listen to another group of players. Especially when that other group are advocating for the state of the set/power, power that was not being changed due to over-performance issues. In the past we have changed some powers with the intent to improve, and sacrificed previous players attachments to said powers and not because they were overperforming. We considered that to be a mistake and try not to repeat it. The fact that the phase functionality remained is precisely proof that we listen to players and tried our best to deliver a middle ground. And funny enough, there are further tweaks in the queue for the test that have been tested in closed beta... or at least hit, not sure if some of the advocates for phase actually tested it, but in the time it was there we didn't hear complaints. Frustratingly, that change could not make the opening of the page due to merge conflicts as it was a very old branch. But do stay [a]tunned 🥁 (ok I'll walk myself out... a gain).
  10. I wont lie... I did face palm 👀 (sorry @GM_GooglyMoogly)
  11. If something like that was possible, it would already be in. There are some things I plan to play with in the coming months, some might need new code to work reliably, though. I also attempted using invisible pets but it's impossible to reliably control what they will target without running scripts, and I rather not be attaching scripts to a power that players will be activating rather regularly.
  12. The fix for this did not go out until about 4 hours ago. Did you test after that? If so, you testing on stalkers, correct? Edit: found the issue (entirely different error this time, not repeating errors is good... maybe...) so that should go out next build.
  13. They are different things. Easier: make the power info screen not mix them up. Also: i thought i added the clarification to the notes before going open beta? Did it not make it in?
  14. One of the two should be applying the DoT right now, forget if it was Echo or Thrust right now... The combat text should not be omitted, should be there. Note this new implementation requires Attune being on first before activating the T1/T2, unlike earlier versions where you could use these powers before Attune.
  15. Not sure when the next build will land but want to get ahead and note the upcoming changes so far: Sonic Thrust and Strident Echo: Fix a bug with the stalker version of dot Tick rate slowed down in half to lower combat spam, per tick damage doubled to sustain the same total damage. Attune: Toggle ticks speed slowed down in half to lower combat spam Total damage per second increased by 25%
  16. As of the last change of direction, T1 and T2 apply their own dots if the target ‘tis attuned, they don’t boost the dot of Attune itself. The boosting was too unpopular and now Attune simply unlocks additional effects on each power. That said, the stalker version of Sonic Thrust is bugged and the DoT only applies against held foes (mixup with PvP crit rules). Should be fixed at some point today or overnight.
  17. Yikes… been decades since I seen one of these high school style line by line replies. If you actually follow the feed back, you will see that many of these opinions have shifted alongside the adjustments, because we listened and adjusted based on feedback. Something you refuse to acknowledge. Oh, btw, storm blast was not my project so I never said anything about it. Everything else I already answered and you dismissed. Do hope some of the future sets in the queue are more in your wheelhouse. Have a good one, and happy holidays.
  18. Whomever CPC is, could use their help with some bugs!!! Not taking your demand on a particular thing in the set does not mean we don't listen. You need to separate "you did not agree with me" from "you don't listen". For one, I literally said to keep the feedback coming. There will be more changes in the post-launch update. Does that mean changing the toggle thing? Maybe, maybe not. Mostly depends on what potential new engine tech can be added, or what unused techniques can be leveraged to get the desired results. You turn a blind eye to it, but some players have enjoyed the core idea and have provided positive reactions after the multiple iterations to improve on it. The most negative reaction was on Attune's own strength being boosted by the T1 and T2, or the boost to other powers also requiring their use. That has been entirely removed. Attune itself is now a single click unlock for the set's mechanics. A toggle Disintegrate that you only need to click once if you will. It being a toggle allows for a smoother interaction between the power and Fury and other AT inherent abilities like team crit bonuses on stalkers or crit fluctuations from whatever source on a scrapper. It also allows for procs to potentially passively trigger every 10s, and prevents the need to be regularly spamming an attack to re-establish the set's mechanic on a hard target. These are things that simply can't happen on a click mechanic driver. Although there are still some dislike on toggles in general, the main issues have been addressed (visual feedback, cooldown after shutdown, shutdown due to moving too far, etc). You personally don't need to love every set. We are never going to make every set be loved by everyone. We do push for some minimum and maximum performance levels, but the playstyle to get there is not going to be the same for every set. We will aim to broaden a set's appeal as much as we can, so long it does not sacrifice set uniqueness in the process. As for the feature lock: a lot of the team have families and, well, lives. Thanksgiving is coming in the US, as well as many holidays globally. Update cycles [to live] become nearly impossible for that period. We might still have continued open beta development happen, although likely at a slower iteration pace since, as I just noted: people will be taking time to spend with their families. There will continue to likely be updates to the last minute, but these will be exclusively bug fixes and minor numeric adjustments. Not mechanics changes. The overall set performance might still increase, as well as attempts at fixing any bug that is found.
  19. We are at a point where we are not changing any aspects of the powers that require a power or note description change. This means the attune bonus is not changing until after launch. Attune [Sonic Clap] is not being treated as a single target attack but an AoE one. I know some players will toss cones in ST chains, but any tweaks to the power will be focused on its AoE and like noted above it's not likely to happen until things go live. Although alternate animations are not out of the table, don't expect punches. At most only expect lay of hands/shouts for this set, but that is not likely to be part of the launch release. I don't make these schedule calls, but leadership does get to force us to stop at some point and focus exclusively on bug fixes/minor tweaks for things to get done and us not to iterate on things in perpetuity. Note I am not saying feedback is not welcomed, we are still looking at design feedback and it will be considered for the first post-launch update.
  20. I think so? I don't get to name them at the end but I would assume if we following comic book logic, every page starts at panel 1 and a follow-up update to the "page" are additional panels after that first one. But someone else that actually ends up drafting things might call it Panel 1 so... who knows.
  21. Panel 2 is after the holidays. Page 4 at a later time and no clue on time tables for that.
  22. We had a bit of a chat internally about the upgrades. They wont be going away or be merged, but we might have some things that might make things easier on players in a future update. We are not thinking it will be on the table until Page 4 at the earliest, though. Too much stuff already in the works. Just you wait till you see the panel 2 content... you going to lose it. Not sure if out of hate or happiness, maybe both, but the change count alone is likely to be intimidating, and you might understand why we didn't toss everything out at once.
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