Jump to content

Captain Powerhouse

Developer
  • Posts

    746
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Captain Powerhouse

  1. No, only thing that will cancel the defense will be the user himself attacking or activating a mission objective (glowies.) If the player does not attack, the defense buff remains.
  2. It was 4s but no. We will still be in testing for a while longer and things might be adjusted further, but the goal of the suppression was to allow players to attack without de-toggling the power, but retain the save-travel aspect. Not dropping defense when being hit seems important to retain that utility. Even if the "defense remains when hit" aspect was not there, 4s was too generously short.
  3. Note: Currently Evasive Maneuvers defense cancels under the following conditions: User attacks User interacts with mission objective User is hit by enemy In the next patch, Evasive Maneuvers defense will cancel under the following conditions only: User attacks User interacts with mission objective With the change, should the user be mid fight, not attacking for 10 seconds will restore that defense even if you are being hit.
  4. I seem to be able to customize Afterburner. Can you try again after a zone or after re-logging? It seems that existing builds might need a zone or login to get the power to show everywhere (same seems to apply if you swap builds, at least the first time you do.)
  5. You should not be able to run any of these powers while shape shifted.
  6. It's not always cast time - interrupt. Some of the fast snipes have odd sequencers. Currently, power info in game shows the fast-snipe speeds. Moonbeam is one of the fastest ones at 1.33s. Blazing Bolt is one f the slowest at 1.67s. The powers also have different timing on when the blast goes off, and that can also add to the perception of speed. Moonbeam hits at frame 28 Sniper Rifle hits at frame 50... ok THAT sounds like a bug because the animation is 45 frames... but might be accurate due to some intricacies on the animation and hit timing... either way, its at the end of the animation and you are only locked down on that animation for 45 frames (1.5s)
  7. This has to do with how the game shows conditional effects. The Fly protection is only effective while flying, and the game seems to think the expression is considered special enough to not display.
  8. Sniper Rifle cast time is not a bug. It has always been, since before shutdown at i24 beta, a 1.5s cast time on it's fast mode. Fast snipes are not "normalized" some are slower than others. Would need to check but off the top of my head the range is between 1.33 and 1.67 seconds.
  9. We are aware of the stacking animation issues between Hover and Fly. We are looking at possible workarounds but no promises at this time, its just an artifact of how the animation system works. Currently, manually turning on hover is the only solution. If we can figure something out, we will implement it. Already got some things to test internally and see if they make the cut, still want everyone to stay grounded in the possibility that the only workaround might be to manage the toggles.
  10. Web Grenade is -10 mag fly. Evasive Maneuvers is only mag 4 fly protection, on top of mag 1 from fly powers. This change will, at this time, only protect from things like a few Air Superiority attacks or weaker -fly attacks. Any change from there, for PvP, are up to PvP community agreement. But keep in mind the old Afterburner already offered this same Mag 4 protection. This is not new, players were just not able to attack while running the old Afterburner.
  11. Speed Phase is mostly a convenience tool that allows you to run through enemies or allies, even on very tightly packed corridors. It is not intended as a combat tool, or a safety tool.
  12. At this point this is a limitation of the implementation, only way around it is just not running both, hover and fly at once. If I can figure a means to do it that dont involve removing the animation from hover, it will be done, but cant promise that at this point.
  13. The current "use at the same time" change is focused on travel powers due to the complexity of implementation and testing. In a future update we might look at doing a similar thing for stealth powers, but thats beyond the scope of this update.
  14. I am 99.9% sure it was a sleep at some point in development. 50/50 chance it becoming a hold was an accident or a little thought out change, given even controllers were not given tools to 1-2 hold a boss without a lot of recharge or mixing up high recharge AoE holds.
  15. This bug is because a power should never be accepting both, Damage and Resist enhancements. Eventually, these pets will be modified to no longer accept damage resistance enhancements, and adjusted accordingly. This is not likely to happen until Masterminds are looked more in depth, though.
  16. Back in the day, it was extremely common for powers that had effects removed to simply have their chances lowered to zero, or turned into "kNulls". You will see this, a lot, in powers that used to drop toggles in pvp. Many had their effects turned into zero chance nulls. There are some cases that have null effects with either VFX attached to them, or animation information for the target (Continuing|Conditional Bits.) The ones that are such and have zero chance of happening, are likely abandoned or removed due to Reasons™. Don't try to figure out why Claws does what Claws does. It uses it's own formula that has been lost to archeology.
  17. This change was only for the Trick Arrow version of the power, not the Tactical Arrow one.
  18. sigh.... I know some here are just tongue in cheek joking, but please, stop spreading FUD. Stone Melee will not be getting any combo or conditional mechanics, and at the same time: scrapper/stalker versions, when they happen, will not be identical to tanker/brute ones. Stone melee changes for ATs that already have access to it, if any, will be minimalist. Edit to add: DO expect special mechanics on completely new sets, though.
  19. I saw these suggestions. Many will obviously disagree, given the feedback, but I dont want to nerf the immob or damage to accommodate a return to the higher range. If a player wants to prioritize range over damage or immob, then they can do this themselves by slotting that way. The boost to 60ft was precisely so that enhancements had an easier and more realistic chance to get a player to the 80ft mark. 2 even level SOs (now a standard at all level ranges) can get any of these powers past the 80ft mark. Now, not a direct reply to you but just a quick few points while i have time: Gymnastics is called that because it was a clone of Acrobatics, and that power does not provide jump buffs. I am not against it getting renamed back to Agility (the other power it was merged with) or something else, but also no time to be holding a long survey or suggestion thread on that. Psi Blast for blasters likely didn't get the 100ft treatment because devs used to be terrified about the impact of that set in PvP, since so many armor sets lacked psi resistance. I thought I had fixed that range thing a long time ago, I'll have to look into it (but we trying to stick to a feature freeze right now so might not get revised until after page 1 launches.) @Jackie I hear you about stealth in Darkness Manip, but as noted, feature freeze at this point. I wrote it down on my list of things to evaluate for future updates [insert standard "not promising it will happen" disclaimer here].
  20. This is actually intended behavior, but was buggy until recently. Since Entropy became an aura, having Energy Cloak on would disable all debuffs and self buffs from hitting enemies. There was a bug where the aura would still notify players of the player being there (without doing anything else) causing them to initiate combat. That bug was fixed. As soon as combat is initiated, and your stealth breaks, foes should start getting debuffed. If they are not getting debuffed at that point, then THAT is a bug. Toggling your aura mid combat should not re-stealth you. I'll look into that.
  21. As Booper noted, this is no longer the case, not in this build. Previous implementation was weaker and required the caster to do some play-around with that lingering effect as you noted. Now, the buff is much stronger and the patch lasts a lot longer precisely aimed at the player not having to be spamming the power to get maximum potential out of the power.
  22. I understand some like the change for these reasons, but if I can figure a way to address pseudo-pet replacing without making it location based before i27 goes live, it would go back to target based.
×
×
  • Create New...