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Everything posted by Captain Powerhouse
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Focused Feedback: Power Changes (Build 1)
Captain Powerhouse replied to Arcanum's topic in [Open Beta] Focused Feedback
It would had been caught regardless, just a bit later. -
Focused Feedback: Power Changes (Build 1)
Captain Powerhouse replied to Arcanum's topic in [Open Beta] Focused Feedback
Oversight, it will be addressed in the next build. -
Hide grants 150ft stealth, Stealth provides 55ft. 55ft is usually enough for most content, but not all, and there might always be more content that gets you there. Players already could add Super Speed with one stealth IO for identical results, better results, really, since its extremely faster movement power than Infiltration would be (and at this time, you cant use Infiltration with Stealth.) On top, Super Speed is already on a pool almost everyone takes due to hasten. This does not make it "ok", but I find it unlikely there will be a mass adoption of Stealth just to speed-run missions.
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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.
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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.
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Focused Feedback: Power Changes (Build 1)
Captain Powerhouse replied to Arcanum's topic in [Open Beta] Focused Feedback
The mobility should suppress in combat. -
Focused Feedback: Power Changes (Build 1)
Captain Powerhouse replied to Arcanum's topic in [Open Beta] Focused Feedback
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) -
Focused Feedback: Power Changes (Build 1)
Captain Powerhouse replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
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.
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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.
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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.
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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.
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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.