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General Feedback: Issue 27, Page 2


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40 minutes ago, Starforge said:

I'm pretty sure Boosters are cheaper on the market and through merits than Catalysts.

Nope, boosters are more expensive right now. [edit] And when you factor in you need 5 times as many, more than 5 times as costly.

Edited by arthurh35353
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Just a few days ago it was slightly more expensive for boosters compared to catalysts. And yes, it's cheaper to get boosters with Merits, but the only (other) way to get them otherwise is either Booster packs or super rare drops. And if you factor in need 5 to 1, Boosters are effectively about five times as expensive, even though they are cheaper on a per merit cost.

Edited by arthurh35353
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I like boosters. They free up slots in builds. This encourages build diversity. (Same reason I like procs.)

 

One thing about live I hated is that every blaster played the same way. Boosters and procs have gone a long way to change that. Has made for a much richer/deep game.

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I would love to see Boosters as drops, as it is, they are only available through the AH or merits. Catalysts actually drop pretty easily through normal game play.

 

I think that is what makes Boosters more rare then Catalysts to be honest.

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1 minute ago, Arbegla said:

I would love to see Boosters as drops, as it is, they are only available through the AH or merits. Catalysts actually drop pretty easily through normal game play.

 

I think that is what makes Boosters more rare then Catalysts to be honest.

This. Just by playing as a 50, especially if you switch characters after you get one, will get you all the catalysts you need and then some without ever purchasing any. Boosters you have to buy.

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I see boosters as such a non entity I'm surprised to hear the devs hate them. I save one slot in Hasten/Fiery Embrace with them at the cost of hurting my recharge once exemplared. I +5 things here and there like the slots in Assault from Leadership and my one non proc slot in Stamina. I may +5 the damage/endurance purple to increase endurance reduction a bit more.

 

Anything else is a non thing since boosted IOs break bonuses once exemplared.

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5 minutes ago, Sovera said:

Anything else is a non thing since boosted IOs break bonuses once exemplared.

 

Not for purples, PvP IOs, or low level sets. Things like the res/def Steadfast Protection IO comes to mind , or the entire Basilisk Gaze set.

I can understand why they hate them, because it introduces massive power creep in characters that know how to abuse them. Being ED capped in 4 to 5 things in one power is really powerful.

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38 minutes ago, zenblack said:

All purples can be +5'd with no loss on exemping.

There is minimal improvement in the stats. A lot of boosting is done by people without a clue. They will happily brag about their '+5 all IO boosted build' when really, what? Compare a five slotted purple set and the same set +5. Exemplar down to Posi 1 and compare the same set fully +5 and not. The difference in stats is pretty minimal since there is a cap in place. That's why it hurts my Hasten's recharge when I exemplar down. For example at 50 my two +5 recharge IOs in Hasten gives 53% which allows me to reach the ED cap with just two slots, but once I exemplar down this value is immediately cut to the cap of 42%. That's why three level 25 IOs in Hasten would give me 95% to recharge from level 22 to level 50, but my two +5 recharge in Hasten leave me at 75% at level 25.

 

Regardless, this is just my opinion on the subject and if the devs hate them they hate them. I'm just glad I can skimp on a few slots here and there. As America's Angel said we have more build diversity with them.

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If you are boostering at all you are doing it to max your numbers or hit certain marker points. It doesn't matter if they are not high enough for you personally. They add up and allow you to do that. You are free to slot and booster how you feel, it doesn't change the fact that purples exemp down and their boosted value does the same.

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3 minutes ago, zenblack said:

If you are boostering at all you are doing it to max your numbers or hit certain marker points. It doesn't matter if they are not high enough for you personally. They add up and allow you to do that. You are free to slot and booster how you feel, it doesn't change the fact that purples exemp down and their boosted value does the same.

No, they don't. The improvement is minimal. I have screenshots somewhere of a +5 purple set exemplared down to Positron part one and the same power with a non boosted purple. But instead of talking it's better to show.

 

So, as seen here.

 

One second shaved of recharge with full +5.

5 points of damage with full +5

0.12 endurance shaved with full +5.

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Add in the Accuracy bonus and together they are not minimal for the 2nd to lowest TF in the game. This of course depends on your extremely subjective definition of minimal. You are not going to convince me on raw #'s, no matter how they translate for you, that there isn't enough benefit to be worth boosting them for me.

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1 hour ago, Beef Ninja said:

The bows and katanas may be fixed, but the assault rifle from Munitions Mastery is still bugged.

Pistols are still bugged to my knowledge as well, mostly with the thugs MM powerset.

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  • City Council

Build 2 - March 20th

 

 Miscellaneous (Focused Feedback Thread

Coordinates & /thumbtack

  • Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates
    • Increased the max coordinates range in order to accommodate for how huge The Storm Palace is
  • The /loc command now displays the current position as a thumbtack link
  • Writing a location in chat surrounded by square brackets will generate a thumbtack link to that position
    • They will only be considered valid if they consist of exactly three numbers, separated by spaces or commas
  • Added the $loc chat variable which translates to your current coordinates into a clickable thumbtack link
  • The /whereami command will now also display your current position as a thumbtack link

unknown.png

 

Teleportation Targeting & /powexec_location

  • Added a "cursor" targeting mode to /powexec_location
    • It behaves as if the power was activated with a click at the current mouse cursor location
    • This will allow you to quickly activate teleport with a hotkey without needing to click
  • Significantly improved the targeting cursor for teleportation powers and it's now much easier to reliably choose the desired destination
    • The 'red ring of doom' should rarely appear now, and it should be almost impossible to have it fall back to the character's feet
  • Fixed issues with two-side polygon collision that prevented the use of teleportation powers in a few places, the most notable being the outer ring of the Chantry / Storm Palace

Inspirations

  • Inspiration Eden Trial.png Ambrosia
    • This inspiration now applies to the caster and all pets
  • Inspiration Hambrosia.png Essence of the Earth
    • This inspiration now applies to the caster and all pets

Barracuda Strike Force

  • Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of Archetype
    • Defenders now receive Power of Ghost Widow
    • Masterminds now receive Power of Captain Mako

Badges

  • Added the "Complicated" badge to Frostfire's story arc
    • This will be granted retroactively to characters that already have the arc's souvenir
  • Corrected the badge art for many "stature level" missions that were using the wrong level range or duplicate art
    • Hero badges; Negotiator, Spelunker, Plague Stopper, Spirit Warrior, Pwnz, Do No Harm, Emancipator, Meteorologist, True Nemesis, Bodyguard, Agent
    • Villain badges: Stone Cold, Bone Collector, Plague Carrier, Mask Maker

Null the Gull

  • Simplified the dialogue options for hiding pop-up trays
    • All travel powers now use the same option for hiding trays
    • Previously they all used the same flag, but presented as different dialog options - this was fine when only Origin pools had pop-up powers and you could only ever have one
    • With the standard travel powers gaining pop-up powers it was necessary to simplify this

User Interface

  • Enhancement Boosters and Catalysts can now be applied directly by clicking on them, without using the Combine button
    • The confirmation dialog box is optional and can be enabled or disabled from the Options window
    • Applying an Enhancement Booster that doesn't make the Enhancement +5 will have a faster animation
    • Known issue: the Enhancement returns to the power after a fast Booster application - the intention is that it stays selected so you can spam-click to +5 it, and only then it returns to the power
  • "Current Absorb" can now be monitored in the combat attributes window
    • Note: This change may mean your currently tracked combat attributes need to be re-selected
  • Power details screens should no longer mix up PvP and PvE attributes
  • Changed the wording of defense and defense debuff attributes in power details screens so players can more accurately distinguish between them

Bug Fixes

  • The inter-dimensional Katana and Bow thief has finally be caught and brought to justice! (fixed Katanas and Bows frequently being invisible to other players)
  • Improved the validation of certain chat links; things like [Recipe:Boresight] or [Salvage:Tactics] will no longer be considered valid
  • Fixed a crash relating to buds spawning during Hamidon raids
  • Fixed a crash bug when trying to open detail info for any power that granted or revoked other powers
  • Fixed "Medium Arcane Supergroup Banner 1", "Medium Tech Supergroup Banner 1"  texture issue
  • Fixed the Merit vendor display name for Encouraged Accuracy: To Hit Buff (Recipe)
  • Fixed malformed .fx file causing debug client errors ("FXGEO: Failed to alloc a child fx") when drawing a katana
  • Fixed a crash bug that caused a crash while hovering power info for some powers (example: Bio Armor > Evolving Armor)
  • Fixed a crash relating to viewing detailed info for certain powers
    • A hotfix for this issue was pushed earlier to the week for those using the Homecoming Launcher
  • Fixed a client-side collision issue with certain surfaces (including shallow water and trees)
    • A hotfix for this issue was pushed earlier to the week for those using the Homecoming Launcher
  • Renamed Warehouse door in Kallisti to fix issues with CityZone Any Warehouse missions breaking co-op teams

Costume Fixes

  • Fixed "Lebeaux" top not tinting correctly for "Robotic Arm 1" and "Robotic Arm 3"
  • Fixed Arachnos Soldier "Wolf Collar" from interfering with ear selection when "Wolf" helmet style is selected
  • Restored "Wolf 2" collar option
  • Fixed "Praetorian Police" boot option for males not appearing in asymmetry mode for the right boot
  • Fixed missing texture on "Impervium Katana" for Dual Blade models

Powers Bug Fixes

  • The following Enhancements should no longer be weaker when hitting higher level enemies:
    • Impervious Skin
    • Numina's Convalescence
    • Sentinel's Ward
    • Miracle
    • Aegis
    • Dominating Grasp
  • Titan Weapons (All versions): Fixed a bug with some Titan Weapon powers starting Momentum too early, most notably Crushing Blow

  • Shield Defense > Phalanx Fighting (All Versions): Fixed a bug that caused the self buff in this power to be intermittent

  • Blaster > Mace Mastery > Summon Spiderlings: Fixed an error in the power description that claimed you required 2 powers to acquire (only one power is required)

  • Stalker > Rad Melee > Radiation Siphon: Power had the wrong level requirement. Now properly set to be available at level 18

  • Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checksr example)

  • Ice Melee > Assassin's Ice Sword: This power's stealth bonus damage should no longer be resisted in PvP

  • Fighting > Boxing: Fixed this power missing it's 35% synergy chance for stun in PvP

  • Sentinel > Epic > Mace Mastery > Focused Accuracy: This power should no longer detoggle when mezzed

  • Sentinel > Ice Armor > Frigid Shield: This power should no longer detoggle when mezzed

  • Beast Mastery > Summon Lions: Fixed a bug where this power was never actually playing the summoning animation

  • Beast Mastery > Summon Dire Wolf: Fixed a bug where this power was never actually playing the summoning animation

  • Weapon Redraw should no longer cancel attack animations

  • Pool > Leaping > Spring Attack: Reimplemented this power with new tools, should address some odd bugs with this power

  • Prestige > Athletic Run: Should no longer flash upon login

  • Trick Arrow > Glue Arrow: Fixed the short help text (for reals this time)

  • Electricity Assault > Static Discharge: Should no longer list Endurance Modification enhancements twice.

  • Pool > Fighting > Cross Punch: Fixed critical damage values

  • Boosts > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing

  • Scrapper > Mu Mastery > Zapp: Fixed a bug that was causing the fast version of this power inflict slow-version criticals

  • Dominator > Psionic Mastery > World of Confusion: Fixed this power triggering Controller Overpower instead of Domination

  • Blaster > Electricity Manipulation > Dynamo: Fixed a bug where this power would do damage to the caster

  • Dark Servant > Twilight Grasp: Fixed a bug where this power was doing -damage instead of -regen in PvE

  • Radiation Blast | Radioactive Assault > Proton Volley (All versions): Fixed a bug where these powers were doing 20% less than intended damage in PvP

  • Kinetics > Increase Density (All Versions): This power should no longer root when used (per the animation rooting updates)

  • Experimentation > Speed of Sound: Fixed various PvP stacking bugs

  • Stalker > Fiery Melee > Fire Sword Circle: Fixed this power now granting Assassin's Focus

  • Stalker > Ice Melee > Frozen Aura: Fixed this power now granting Assassin's Focus

  • Dominator > Savage Assault > Spot Prey: The perception buff on this power was lasting only 0.75s instead of 10s, this has been corrected

  • Blaster > Temporal Manipulation > Time Wall:

  • Fixed this power not accepting Blaster, Ranged Damage and Universal Damage sets

  • Fixed this power using melee damage modifiers instead of ranged damage modifiers (damage has increased slightly as a result)

  • The following powers had their attack types corrected (this only impacts defense types):

Spoiler

 Arachnos_Soldiers.Arachnos_Soldier.Heavy_Burst
 Blaster_Ranged.Archery.Fistful_of_Arrows
 Brute_Melee.Kinetic_Attack.Focused_Burst
 Brute_Melee.Staff_Fighting.Serpents_Reach
 Corruptor_Ranged.Archery.Fistful_of_Arrows
 Defender_Ranged.Archery.Fistful_of_Arrows
 DilemmaDiabolique.Manticore.Fistful_of_Arrows
 Epic.Brute_Leviathan_Mastery.School_of_Sharks
 Epic.Corruptor_Leviathan_Mastery.School_of_Sharks
 Epic.Mastermind_Leviathan_Mastery.School_of_Sharks
 Epic.VEAT_Leviathan_Mastery.School_of_Sharks
 Guns.Laser_Rifle.Pulse_Rifle_Burst
 Incarnate.Lore_Pet_Banished_Support_Attack.Frigid_Blast
 Incarnate.Lore_Pet_Knives_LT.Shockwave_Slice
 Magisterium.Chimera.Fistful_of_Arrows
 Mastermind_Pets.Droid_3.Full_Auto_Laser
 Mastermind_Pets.Howler_Wolf_3.Throat_Bite
 Mastermind_Pets.Zombie_2.Projectile_Vomit
 Mastermind_Summon.Beast_Mastery.Call_Locusts
 Mastermind_Summon.Ninjas.Fistful_of_Arrows
 Mastermind_Summon.Robotics.Pulse_Rifle_Burst
 Mission_Maker_Attacks.Archery.Fistful_of_Arrows
 Mission_Maker_Attacks.Kinetic_Attack.Focused_Burst
 Mission_Maker_Attacks.Ninjas.Fistful_of_Arrows
 Mission_Maker_Attacks.Robotics.Pulse_Rifle_Burst
 Mission_Maker_Attacks.Staff_Fighting.Serpents_Reach
 Mission_Maker_Secondary.Archery.Fistful_of_Arrows
 Mission_Maker_Secondary.Kinetic_Attack.Focused_Burst
 Mission_Maker_Secondary.Staff_Fighting.Serpents_Reach
 Pets.ChargeCone.Shield_Charge
 Pets.Martial_Manipulation_Burst.Burst_of_Speed
 RedCaps.RedCap_Ranged_Cone.Fistful_of_Arrows
 Scrapper_Melee.Kinetic_Attack.Focused_Burst
 Scrapper_Melee.Staff_Fighting.Serpents_Reach
 Sentinel_Ranged.Archery.Fistful_of_Arrows
 Signature_Summon.Manticore.Fistful_of_Arrows
 SkyRaiders.Sky_Raider_Crimson_Pets.Pulse_Rifle_Burst
 Stalker_Melee.Kinetic_Attack.Focused_Burst
 Stalker_Melee.Staff_Fighting.Serpents_Reach
 Syndicate.Tub_Ci.Fistful_of_Arrows
 Tanker_Melee.Kinetic_Attack.Focused_Burst
 Tanker_Melee.Staff_Fighting.Serpents_Reach
 Tsoo.Endgame_LT_Archer.Fistful_of_Arrows
 Tsoo.Endgame_TubCi.Fistful_of_Arrows
 Tsoo.Tub_Ci.Fistful_of_Arrows
 V_Arachnos_Proxy.Staff_Fighting.Serpents_Reach
 V_FreedomPhalanx.Manticore.Fistful_of_Arrows
 V_FreedomPhalanx.Manticore_RV.Fistful_of_Arrows
 V_GenericVillains.Ninja_Mastermind.Fistful_of_Arrows
 V_GenericVillains.Robotics_Mastermind.Pulse_Rifle_Burst
 V_Luddites.Boss_Low.Fistful_of_Arrows
 V_Snakes.Elder_Mamba.Fistful_of_Arrows
 V_Wyvern.Boss_Sting_Low.Talon_Fistful_of_Arrows
 V_Wyvern.Elite_Boss_Raptor_Low.Talon_Fistful_of_Arrows
 V_Wyvern.Lt_Fang.Talon_Fistful_of_Arrows
 Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Quick
 Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Stealth
 Warshade_Offensive.Umbral_Blast.Gravimetric_Snare
 Warshade_Offensive.Umbral_Blast.Gravity_Well
 Widow_Training.Widow_Training.Dart_Burst

 

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On 3/18/2021 at 7:58 PM, Sovera said:

The improvement is minimal. I have screenshots somewhere of a +5 purple set exemplared down to Positron part one and the same power with a non boosted purple. But instead of talking it's better to show.

 

So, as seen here.

 

One second shaved of recharge with full +5.

5 points of damage with full +5

0.12 endurance shaved with full +5.

 

Checking the numbers and actual impact, I find Boosting helps when the number of slots in a power are few.  In almost all cases where there's a set of 5 or 6 IOs, I've looked at the numbers and Boosting to +5 all of them has little impact due to already being deep into ED enhancement limiting, not to mention the reciprocal diminishing returns of Endurance Reduction and Recharge Reduction.

 

I'm alarmed that the devs seem to think Boosters are overpowered when what they do is effectively give a build a few extra slots, especially for those powers with only 1 or 2 slots.  Builds are tight enough as is.

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3 hours ago, Jacke said:

 

Checking the numbers and actual impact, I find Boosting helps when the number of slots in a power are few.  In almost all cases where there's a set of 5 or 6 IOs, I've looked at the numbers and Boosting to +5 all of them has little impact due to already being deep into ED enhancement limiting, not to mention the reciprocal diminishing returns of Endurance Reduction and Recharge Reduction.

 

I'm alarmed that the devs seem to think Boosters are overpowered when what they do is effectively give a build a few extra slots, especially for those powers with only 1 or 2 slots.  Builds are tight enough as is.

 

Yes. As I said there is a little known effect of ED that once exemplared the maximum non boosted value of an IO takes over. If it is 42% then 42% comes into play instead of the 53%. Even at max level the gains are so minimal but people do it for bragging or under the erroneous assumption they are shaving a lot.

 

The real use of boosters (with the tax of losing set bonuses) is that it allows to save a few slots here and there. Two slots in Hasten instead of three, etc. And I'm deep into build making when I say this.

 

Regardless despite being unhappy the devs have not made noises to remove them, and on the contrary helped with the use (kudos btw, it is welcomed).

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4 hours ago, arcane said:

So are the epic snipe changes listed under PvP changes because none of the changes are in effect in PvE zones? It’s not explicitly clear in the notes.

The only change that affects PvE is the internal recharge change - the power will still recharge in 24s but for proc chance calculations it will be 12s.

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I just ran an ITF on test. It looks to me like the enemies stand inside each other, when they're crowded around my Tanker, a lot more than they do on live. Has anyone else noticed this? Am I just imagining it?

 

If this really is happening then I wonder if the creation of this new Speed Phase power might have something to do with it.

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Just wanted to report back that I re-visited the locations in the Shadow Shard zones where, during Build 1, /thumbtack wasn't working due to out-of-range elevations. I was able to successfully place /thumbtacks in all those locations.

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On 3/13/2021 at 5:38 AM, GM Arcanum said:

Boosts > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing

 

Yup.  This appears to be working in a very brief test.  They're triggering simultaneously at what unscientifically looks to be about the expected rate.  (Edit) Which is to say occasionally one or the other will fire of the two I had slotted, while occasionally they double-up on the same tick of the clock.

 

When you first slot them they're fire on separate clock ticks, and they sync up when you zone.

 

Edited by InvaderStych
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19 hours ago, PeregrineFalcon said:

I just ran an ITF on test. It looks to me like the enemies stand inside each other, when they're crowded around my Tanker, a lot more than they do on live. Has anyone else noticed this? Am I just imagining it?

 

If this really is happening then I wonder if the creation of this new Speed Phase power might have something to do with it.

This is curious! Enemies are normally able to stack inside eachother if there is not enough space around a player. Perhaps due to the intangible status of the player, this opens an additional space for the enemy to utilize until the player phases back in. 

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