WindDemon21 Posted November 12, 2021 Share Posted November 12, 2021 (edited) Don't suppose an option could be worked on team window buffs to display "only buffs you give the team" as to avoid buff spam across the screen on buffers like ff/sonic/thermal/emp? Also an option to show/remove toggle buffs versus click/expirable buffs. Also random though, absorb pain swapped to toggle version like spirit ward only heal with a small aoe, or aoe ranged heal with more heal on the target? Kinda like a ranged version of the pain toggle. Also hoping for an option, or did i miss it in options somewhere, to have a glow around your screens edge when near a glowie, for those that play with the sound off or are deaf. Edited November 13, 2021 by WindDemon21 Link to comment Share on other sites More sharing options...
Tubalcain Posted November 13, 2021 Share Posted November 13, 2021 (edited) FINALLY a use for my fucking support characters in the 50+ level content! Holy crap I'm gonna make a controller or defender for the first time in years! My blasters might actually have to stay with the rest of the team! Edited November 14, 2021 by Tubalcain Link to comment Share on other sites More sharing options...
BurtHutt Posted November 14, 2021 Share Posted November 14, 2021 This seems like a lot of great stuff. Big thanks to the HC team for this. However, I will say that I'd prefer some of the other changes that myself, and others, keep asking for. Things like using AE to allow players to add simple missions to the actual game and become canon as well as systems like the Champions Online Nemesis system, sidekick pool and so on. Anyway, I'm happy to see new content and this stuff does look good. It just seems kinda...the same...if that makes sense. This isn't meant to be a complaint as I'm happy to see new stuff but maybe the game isn't going in a the direction I was hoping for. Again, many thanks to the HC team for this and all that you do! Link to comment Share on other sites More sharing options...
Voltixdark Posted November 14, 2021 Share Posted November 14, 2021 Regarding Robots, If one of the protector bots will ever buff and target the owner only, then what about their healing abilities? Say if one of the bots get damaged how can they get healed? Though the quality of life upgrade for shields is a nice touch it would seem to make them weaker with only one potential healer. Also the buff bot now cant get healed since the other bot is what attack only now? So the the bot crew would get healed 2 times slower. Would like to get more clarification on this. Link to comment Share on other sites More sharing options...
Bill Z Bubba Posted November 14, 2021 Share Posted November 14, 2021 Here's the entirety of my general feedback: Thanks. 2 2 Link to comment Share on other sites More sharing options...
Duuk Posted November 15, 2021 Share Posted November 15, 2021 As I rolled the wrong detective in KR, I just want this patch live 😄 Everlasting server - the Perma-Newbies SG Link to comment Share on other sites More sharing options...
Tubalcain Posted November 15, 2021 Share Posted November 15, 2021 As much as I love new power sets, these extra difficulty settings are what have ME excited. The end game meta has been borked ever since the Incarnate system dropped. Between set bonuses and Incarnate powers you can easily create a damage god that can run x4 x8 content solo. And, while that's fun in the short term, it sucks out any impetus to play support. And that's most of the ATs! Your buffs and heals mean nothing when every member of your team could run this content solo. Numerous times I've been asked while playing dominators and controllers to STOP USING MY CONTROLS. Because the enemies aren't a threat. So my controls weren't protecting anyone. They were just slowing down the enemies from bunching up which made killing them slower. On all of my characters, attacks that have long animation times go almost completely unused because the fights go so damn fast my target is usually dead by the time the animation finishes. Same for attacks with slow DoT. Why the hell bother when the target will be dead LONG before most of the damage goes off? Link to comment Share on other sites More sharing options...
... Posted November 15, 2021 Share Posted November 15, 2021 Great stuff. Though it's been said multiple times in the thread, it bears repeating: a balance pass or two for control primaries is sorely needed. Please, hear this. 4 Link to comment Share on other sites More sharing options...
Tacheyon Posted November 15, 2021 Share Posted November 15, 2021 1 hour ago, ... said: Great stuff. Though it's been said multiple times in the thread, it bears repeating: a balance pass or two for control primaries is sorely needed. Please, hear this. Control Primaries Mastermind Primaries Dominator Secondaries Basically anything that isn't a Blaster(Corr,Def)/Scrapper/Brute/Tanker please. 1 Link to comment Share on other sites More sharing options...
gameboy1234 Posted November 16, 2021 Share Posted November 16, 2021 Don't know where else to put this... I was poking around the new building around Dr. Aeon's new strike force. The elevators behind him make the right sound, but the Arachnos style doors make a sound like I'm turning a doorknob and opening a wooden door. This goes for the Arachnos style doors in the lobby of that building too, on the way up to the level where Dr. Aeon is. I don't know where the proper sound is, but if you go to Mercy and take the elevator lift to/from the ferry, it makes a good sound for Arachnos doors. Maybe this sound could be used? Link to comment Share on other sites More sharing options...
Shiznaught Posted November 16, 2021 Share Posted November 16, 2021 Sorry if this is the wrong place for this, or even if it's on my client-side, but running @Piecemeal's Freakish Lab arc to get credit for Epidemiologist, and I noticed the decaying eidolons seemed to have fallen on even harder times than we thought. They've shed some of their textures: 1 Link to comment Share on other sites More sharing options...
Hedgefund Posted November 16, 2021 Share Posted November 16, 2021 P2W Amplifiers Price no longer scales with level. The price is now set to 2.5M influence/hour. This item was unexpected, by me at least. What is the rationale for this change? Link to comment Share on other sites More sharing options...
Sovera Posted November 16, 2021 Share Posted November 16, 2021 I guess lowbies getting 8 hours of amps was too OP. Or something. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds. Link to comment Share on other sites More sharing options...
EmperorSteele Posted November 16, 2021 Share Posted November 16, 2021 35 minutes ago, Hedgefund said: P2W Amplifiers Price no longer scales with level. The price is now set to 2.5M influence/hour. This item was unexpected, by me at least. What is the rationale for this change? According to what I read on Discord, they're giving us the option to "pause" temp powers like these so that the timer isn't used up just by standing around, or playing content with temps disabled. Combined with how OP it is to max out on these at level 1 or 2 for only a few thousand inf (and then spend a couple hours getting PL'd) they decided to kick the price up to a standard one. Link to comment Share on other sites More sharing options...
Riverdusk Posted November 16, 2021 Share Posted November 16, 2021 (edited) I could see increasing the scaling/setting the floor a bit higher, but just flat 2.5mil no matter what the level seems a bit harsh. Also in a way increasing the price at low levels actually seems to me to affect power levelers less instead of those leveling up the "slow" way. Having those boosts cheap in the early levels helped a lot with all the alts I like to roll and actually play the content with. Guess I get to spend more time playing the market instead. Edited November 16, 2021 by Riverdusk 1 Link to comment Share on other sites More sharing options...
WindDemon21 Posted November 16, 2021 Share Posted November 16, 2021 On 11/15/2021 at 10:30 AM, Tacheyon said: Control Primaries Mastermind Primaries Dominator Secondaries Basically anything that isn't a Blaster(Corr,Def)/Scrapper/Brute/Tanker please. You also forgot about fixing dom mode on doms (ie perma toggle mag 1 increase/duration/mez protection increase that changes to recovery/regen similar to blaster sustains to eliminate the *need* for permadom and creating a smoother leveling experience and need to super boost rech in the build and help handle the horrid end issues and lack of heal that most all doms have except psy assault obviously). And of course sentinels but they are aware and looking at them later. Though initially for gods sake please up the cone attacks that are 6 targets back up to 10, that's the worst part about sentinels IMO cause a lot of the cones are based for crowd control too. Khelds need looked at as well, but quick fix would be to at least give mez protection added to the resist toggles and allow them/other toggles to be used in the forms as well. And appropriate powers to be used in the forms as well like PB's heal/aoe stun powers usable in the forms, build up, etc. Regarding trollers too which was mentioned would be neat to see their pets at level 1 like other servers have, and then that ST immobilize being changed to increase the recharge/damage and make it non-dot etc for a start. Link to comment Share on other sites More sharing options...
SuperPlyx Posted November 16, 2021 Share Posted November 16, 2021 Stone /Stone stalker is the toon I didn't even know I wanted, just did one mission and that was so fun. Link to comment Share on other sites More sharing options...
Aurora_Girl Posted November 16, 2021 Share Posted November 16, 2021 2 hours ago, Hedgefund said: P2W Amplifiers Price no longer scales with level. The price is now set to 2.5M influence/hour. Absolutely hate this change. Why? Who asked for this? It's a great way for new folks on new toons to smooth out some of the rough edges as they get started. 2 2 1 @Aurora Girl - Excelsior - BSOD Aurora Girl (Blaster)- Energy/Atomic, Queen of Faceplants and former Mayor of Pinnacle Server Straye (Brute)- Savage/SR, Survivor of +4 ITF Nictus Crystals and Bobcat's Bane Aurora Snow (Corruptor) - Ice/Cold, AV Humiliator Terraflux (Controller) - Earth/Rad, Bass Exploder Spynerette (Arachnos Soldier) - Night Widow, Super Spy of Sneakiness and Stabbing Snowberrie (Tank) - Ice/Spines, Disco Ball and Lady of Winter Link to comment Share on other sites More sharing options...
Aurora_Girl Posted November 16, 2021 Share Posted November 16, 2021 More importantly: Can we please pretty please have "no weapon" options for Ice/Fire manip/melee/assault please please pretty please?! 2 3 @Aurora Girl - Excelsior - BSOD Aurora Girl (Blaster)- Energy/Atomic, Queen of Faceplants and former Mayor of Pinnacle Server Straye (Brute)- Savage/SR, Survivor of +4 ITF Nictus Crystals and Bobcat's Bane Aurora Snow (Corruptor) - Ice/Cold, AV Humiliator Terraflux (Controller) - Earth/Rad, Bass Exploder Spynerette (Arachnos Soldier) - Night Widow, Super Spy of Sneakiness and Stabbing Snowberrie (Tank) - Ice/Spines, Disco Ball and Lady of Winter Link to comment Share on other sites More sharing options...
Blackfeather Posted November 16, 2021 Share Posted November 16, 2021 Quote Dynamic Geometry Fixed a number of bugs and improved the geometry transitions used in Recluse's Victory. Restore transition effects that have been broken since Issue 17. Stipple fading effects now work inside water reflections. Stipple fading effects now work with the cel shader. Much smoother transitions (255 levels instead of 16). Fixed an issue that caused some geometry to fade in or briefly show the wrong state when it first became visible after zoning; everything now starts out in the correct state. Added a new alpha transparency fade mode for dynamic geometry, used in the Dr. Aeon SF. Geometry that is hidden no longer casts shadows. Geometry collision can now be dynamically controlled from scripts. The following obsolete commands have been removed: /shadowvol, /nostencilshadows Out of curiosity, what is meant by dynamic geometry? Link to comment Share on other sites More sharing options...
City Council Faultline Posted November 16, 2021 City Council Share Posted November 16, 2021 14 minutes ago, Aurora_Girl said: Absolutely hate this change. Why? Who asked for this? It's a great way for new folks on new toons to smooth out some of the rough edges as they get started. It's either this or they keep ticking down while they're disabled, since their duration can now be extended a lot by using the self-disable powers. You can't keep them at the same price while at the same time being able to esentially toggle them off when out of combat. 1 1 Link to comment Share on other sites More sharing options...
City Council Faultline Posted November 16, 2021 City Council Share Posted November 16, 2021 Just now, Blackfeather said: Out of curiosity, what is meant by dynamic geometry? Run the Aeon Strike force. Certain maps change around you while you do things. Link to comment Share on other sites More sharing options...
Ynaught Posted November 16, 2021 Share Posted November 16, 2021 16 minutes ago, Aurora_Girl said: More importantly: Can we please pretty please have "no weapon" options for Ice/Fire manip/melee/assault please please pretty please?! And I want the opposite! Gimme weapon options for all those sets that have punches and the like in them. I want Psi Melee to be all Psi Blade attacks and seriously wouldn't mind Fire/Ice/Stone and whatever others I'm forgetting to get similar options. Let the player choose whether they want bare hand or weapon options. Please? 2 Hello, my name is Ynaught and I am an altaholic. Link to comment Share on other sites More sharing options...
Blackfeather Posted November 16, 2021 Share Posted November 16, 2021 1 minute ago, Faultline said: Run the Aeon Strike force. Certain maps change around you while you do things. I have! But I don't recall things changing - I was a little occupied with surviving at the time. 😅 Link to comment Share on other sites More sharing options...
Aurora_Girl Posted November 16, 2021 Share Posted November 16, 2021 8 minutes ago, Faultline said: It's either this or they keep ticking down while they're disabled, since their duration can now be extended a lot by using the self-disable powers. You can't keep them at the same price while at the same time being able to esentially toggle them off when out of combat. Is the thought that players will use Only Affecting Self between every combat encounter? If so that seems...weird? @Aurora Girl - Excelsior - BSOD Aurora Girl (Blaster)- Energy/Atomic, Queen of Faceplants and former Mayor of Pinnacle Server Straye (Brute)- Savage/SR, Survivor of +4 ITF Nictus Crystals and Bobcat's Bane Aurora Snow (Corruptor) - Ice/Cold, AV Humiliator Terraflux (Controller) - Earth/Rad, Bass Exploder Spynerette (Arachnos Soldier) - Night Widow, Super Spy of Sneakiness and Stabbing Snowberrie (Tank) - Ice/Spines, Disco Ball and Lady of Winter Link to comment Share on other sites More sharing options...
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