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Posted

BTW I just noticed this, thanks very much for adding it!  (Can we blame this on Arcanum as well?)

 

Quote

 

The Hive

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Posted

Can you help me find the place in the patch notes that notes that NPCs have received additional mez resistance, or mez times have been reduced?

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Posted
14 minutes ago, Wavicle said:

Which mobs? Which mezzes?

AVs and GMs vs confuse

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Posted
2 minutes ago, Wavicle said:

Which Confuse Power specifically?

Mind Control for doms, both single target and aoe.  I don't see anything in the notes regarding it being less effective, but so far it is much less so on high level enemies.  Tested on LRSF, Eden Trial, Aeon SF so far.

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Posted
1 minute ago, Jiro Ito said:

Mind Control for doms, both single target and aoe.  I don't see anything in the notes regarding it being less effective, but so far it is much less so on high level enemies.  Tested on LRSF, Eden Trial, Aeon SF so far.

To my knowledge, the duration of those powers was not altered...be sure you are taking into account any level differences, enemy resistances, or changes to enhancements...

The only thing that occurs to me is this, possibly:

 

"There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

 

  Quote

Design Notes:

There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

 

Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50."

Posted
8 minutes ago, Wavicle said:

To my knowledge, the duration of those powers was not altered...be sure you are taking into account any level differences, enemy resistances, or changes to enhancements...

The only thing that occurs to me is this, possibly:

 

"There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future

 

  Quote

Design Notes:

There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.

 

Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50."

 

can we see the details on these "minor changes?"

 

we are playings vs lvl 54 mobs, but changes feel more than minor, enough to warrant more info please?

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"The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022**           

"On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice**  

"The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**  

Posted
6 hours ago, Jiro Ito said:

can we see the details on these "minor changes?"

 

Here are some HP changes that I noted. Basically, I noticed a small bump in max HP for level 52-54 compared to pre-i28p2 data. There may be other changes but I was only focused on max HP for some mod work I am doing. These are expected vs actual max HP for the grunt class of minions, lieutenants, and bosses for mob factions that do not use powers-based HP boosts (like Skulls). Expected values pulled from City of Data files, actual values pulled from beta servers using the power analyzer.

 

max_hp_inc.png.87af35d5e7a91b5fc45df6f49c593707.png

  • Like 1
Posted (edited)

Just a note to staff - my regular crew met last night for our first session with p2 and the new box from using LFG that tells you where you're going was a big hit.  Very nice.  It may have been documented but it's the sort of thing I would have glossed over in reading patch notes.

Edited by Hedgefund2
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Posted
9 hours ago, Jiro Ito said:

 

can we see the details on these "minor changes?"

 

we are playings vs lvl 54 mobs, but changes feel more than minor, enough to warrant more info please?

 

Are you specifically finding issue with your confuse power that has Contagious Confusion proc slotted? because that was changed in the patch

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Posted
11 hours ago, gameboy1234 said:

BTW I just noticed this, thanks very much for adding it!  (Can we blame this on Arcanum as well?)

 

 

No, all bad things were done by Arcanum, and all good things were done by literally anyone else. Such is the way of things on Homecoming.

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Posted
1 hour ago, Black_Assassin said:

 

Are you specifically finding issue with your confuse power that has Contagious Confusion proc slotted? because that was changed in the patch

 

No, just looking at single target confusion vs high level enemies.  They are impossible to confuse now.  Is there a way to see what confusion resistance was before this update?  I'm not great at numbers.

 

image.thumb.png.cc46c472551f994bdd5a1880071107c8.png

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"The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**  

Posted
9 minutes ago, Wavicle said:

Ok I asked around and this is a bug that will get fixed, not an unannounced change.

 

Thanks for sharing.  Overall the powers changes have been very frustrating and notes regarding have been vague.  Anecdotally, my usual crew ran a 2 star, +4 Aeon last night1, what would normally take us 1:302 , but it took 2:30 last night.  Again, I don't dive into enemy numbers very often so I don't have hard data to compare vs the game a week ago, but I would like know more about what this is, because the game feels drastically impacted.

 

Design Notes:

There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. 

 

 

1all-corrupter team, which usually feels overpowered

2we screw around a lot, take a leisurely pace, and do a lot of the extras

 

Play my AE Adventures, listed under @Jiro Ito, including award winners:

"The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022**           

"On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice**  

"The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**  

Posted (edited)
4 hours ago, Jiro Ito said:

 

Thanks for sharing.  Overall the powers changes have been very frustrating and notes regarding have been vague.  Anecdotally, my usual crew ran a 2 star, +4 Aeon last night1, what would normally take us 1:302 , but it took 2:30 last night.  Again, I don't dive into enemy numbers very often so I don't have hard data to compare vs the game a week ago, but I would like know more about what this is, because the game feels drastically impacted.

 

Design Notes:

There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. 

 

 

1all-corrupter team, which usually feels overpowered

2we screw around a lot, take a leisurely pace, and do a lot of the extras

 

Gonna need a lot more detail to have any idea of the source of the issues you are encountering.

 

EDIT: I am not aware of any changes in this patch that could possibly account for an HOUR difference in clear times for a TF.

Edited by Wavicle
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