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Posted
28 minutes ago, SomeGuy said:

 

I have all my click Incarnate stuff on the second row starting at 2 (Hyrbid, Destiny, Judgement, and Lore in that order). So, alt 2-5 are my incarnate things. I have Attune at 1. So it's pretty easy for me, muscle-memory wise, to just do Alt+1.

 

This was what helped me with Attune. I complained about the muscles memory too and pressing it as if it was an attack when it's a toggle. But, like you, I have a second row where my buffs go like Build-up. So I placed it there and it sank into my mind it was a buff rather than an attack which cut down on muscle memory.

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Posted

For what it's worth I do personally also have some issues with the toggle. I mentioned this just now in Discord but mainly my issues are two:

 

  • Double tap accidental shutdown
  • Hard-ish to decide to remove from one target and move to the next because it requires double tapping to turn off and on again, and that later can compound big time with the first point.

As some have noted, I just tend to keep Attune in a separate bar (where I keep Build Up/aim/etc) where I only click with very intentional timing and rarely more than once (the game queues the attack so multi-tapping is not really needed... oddly if you a mouse clicker (the way I can be) not all mouse clicks register so I still have issues with that regardless unless I alt-num.

 

The second I really have no easy solution unless I can come up with a scheme that lets me do what I want without a toggle. 

I still prefer the current implementation than the refreshing click as constantly refreshing on a hard target is even more annoying than the previous two issues for me. I detest that about Disintegration and Boogle. Plus I really like the dots go up with fury or with Boost Up or Inspiration usage without having to refresh Attune after a Boost Up use.

 

Anyways all of this is saying, even if it's not entirely the same reasons some of you dislike it, I can sympathize on wanting a non-toggle solution. But honestly also feel the toggle is a way better state to roll out with than an awkward constant refreshing click [and making the state last forever as a click is not likely to fly as all it does is make players feel like they need to start clicking it on everything].

  • Like 1

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Posted
3 minutes ago, Captain Powerhouse said:

For what it's worth I do personally also have some issues with the toggle. I mentioned this just now in Discord but mainly my issues are two:

 

  • Double tap accidental shutdown
  • Hard-ish to decide to remove from one target and move to the next because it requires double tapping to turn off and on again, and that later can compound big time with the first point.

As some have noted, I just tend to keep Attune in a separate bar (where I keep Build Up/aim/etc) where I only click with very intentional timing and rarely more than once (the game queues the attack so multi-tapping is not really needed... oddly if you a mouse clicker (the way I can be) not all mouse clicks register so I still have issues with that regardless unless I alt-num.

 

The second I really have no easy solution unless I can come up with a scheme that lets me do what I want without a toggle. 

I still prefer the current implementation than the refreshing click as constantly refreshing on a hard target is even more annoying than the previous two issues for me. I detest that about Disintegration and Boogle. Plus I really like the dots go up with fury or with Boost Up or Inspiration usage without having to refresh Attune after a Boost Up use.

 

Anyways all of this is saying, even if it's not entirely the same reasons some of you dislike it, I can sympathize on wanting a non-toggle solution. But honestly also feel the toggle is a way better state to roll out with than an awkward constant refreshing click [and making the state last forever as a click is not likely to fly as all it does is make players feel like they need to start clicking it on everything].

A self aura toggle that applies individual DOT per attack used fixes all of these issues though. Is there some reason it can't just be done like this with long DOT on the ST powers that caps at 2 dot's used by any ST attack?

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Posted

A self aura would be a completely different thing that would likely force the entire set to be rebalanced as we are now talking about an AoE effect. 

It's not unlike asking for Disintegrate and Boggle to be AoE also.

 

If you mean a toggle that simply enables the effect, again we entering similar situation of entirely tossing the concept of attunement against chosen targets and making it a second booster. 

And if you mean an aura with a single target, there is currently no reliable way in the game to make sure that single target is YOUR target. Especially if there was another Sonic Melee character around.

Even if we considered any of these, keep in mind we are talking about post-launch adjustments, not any change before launch but it the first two options are entirely not within the scope of the set goals.

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Posted
3 minutes ago, Captain Powerhouse said:

A self aura would be a completely different thing that would likely force the entire set to be rebalanced as we are now talking about an AoE effect. 

It's not unlike asking for Disintegrate and Boggle to be AoE also.

 

If you mean a toggle that simply enables the effect, again we entering similar situation of entirely tossing the concept of attunement against chosen targets and making it a second booster. 

And if you mean an aura with a single target, there is currently no reliable way in the game to make sure that single target is YOUR target. Especially if there was another Sonic Melee character around.

Even if we considered any of these, keep in mind we are talking about post-launch adjustments, not any change before launch but it the first two options are entirely not within the scope of the set goals.

So it's not possible to have an aura that even just triggers the DOT on single target attacks only (no aoe), with replacing effects for any two ST attacks used?

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Posted (edited)

I'm in favor of the AoE solution.

We already have Spines and Radiation Melee with a DoT aura, while it's uncommon it still has precedent. It would be far more user friendly to have something that can be activated once and affects enemies nearby, rather than selecting one enemy and re-toggling each time they are defeated or target priority changes.

 

If it doesn't seem to work, keep Attune in your back pocket for Sonic Aura perhaps? If it's proving too difficult to balance or overcome current technical hurdles, you can always tweak the power to work as an AoE toggle for an aura powerset instead, in practicality it still would be a melee-focused ability.

 

 

Edited by Alchemystic
  • Developer
Posted

A single target aura would either hit a random thing around you or have a requirement that something set the flag on the target and we are back at square one PLUS any other sonic melee user could break the whole thing because now there are possibly multiple valid targets and the power starts randomly picking one.

If it was possible to control such power's target to cooperate with the player, the power would had already be turned into a click power that pseudopet that effectively does the same without sacrificing the goal.

 

Trying to jump into the spaghetti code to add something that lets me do something akin to that is one of my hopes during the downtime period.

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Posted

I made a Sonic/SR Scrapper

I made an Axe/SR Scrapper

I ran Galaxy Brain at level 30. +1x1

 

I used this build on both toons with 1 exception, The Makos were swapped to Oblits on the Axe:

SonicMeleebuild.thumb.jpg.63d6fca16f78953168e6d427befae832.jpg

 

Here are the Axe/SR stats:

Axe-SR-DPS.thumb.jpg.39751e8b47030c9851a3fa4ad3c3b9c9.jpg

Axe-SR-Details.thumb.jpg.3e92229943bebce267d009116bd15db6.jpg

 

Here are the Sonic/SR stats:

Sonic-SR-DPS2.thumb.jpg.82048d18f08c51a2f761835f72df583b.jpg

Sonic-SR-Details2.thumb.jpg.c4b7eebfe61c4a5304e12757ad6fea3e.jpg

 

 

 

 

 

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SPOON!

Posted
3 hours ago, Captain Powerhouse said:

 

  • Double tap accidental shutdown
  • Hard-ish to decide to remove from one target and move to the next because it requires double tapping to turn off and on again, and that later can compound big time with the first point.

 

For switching targets, could the power be made 0 or very low recharge and putting it on another target turns off the previous instance?

Former Paragon Studios QA - Redname Fireman

Current and always Scrapper enthusiast

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