Voltixdark Posted August 28, 2019 Share Posted August 28, 2019 Not particularly happy that Stone Spears from the Earth set cast time is reduced so drastically. I just feel it is too fast. When i imagine using that power I feel there is a weight to it. It is a earth shaking move so it makes sense the user charges up a little before impacting the earth. That's just me though. Link to comment Share on other sites More sharing options...
Abraxus Posted August 28, 2019 Share Posted August 28, 2019 (edited) 50 minutes ago, Ignicity said: The old, if you don't like it; GTFO rebuttal. Nobody said anything approaching that sentiment. However, there are servers out there that boast exactly the features the OP lamented were not a part of this implementation, and it seems more logical to utilize that option, rather than expecting the Homecoming version to match your memories, or expectations of what the game used to be. In truth, if it had never closed down, it's likely the experience would be far different even than the one we are currently experiencing, and the changes more far ranging. I'm not going to attempt to persuade anyone to stay, who is clearly unhappy with things as they are, so I simply pointed out that there were alternatives that catered to his exact specifications. No hard feelings intended. Just an earnest desire for as many people as possible to keep playing this game, even if they just aren't happy doing it here. I rather see someone play on another server, than stop playing altogether. Edited August 28, 2019 by Abraxus 5 What was no more, is REBORN! Link to comment Share on other sites More sharing options...
tatmia Posted August 28, 2019 Share Posted August 28, 2019 (edited) I don't see it in the patch notes, but some my enhancement icons are much brighter and defined? Adjusted targeting is gorgeous now and I can actually see that there's a target. About to be away from the computer for a week (Yay DragonCon) but I can't wait to try out all the dom changes. Edited August 28, 2019 by tatmia Link to comment Share on other sites More sharing options...
Djinn_Tonic Posted August 28, 2019 Share Posted August 28, 2019 Looks good! Thank you for all the time you wonderful devs put into this wonderful game! So uh, those changes to Dominator Energy Assault... Is Energy Melee going to be seeing some cast time/other inprovements in the future? >.> Link to comment Share on other sites More sharing options...
Leogunner Posted August 28, 2019 Share Posted August 28, 2019 Just now, Djinn_Tonic said: Looks good! Thank you for all the time you wonderful devs put into this wonderful game! So uh, those changes to Dominator Energy Assault... Is Energy Melee going to be seeing some cast time/other inprovements in the future? >.> I'm curious about that myself. Also, I was expecting Dominator as a whole being looked and...now I'm curious what is next to target. Didn't they say they were going to do something with Sentinel's inherent at some point? Link to comment Share on other sites More sharing options...
Developer Captain Powerhouse Posted August 28, 2019 Developer Share Posted August 28, 2019 One thing at a time. Not promising the same changes, but the total focus animation cut was taken from a WIP energy melee revision. 1 Link to comment Share on other sites More sharing options...
Arkterusss Posted August 28, 2019 Share Posted August 28, 2019 Interesting, although I wonder what the reasoning was behind nerfing some of Ice Assault's damage. Link to comment Share on other sites More sharing options...
Developer Captain Powerhouse Posted August 28, 2019 Developer Share Posted August 28, 2019 (edited) 19 minutes ago, Arkterusss said: Interesting, although I wonder what the reasoning was behind nerfing some of Ice Assault's damage. The game operates under some strict damage formulas. The only way to increase DPS of a power, without ignoring these design formulas (that are a huge part of what defines the game) is by increasing the recharge of a power, reducing cast time or introducing complex special mechanics. Reducing cast time is not a trivial matter, and very often not an option at all. Special mechanics can drastically feel the way sets feel, and may force a new identity to sets. Although some people love special mechanics, others detest them, so I avoid it unless there is no other way to make a set work (there was no other way to get Energy Assault to be competitive without breaking the cottage rule.) Overall, the changes Icy Assault received were buffs. Edited August 28, 2019 by Captain Powerhouse Link to comment Share on other sites More sharing options...
Razor Cure Posted August 28, 2019 Share Posted August 28, 2019 (edited) I love those DOm changes. ALso, totally claiming (even if it aint true) to have coined that Energy Focus buff in Energy Assault! Total Focus going from 3.6 to 2.5 secs is totally amazing..any chance on doing the same for Energy Melee/EnMap for melee and blasters? ESPECIALLY energy melee. With Devices losing teh Int from trip mine, any change Traps can get the same? And that Interupts as a whole can just..vanish? Also..Tremor, on Brutes/tanks. As well as Hurl. Tremor is just an AWFUL aoe. So slow, stupidly tiny damage, LESS than FootStomp (also a tier9 atatck, and FS gets Rage). Edited August 28, 2019 by Razor Cure Link to comment Share on other sites More sharing options...
Rathulfr Posted August 28, 2019 Share Posted August 28, 2019 7 hours ago, Cix said: Not on Torchbearer. No worries though, I'm just being cheap. My bad: I meant to say "couple hundred thousand Inf". @Rathstar Energy/Energy Blaster (50+3) on Everlasting Energy/Temporal Blaster (50+3) on Excelsior Energy/Willpower Sentinel (50+3) on Indomitable Energy/Energy Sentinel (50+1) on Torchbearer Link to comment Share on other sites More sharing options...
CaoinShidh Posted August 28, 2019 Share Posted August 28, 2019 (edited) I can't tell if Invisibility or Stealth is better for my Ninja/Fire MM with these changes. First, I can't actually tell even with testing how much def sticks around after attacking from stealth. I assume 1/2 because there are 2 different def bonuses shown in attributes from stealth, but I can't confirm because they both stick around even while attacking. Edit: I'm blind and figured it out. You retain 1/2 of the def bonus (after enhancements) from stealth while in combat. Heals, buffs and pet commands do not count as "in combat". Debuffs do count as attacks. Second, I don't know if giving pet commands drops the def from invis or heals for that matter. I couldn't test previously because "Only affecting self" didn't allow commands, and I'm too lazy right this second to respec (possibly twice) just to test it out. Edit: See above, Heals, buffs and pet commands do not count as in combat and you keep all def bonuses from Invisibility using those types of abilities. Debuffs do count as in combat. Does anyone know how these work, exactly? Edited August 28, 2019 by CaoinShidh Link to comment Share on other sites More sharing options...
William Valence Posted August 28, 2019 Share Posted August 28, 2019 2 hours ago, Captain Powerhouse said: One thing at a time. Not promising the same changes, but the total focus animation cut was taken from a WIP energy melee revision. Wait WIP as in something the devs had tucked away? If so that would explain why the changes looked so familiar. It's been bugging me all day. Link to comment Share on other sites More sharing options...
J-Naught Posted August 28, 2019 Share Posted August 28, 2019 Is there any reason to explain the high endurance cost of Stealth now that Invisibility's cost is reduced? The stealthiness seems on par with say, the immobilization protect of Combat Jumping. Link to comment Share on other sites More sharing options...
Razor Cure Posted August 28, 2019 Share Posted August 28, 2019 21 hours ago, Leandro said: All versions of Beam Rifle's Lancer Shot now has a 100% chance of spreading disintegration. Noticed this already. Lancer CAN and does spread Dis by itself, even when the target hit is not suffering from Disintergration. Link to comment Share on other sites More sharing options...
Developer Captain Powerhouse Posted August 28, 2019 Developer Share Posted August 28, 2019 5 hours ago, J-Naught said: Is there any reason to explain the high endurance cost of Stealth now that Invisibility's cost is reduced? The stealthiness seems on par with say, the immobilization protect of Combat Jumping. Combat Jump is an unaturally low end cost power that likely was never meant to cost that little. Stealth end cost should be lower now than before, and be in line with Hover’s end cost. Link to comment Share on other sites More sharing options...
Hedgefund Posted August 28, 2019 Share Posted August 28, 2019 I noticed I got the "Window of Opportunity" tip on a villain today. Was that something new in this patch? I'm very happy to see this so hopefully lower level villains can do SSA2 part 1. Link to comment Share on other sites More sharing options...
Bubbleguts Posted August 28, 2019 Share Posted August 28, 2019 Not a big fan of the icon change to Scorpion Shield. It now looks like a resistance based shield. The clear minding of Increase Density is ok, I guess, but it does more than remove mez effects... Why were these changed again? Don't remember the patch notes saying anything about icon changes. Link to comment Share on other sites More sharing options...
Razia Posted August 28, 2019 Share Posted August 28, 2019 Thank for all the hard work. Really appreciate it! Link to comment Share on other sites More sharing options...
Roughtrade Posted August 28, 2019 Share Posted August 28, 2019 Has anyone else noticed that Team Teleport is borked? I am only teleporting team members that are on my level, and even then only if they were already close by. Have tested this on several teams and unless everyone is lying, none of them have team teleport blocked. Have not tested it enough to determine what is going on. Just that it is not 100% of the time teleporting everyone. If you do not face plant at least once a day; Go reset your Notoriety. Link to comment Share on other sites More sharing options...
Apparition Posted August 28, 2019 Share Posted August 28, 2019 4 minutes ago, Roughtrade said: Has anyone else noticed that Team Teleport is borked? I am only teleporting team members that are on my level, and even then only if they were already close by. Have tested this on several teams and unless everyone is lying, none of them have team teleport blocked. Have not tested it enough to determine what is going on. Just that it is not 100% of the time teleporting everyone. Any Masterminds on team? Team Teleport will go through every single pet and try to teleport them as well. So it can take forever for it to get around to actual players, if it gets around to them at all. Link to comment Share on other sites More sharing options...
Epsilon Assassin Posted August 28, 2019 Share Posted August 28, 2019 (edited) Any reason why Moonbeam was bumped from a .25 second root time to a 1.3 second root time making it feel incredibly funky to use and making it horrible in PvP? Also why is Psy dart using 3 different animations? Edited August 28, 2019 by Epsilon Assassin Link to comment Share on other sites More sharing options...
Nericus Posted August 28, 2019 Share Posted August 28, 2019 12 hours ago, Captain Powerhouse said: One thing at a time. Not promising the same changes, but the total focus animation cut was taken from a WIP energy melee revision. Energy melee revision? As in perhaps Its final attack being reverted to pre-13 version? Link to comment Share on other sites More sharing options...
Healix Posted August 28, 2019 Share Posted August 28, 2019 Forever grateful to be back in my city! Link to comment Share on other sites More sharing options...
Oubliette_Red Posted August 28, 2019 Share Posted August 28, 2019 Thank you @Leandro to you and all the Homecoming team for all their hard work! Dislike certain sounds? Silence/Modify specific sounds. Looking for modified whole powerset sfx? Check out Michiyo's modder or Solerverse's thread. Got a punny character? You should share it. Link to comment Share on other sites More sharing options...
HelenCarnate Posted August 28, 2019 Share Posted August 28, 2019 3 hours ago, Roughtrade said: Has anyone else noticed that Team Teleport is borked? I am only teleporting team members that are on my level, and even then only if they were already close by. Have tested this on several teams and unless everyone is lying, none of them have team teleport blocked. Have not tested it enough to determine what is going on. Just that it is not 100% of the time teleporting everyone. Team teleport or assemble the team? The powers work very differently. 1 Link to comment Share on other sites More sharing options...
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