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Posts
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Joined
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Quote:This is consistent with some of the bizarre behavior I'm seeing with the Demonic accolade progress bar...I'm guessing the coding for Force of Nature, Demonic and High Pain Threshold got crossed up somehow.I logged in as my level 50 MM to see what badges he got now that some of the requirements have changed. He got Hero Slayer, the last badge he needed for the Force of Nature Accolade. The Accolade and Accolade Power were awarded, but the progress bar for Force of Nature didn't update and says he only has 6 out of 7 of the required badges. I did not /bug it last night, but I will when I play later.
Quote:I'm not sure if this is an I16 bug or not, but I never saw it before, so here it is: I was playing as my 39 Scrapper running a CoT mish on one of the CoT maps with those portals you have to walk through to get to more of the map. When walking through one of the portals I was transported halfway across the map instead of to the one on the other side of the wall like normal. Every time I walked through one, it took me to a random portal somewhere on the map and, of course, they never took me to where I needed to go. Believe it or not, walking backwards through the portals instead of forwards seemed to fix the problem, but it was quite annoying. Again, I didn't /bug it yet, but I'm going to test it a bit more when I play later before officially reporting it. -
Started a thread or two on this already and bugged it. Glad to know it's not just me though.
http://boards.cityofheroes.com/showthread.php?t=191361 -
As reported in Badges forum and in-game petition, Demonic accolade no longer awards correctly. All requirements met, and accolade badge bar is full with no % popup appearing, but badge/accolade not awarded.
Also, others have reported getting Demonic immediately after getting High Pain Threshold or after getting Hero Slayer, but without having any of Demonic's usual requirement badges. -
Plainly they've messed up the badge requirements for Demonic somehow.
Someone on another thread reported getting it immediately after getting Hero Slayer but has none of the other previously required badges. -
Demonic did not show in the awarded messages, nor did the power in the power list, nor did it help if I zoned repeatedly.
However, Coldhearted showed in the messages, in the badges, and in the defeated list. -
In anticipation of I16 I thought I'd get some help towards Demonic, as the number of cold demons needed for Coldhearted was to drop.
So, on two of my alts I met all the other requirements and killed ~110 or so cold demons. Progress verified on the accolade bar and defeat bar.
Today with I16 release logged on both and received Coldhearted badge. Defeat bar complete. However, the Demonic accolade did NOT appear.
Curiously, the proper accolade progress bar is full, with no popup appearing to show % left.
Anyone else seeing this bug? I tried killing a few extra Hellfrosts, but to no avail. Petitioned it in game, of course. -
I'm all for changing the look of Granite...was never all that happy about the overall appearance, and more options here = better.
I am not among those tied to the size change, as I think the Science Booster renders the point moot. Honestly, it'd be great to not always have to occupy the entire corridor/cave every time I turn Granite on.
Plus, I love the idea of a tiny rock dude tanking Recluse. "Here's a stone in your boot!" -
Making it far more useful. Thanks for the info!
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A question or two for all you /Traps experts.
I've read in a number of locations that Poison Gas Trap from the /Traps set gives -1000% regen, which makes it sound like an excellent EB/AV tool.
However, as best I can tell from City of Data, that particular debuff lasts for a total of 10 sec...not the most useful thing given how long the power takes to recharge.
Am I misreading this? Does the PGT continue to tick and attempt to re-apply the -Regen as long as the AV remains within the cloud? Is there anything you can slot that would make it more likely to fire and hit with the -Regen effect? And how long does the cloud last, in total, anyhow?
Thanks in advance for any info. -
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With the release of i15:
Rikti Drones play the death animation over and over until they do the fadeout. They explode, re-appear, explode and repeat this until the normal dead body fade out. Each explosion leaves the normal amount of debris, so the floor is covered with metal chunks after this behavior. This was on the Ashley McKnight arc, June 29th, Pinnacle (redside obviously).
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I can second this not only in the MA but also in the RWZ just in the zone and in missions.
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Confirmed and bugged in-game for the Dark Watcher arc. -
Those with Granite Armor and wings will not so much "fly" as "plummet".
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I agree that "anytime anywhere" would be overpowered, but a summonable long recharge temp in the form of a non-combat pet or "store genie" (as mentioned at the end of the OP) would be extremely handy and, I think, balanced.
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This idea occurred to me last night, as our mighty lvl 16 trio puffed and wheezed our way through the first map of Synapse. After some consideration, I actually think it isn't overpowered - and would offer it as either a potential add-on for one of the paid packs, or as an advanced level Vet Reward.
(I am somewhat biased towards the latter being a 48 mo vet, but don't wish to deprive the masses.)
At 36 mo, vets get a non-combat pet. Apart from RP this is pretty useless (intentionally), and I rarely see folks use them at all.
I suggest an upgrade be made available for the non-combat pet, turning them into mobile insp stores.
Crazy? Think about it.
Caught 3 zones deep in the Shadow Shard and need a refill? Sure! Just finished off Ghost Widow and don't want to multi-zone for yellows to take on Mako? No problem!
The insps would be tier 1, and cost the same as usual. Only your own pet could be used, although insps could always be traded afterwards. Clicking on the pet would suppress Hide/Stealth/Invis (as for a glowie), and would be interruptible by damage/movement etc. to prevent in-combat abuse.
Bear in mind that (for the most part) all this does is save you the trouble of leaving a mission and refilling your insps elsewhere, and is therefore largely a QoL improvement. It would be particularly helpful in a mixed faction ITF or on huge maps.
A possible balancing modification might make the power only summonable once per mission, or perhaps give it a sizable recharge and short duration to keep you from using it constantly.
There. My first suggestion EVAR on these boards. Enjoy! -
Amusingly, I rolled a stalker catgirl solely because I was able to get the name Schrodinja !
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AT: Warshade (may apply to all Khelds)
Animation: Dwarf transformation
Not sure if this is a known one, but it bugs me. We have the option now to hit dwarf as a "breakfree". However, if as I hit the button to transform I get hit with another effect that makes me change my animation (held, stunned, electric dance, immob'd, vomiting etc.) then the transformation doesn't happen. If I keep hitting it I can still change form, usually (after a delay).
This will continue to happen repeatedly if I'm in a group of, say, Malta - such that I die before I can transform despite hitting the button to go Dwarf many times.
Note that holding down the bind button seems to make me do the "preparing to transform" bend over repeatedly and may actually interrupt the change itself. -
I think it's pretty likely that, sans PL, few people will have a gigantic number of 50s. However, the game has been going for a while - with some folks playing every day - so you never know.
In the Repeat Offenders altitis runs rampant, as it does throughout the game. In that group I believe I'm considered a bit odd for devotedly sticking with one alt after another until they reach 50.
After 4 years in the game I have 21, not one of them PL'd, playing only evening/nights. However it took at least a year, IIRC, before I made my first. Everyone plays differently, so as long as you're having fun the total count is pretty irrelevant. -
This just keeps getting better with every update. I love this info. Thanks again for all the work Culex!
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There is an odd animation/sound mismatch taking place with Mastermind Pulse Rifle Burst firing. The sound and damage take place long before the bolt heads towards the mob.
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I wanted to mention a bug with the leveling pact. Not sure if this has been brought up elsewhere.
My pact buddy and I both hit 50 on the ITF last night in the middle of mission #2. After a few minutes, we realized that the chat box was still reporting xp gain. This went on for maybe 20 min, with every mob still reporting xp gain for both of us, well past 50. Our xp bars didn't move, but I'm not sure whether anything else was happening internally.
Not knowing what else to do, we broke the pact. The xp gain stopped immediately. Perhaps someone needs to tell the pact xp server that 50 is as far as you go?
As far as feedback, I don't know whether the process is really worth it when only two pactees can be added. If it was a whole group I could see it, but level-locking only two people wasn't all that helpful.
We had a large group made up of two-person pacts, but some kept falling behind others. When both members of the pact ran regularly together they would shoot ahead, leaving those with absent partners dragging.
I feel like this should be implemented: 1) so that you can form or break a pact at any level as long as you are the same level to start with, 2) with multiple members able to be added or subtracted.
Also there is still a substantial "hiccup" delay before xp is awarded even when both pactees are playing and even after the zoning-xp fix. This delay leads to bolus jumps in your bar, and keeps you from being able to predict leveling boosts. It needs to be made more "real time".
Unless these changes are made, I don't think I'll be using pacting again. Not enough benefits to make it worthwhile IMO. -
Would just like to echo the fact that the pact xp behavior has NOT been fixed.
As of last night and today myself, and several other pacted friends of mine, have seen their xp stop accruing and then suddenly appear in a bolus after exiting a mission or zoning.
All of us are well above level 5, and are even in terms of xp, so no imbalance is present.
This makes it much more difficult to take advantage of the ding buffs, including the ding rez. Please have the devs look at it again. -
Wanted to pass this on...not sure if it's been mentioned before.
Procs slotted in Elec/ Chain Induction (at least for stalkers) prevent the attack from chaining. For me this happens with the Kin Combat proc. A thread in the stalker forum claims it also happens with the Touch of Death proc.
Sent Castle a PM about it.
Anyone know if this happens for brutes as well? -
I can't believe there aren't more people posting about this story.
Very impressive. A wonderful, character-driven read which I enjoyed thoroughly. -
Thanks for keeping this guide updated Culex! I very much appreciate your hard work on it.
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Nice list.
Now if someone would refresh my memory, please. There was a large developer interview that (I think) used to be on the Cryptic website. In it, there was a picture of one of the dev staff sleeping on the job, except that he wasn't sleeping--he was in full-on recline mode while working at his station. Who was that guy?
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Has to be Richard. The poor guy has fallen asleep during team meetings.
He does a lot of overnight build-sitting
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Hehe! Richard used to fall asleep during our weekend D&D sessions as well.
I knew he worked as a CoX engineer, but always wondered why he was so tired, and now I know.