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Posts
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Joined
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A Natural character will get the bonus when using either of the 33 month vet reward powers. The selection window is still missing the information that says the Blackwand will work for Naturals, but the power descriptions are as you quoted, and you do get the bonus damage if Natural origin.
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Do you have the "Suppress Close FX" option enabled on that character? If so, try turning it off and see if that helps.
A person in another thread had this issue, and had Suppress Close FX turned on. Disabling it corrected the issue. -
Quote:This is caused by the server shards (zones) having different Server times. They are all supposed to be on UT, but sometimes after maintenance you'll find some have reverted to the server's zone time (Eastern or Pacific time for example).it matters not which toon, for it happens to them all, at least for me. I go into a mish and toggles drop, i leave any mish my toggles drop, i go to ORO and my toggles drop, I leave oro and my toggles drop, it is quite maddening. i know this bug has been around for some time. Why wont the devs fix it? is it too hard of a bug to fix? are they too lazy? if a known bug has been around for years i would hope to get someone on it. i bug it everytime it happens for maybe the last 8 mo. and all i get is the same lame form letter back.this happens at least 4-5 times a day for me. Is there a cure?
When you zone, the game thinks you've been offline for the time difference, detoggles your powers as if you've been offline for that amount of time and even gives Patrol XP.
When I notice it I send in a petition with the "technical issue" button checked, and include the server times of the 2 zones (use /servertime to get the values) so the GM's can adjust the server's clocks.
(Note, I use /petition to get the GM's attention, not a /bug as those go to the game developers.) -
Quote:Boomtown is great, I watched them lined up in rows as usual, with a 5th Lt. at the lead, and 1 or 2 Fifth mixed in amongst the Council troops. Then all hell broke loose!I haven't checked yet.. but how is Boomtown looking these days?
It was almost like the Lt. said, "I still support the Column. Anyone here feel otherwise?" PoW!
Striga is still entirely Council, so if you need Council "NAO", that would be the place to go. -
Quote:Nope, no decrease in accuracy. My numbers are same as before the new issue.2) I'd like to know if anyone else has seen a decrease in overall accuracy. I rolled a new scrapper with i16 and as usual I collect as many temp powers as I can en route to 50. All the temp powers including the vet ones seem to have a 50/50 chance at hitting anything now.
It seems accuracy may have been nerfed with all powers not just temp powers. Thinking maybe it was something messed up with my new character I have since started 3 others and the issue seems to be overall in CoH.
I notice the **whiff whiff whiff** fest when I first roll a character and having no enhancements (understandable), but it continues with training enh, then DO's and it continues with SOs. Do I now have to slot 2 accuracy SOs just to routinely hit something? I have been playing since CoH beta and I do not remember ever having 3 and 4 misses in a row, as the norm with SOs. Not to mention a series of 6 consecutive misses with Nemesis Staff and Black Wand.
Your combat chat logs should tell you everything, including your hit roll and when the streakbreaker kicks in. You can monitor your numbers using the Combat Attributes monitor (top of the Powers list window) and watch your Last Chance to hit.
Note that if you get a bad roll on a power that has a 90% + chance to hit, and then follow it with a miss with a temp power (~60-80% chance to hit range), the streakbreaker would allow 3 misses since it takes the least accurate power in your recent "miss series" until you roll a hit or the streakbreaker forces a hit.
Also, watch for PBAoE powers with low inherent accuracies, like Cloak of Fear, which has a base 0.67 accuracy and will mess with the "miss series" in the same way.
ParagonWiki page on the Streakbreaker -
Demobot was saying the latest version on the Test server seems to have fixed the issue. That version has not made it to the Live servers yet.
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They added a sound effect when turning on Acrobatics to match the dodging animation (whuff - whuff).
Also corrected is the NPC chat using "Character Name" which was using the placeholder "Rescuer".
I also noticed that the machinery in the sewers (the rusted out wall machinery with the old panels, switches and dials) has a 'pump' sound coming from inside it. That may have been added previously as I usually don't hang around beside it for too long. -
A couple of my "Malaise Pants"-wearing characters will have to pass on power customization for at least one of their slots
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I can't think of any other characters I have that own parts that were definitely removed ( I did have one of the original suit jackets that didn't 'tear' along the back, but that character also lost his balding head so the costume had to be reworked entirely, or run around with a textureless head.)
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Quote:Yup, that's it. I love keeping the temp power as long as I can. It looks great as a hold during a monster battle, or an invasion. I even got it to show up on the Clockwork King during the Synapse TF once.Is it the http://paragonwiki.com/wiki/Genetic_Restabilizer ?
Having it as an optional effect for a Tesla cage, or the Invention set hold procs would be great too. -
Quote:The Live Patch notes seem to be missing the information.
Did I just imagine reading that toons that are downleveled while super-ex'd would retain access to 5 power levels beyond the level to which they are lowered? Or is it that these toons will have access to any powers that would have been granted within the next 5 levels, period?
Neither of these was mentioned in Avatea's release notes, so I was wondering if something had changed?
Here's the section from the Test server combined release notes:
Quote:Sidekicks/Exemplars
- Players exemplared for any reason (teaming, flashbacks, zone, arenas) will now be able to use powers gained up to 5 levels above the exemplar level.
- Example: A 20 exemplared to 1 will have their first 5 power choices instead of 2.
- Example: A 50 exemplared to 45 will have access to all their powers.
- Players exemplared for any reason (teaming, flashbacks, zone, arenas) will now be able to use powers gained up to 5 levels above the exemplar level.
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Arctic Air (controller/dominator) now shows the purple dot effect on confused enemies. Very nice to know who's on your side and who isn't.
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Hey, I noticed they fixed something that has been bugging me since Issue 3!
Spectral Knights now disappear on defeat, like Spectral Demons, rather than having the suit of armor hanging in space with their arms up in a screaming action. -
I'm not so worried about the stability patches, but there aren't even any patch notes for the Issue 16 release on the News page.
News - Patch Notes -
Quote:Yes, I think that's part of the effect of having the limbs having more freedom of movement. I notice it as well, especially when the body is on uneven ground.Twice now I've seen an odd thing I think is new. I think bodies are "twitching" while their lying on the ground after being defeated. I saw this in an arachnnos mission map and on the streets witha council that had just been beaten by 5th.
Anyone else?
Another new sound effect is when using the Holiday Cheer temporary power on another player you hear bells jingle now. -
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Quote:This is caused by the server shards (zones) having different Server times. They are all supposed to be on UT, but sometimes after maintenance you'll find some have reverted to the server's zone time (Eastern or Pacific time for example).That happened to me and mates once an hour in US servers, coincidentally we were given some Patrol XP, even being online, when all powers detoggled.
When you zone, the game thinks you've been offline for the time difference, detoggles your powers as if you've been offline for that amount of time and even gives Patrol XP.
When I notice it I send in a petition with the "technical issue" button checked, and include the server times of the 2 zones (use /servertime to get the values) so the GM's can adjust the server's clocks.
(Note, I use /petition to get the GM's attention, not a /bug as those go to the game developers.)
Edit: gah, that's what I get for not reading the entire thread . .but, +1 to UberGuy and I'll go get another vat of coffee to drink. -
It's a Robot Chicken episode:
Summary: America sends Harrison Ford and Aerosmith into space to take out an asteroid in "Meteorgeddon." -
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Rocket Boots on Huge character model have the rocket exhaust "inside" the boots so you only see a trail coming out of the sole.
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Quote:If you mean the first Respec Trial, it is for level 24-33.well i send you guys a bug report last night on my buy but i'll tell you here too.
I was on the first nerva SF when in the last mission i noticed that on my widow vengence and elude were able to be activated and i got those powers at 35 and 38.
SSK now allows you access to powers 5 levels above your exemplared level, so you have access to powers up to level 38 in that trial.
The Live Patch notes seem to be missing the information, but here's the section from the Test server combined release notes:
Quote:Sidekicks/Exemplars
- Players exemplared for any reason (teaming, flashbacks, zone, arenas) will now be able to use powers gained up to 5 levels above the exemplar level.
- Example: A 20 exemplared to 1 will have their first 5 power choices instead of 2.
- Example: A 50 exemplared to 45 will have access to all their powers.
- Players exemplared for any reason (teaming, flashbacks, zone, arenas) will now be able to use powers gained up to 5 levels above the exemplar level.
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Here's one a friend mentioned and I'm noticing now that I know about it. There seems to be more freedom of movement of the ragdoll physics on the human skeleton's arms and legs. I watched a defeated foe's arm swinging over a ledge, and watched an Arachnos Wolf Spider roll down a ramp with a lot more socket rotation to the arms and legs (they moved less rigidly).
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The colour of the boot determines the effect 'splash' on Piston boots, which is probably where the confusion came from.
As well, there is a bug since I16: on my huge character the jets of my Rocket Boots are "inside" the boot now, with only the faint trails coming out the bottom. -
Orbiting Death gets de-toggled when mezzed, as it should. I just confirmed this on Live but I don't know if it's a recent correction with I16.
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I noticed that there's a Status Icon now when Gaussian's Chance for Build up fires!
Also, while playing a Mayhem mission the water spray from a destroyed Fire Hydrant has a water gushing sound now too.
Thanks Devs!
Anyone else notice stuff not in the notes? (Well, other than the return of the Fifth Column to the streets.)