Official Thread: Miscellaneous Issue 8 Talk


Adam7

 

Posted

I think you're right. Which leads to my next question, did that blurb mean that they added a few change points between 25 and 50, or has it always been like this? So why the blurb? Am I going insane?


 

Posted

It used to be you could change your title only twice: at level 15 and level 25 (or once, after each of those levels). Now it's also level 35, 45, and as many times as you want at 50.


 

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My favorite I8 feature: The "Story Arc" icon next to your contact name.

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Now they just need to add a second tab to the contacts bar where all the contacts that are dead can be shuffled off into.


 

Posted

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It's been mentioned before, but since it's Live, I'll mentioned it again...

There's a bunch of graphics that are invisible. The Skulls Dyne Lab, Hellion lair (with puzzleboxes), Portal Lab (with portals in various stages of construction), and other maps that have unique decorations in them. All of these objects are invisible. We can run into them, stand on them, and get line of sight errors from them, but we just can't see them.

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True. I did that Tsoo job in the teens where you have to beat them up and steal all their crates of 'magic ink' when we kept running into stuff we couldn't see - took a bit but me and a friend realized that all that unique tsoo decor was completely invisible - still there though. Which was odd.


 

Posted

I understand the need for a delay between costume changes, but 30 seconds is a bit egregious.

Is there any chance this 30 second window can be reduced? I'm sure if it were set to something like 5 or 10 seconds, it would still satisfy the concerns of quickfire rapid-succession costume changes, and would make some of us a lot happier.

... especially those of us that now have wings and would like to automatically toggle wings off/on when flying or not.


Co-Founder of W.I.C.K.E.D., a top 5 VG on Justice (inactive)
Lily Stormcrow: 50 Storm/Dark Defender
Elizabeth Spectre: 50 Grav/Psi Dominator
Lady Viridian: 50 Rad/Rad Corruptor

�Yet call not this long life; but think that I am, by being dead, immortal; can ghosts die?�

- John Donne

 

Posted

I want to specifically say that I do not like the change in Jump Kick from knockback to knockup. While I can understand meleers not wanting to use the power when it knocks foes back, the solution to me would be to change Jump Kick to Knock DOWN, with Knock BACK when slotted, just like the changes that were made to Melee powers.

Why Jump Kick was changed to Knock UP, with slotting increasing the height of the knock up, I don't know. Air Superiority is already the knockdown power of choice, and thus for damage mitigation, keeping foes off their feet, Air Superiority is still the best choice. I used Jump Kick on my Blaster to knock foes out of melee, as that was the one thing Jump Kick had that Air Superiority didn't. So rather than giving me a reason to pick Jump Kick, I might as well now pick Air Superiority and at least have a 100% chance of knockdown.


 

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My favorite I8 feature: The "Story Arc" icon next to your contact name.

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That and working tram doors. The little things in life.


"If you're going through hell, keep going."
Winston Churchill

 

Posted

Ok, I'm not sure if I just missed it or if it's not there but when I checked the I8 notes i didn't see any reference to the changes that were suppose to be in the flying catagory. I mean i've been waiting patiently all this time to see the new flight poses for my character only to log on with my vet rewards and see the same old lame hands at the side pose. I hit the space bar hoping to change his flight position but nothing happened. I'm one of those who really looked forward to changes in the flight patterns, what happened.


 

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Ok, I'm not sure if I just missed it or if it's not there but when I checked the I8 notes i didn't see any reference to the changes that were suppose to be in the flying catagory. I mean i've been waiting patiently all this time to see the new flight poses for my character only to log on with my vet rewards and see the same old lame hands at the side pose. I hit the space bar hoping to change his flight position but nothing happened. I'm one of those who really looked forward to changes in the flight patterns, what happened.

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Too many complaints with being forced to go into a random flight pose, and some people wanted to keep the old flight pose. The devs withdrew the poses temporarily until they can allow us to choose which pose we want. The fix should be coming before long.


 

Posted

I would like to repeat the Invisible Graphics Effects complaint. The entire Frostfire mission, all of the ice is invisible. It actually resulted in at least 4 deaths amongst teammates as you couldn't tell what you were stuck on, or why, all of a sudden, you would start sliding into mobs.

I'm familiar enough with the Frostfire mission that I only died once do to the invisible graphics but new players will be in a world of hurt.


 

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I noticed when placing salvage into base storage, that the Halloween event salvage no longer has their unique graphic. Text is still the same.

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Yeah! It seemed to me that all the event salvage was gone, even. I guess it was just just under a different graphic.

Also: It is me, or has regular salvage been dropping much more often in I8?

Discuss.


Protector:
Hololad - Mutant Ill/Kin Controller
Stormy Satyr - Grav/Storm Controller
Lt. MacReady - AR/Dev Blaster
Holobad - Mind/Psi Dominator

 

Posted

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I want to specifically say that I do not like the change in Jump Kick from knockback to knockup. While I can understand meleers not wanting to use the power when it knocks foes back, the solution to me would be to change Jump Kick to Knock DOWN, with Knock BACK when slotted, just like the changes that were made to Melee powers.

Why Jump Kick was changed to Knock UP, with slotting increasing the height of the knock up, I don't know. Air Superiority is already the knockdown power of choice, and thus for damage mitigation, keeping foes off their feet, Air Superiority is still the best choice. I used Jump Kick on my Blaster to knock foes out of melee, as that was the one thing Jump Kick had that Air Superiority didn't. So rather than giving me a reason to pick Jump Kick, I might as well now pick Air Superiority and at least have a 100% chance of knockdown.

[/ QUOTE ]Some of the comments i've read suggest that slotting Knockup powers with Knockback Enhancements now has no effect, that the enemies don't go any higher or take longer to get back up.


Dr. Todt's theme.
i make stuff...

 

Posted

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Some of the comments i've read suggest that slotting Knockup powers with Knockback Enhancements now has no effect, that the enemies don't go any higher or take longer to get back up.

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Unfortunately, that sounds sensible, within limits. Ragdoll graphics have pretty much taken over where the duration of enemies' attempts to get up is concerned. And the matter of KD/U changing to KB is apparently a question of Knock* Magnitude, which Enhancements don't change.

(There's actually an idea in here: Allowing people to slot for Knock* Magnitude instead of range and then tying range into Magnitude. That'd allow people to pick and choose whether their KD/U powers should do KB instead. Though there's gonna be an awkward level where you can KD/U resistant enemies but KB everybody else. That'd however make for a fair tradeoff for the flexibility, IMO.)


"If you're going through hell, keep going."
Winston Churchill

 

Posted

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Some of the comments i've read suggest that slotting Knockup powers with Knockback Enhancements now has no effect, that the enemies don't go any higher or take longer to get back up.

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Unfortunately, that sounds sensible, within limits. Ragdoll graphics have pretty much taken over where the duration of enemies' attempts to get up is concerned. And the matter of KD/U changing to KB is apparently a question of Knock* Magnitude, which Enhancements don't change.

(There's actually an idea in here: Allowing people to slot for Knock* Magnitude instead of range and then tying range into Magnitude. That'd allow people to pick and choose whether their KD/U powers should do KB instead. Though there's gonna be an awkward level where you can KD/U resistant enemies but KB everybody else. That'd however make for a fair tradeoff for the flexibility, IMO.)

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If that's the case currently, then the Devs should consider removing the option to slot enhancers that have no useful effect. They did it for Def enhancers in Ice Armor's power that gave 1% defense before slotting, so if KB enhancers do nothing for KU powers then those should be removed as an option as well.


Dr. Todt's theme.
i make stuff...

 

Posted

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Some of the comments i've read suggest that slotting Knockup powers with Knockback Enhancements now has no effect, that the enemies don't go any higher or take longer to get back up.

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Well, I can understand slotting powers such as Levitate or Lift with Knockback Enhancers, as they are partially control powers to start with, and have a high value for the Knock Up height. So slotting them would have an effect, minor, perhaps, but no more minor than slotting Def on CJ or the 4-6th SO of the same type.

I'm not sure why the devs would think slotting Jump Kick for greater Knock Up distance would serve a useful purpose, however. Air Superiority still keeps a foe knocked down 80% longer, just because it is sure to knock down, and Jump Kick is only 20%. So the duration of the effect would have to be extended a LOT by Enhancements, and I didn't see that in my testing.

In short, I don't think Knock Up is a problem, I just don't think that it's a useful effect for Jump Kick specifically. OTOH, if slotting Knock Up with Knockback caused the foe to fly away from you at an arc, I suppose that would be cool, too.


 

Posted

Good work all! Baring some very small glitches (like inability to change interior trench tail colors), this was a very smooth release.

Loving the new PPD missions and the arena at D is a long over due treat.

LOVE the pushed up blast googles - it added the perfect finishing touches to one of my toons.

Gonna hop back in a play now.

Thanks Devs!


 

Posted

Is it now possible to visit your team leader's SG base?


 

Posted

One item here which I noticed last night. To whit, I have a lvl 18 Fire/Dark Brute, with 3 slotted defenses in the Dark Embrace power with even level DOs. Before last night, I could solo single oranges or multiple yellows without much trouble. However, after the I8 release, I was on a Snake Killing mission, and the lt. snakes (Mamba Blades I think) were orange to me, and just cut me to pieces. With the power on they were doing about 60 a pop per strike plus about 6/tick on their poison dots, and with the power off it was about 33% higher (like 90 and 9). So the math works out. But I'm wondering if either-
a) I haven't fought LT snakes at Orange and they're just extremely tough.
b) They got buffed inadvertently in the release.


Anyone run into something similar?

Thanks.

Chaug, Virtue Server, 18 F/D Brute.


 

Posted

The contacts list needs VERY serious cleaning up, organization-wise. My high level characters now have their useful contacts (ie the content) buried under six to eight police contacts that I will never and can never do anything with. It's a pointless annoyance.


 

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The contacts list needs VERY serious cleaning up, organization-wise.

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Amen.
If the list would at least sort itself by level range, the new police contacts would all get burried with the other contacts I no longer need. and the higher-level ones I pick up early by sidekicking would not be lost when I try to find them later on.
A more advanced solution would be to create a contact tab for each level range. Some people have suggested tabs for the Detectives, I would prefer levels unless you could go all out and break apart: each of the Origins, Detectives, PVP-zone, and each unique zone (Hollows, Faultline, etc).


 

Posted

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The contacts list needs VERY serious cleaning up, organization-wise.

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Amen.
If the list would at least sort itself by level range, the new police contacts would all get burried with the other contacts I no longer need. and the higher-level ones I pick up early by sidekicking would not be lost when I try to find them later on.
A more advanced solution would be to create a contact tab for each level range. Some people have suggested tabs for the Detectives, I would prefer levels unless you could go all out and break apart: each of the Origins, Detectives, PVP-zone, and each unique zone (Hollows, Faultline, etc).

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Just sorting the ruddy things by level alone would be a TREMENDOUS improvement.


 

Posted

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If that's the case currently, then the Devs should consider removing the option to slot enhancers that have no useful effect. They did it for Def enhancers in Ice Armor's power that gave 1% defense before slotting, so if KB enhancers do nothing for KU powers then those should be removed as an option as well.

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Yeah, I gotta agree here. Quite a few powers take enhancements that basically do jack. For example, you can slot recharge enhancements into toggles, even though 95% of toggles recharge after one or two seconds.

And, as far as knock* goes, I'd much rather slot to increase the CHANCE of it happening!


 

Posted

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And, as far as knock* goes, I'd much rather slot to increase the CHANCE of it happening!

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Agreed, although that may be part of the Invention system. (If you can slot an attack to add a chance of disorient, for instance, what if the attack already HAS disorient? It's possible that will allow you to increase the chance)

And I gotta add that I don't really mind Enhancements that don't do jack, as long as they aren't CONFUSING about what they do. Recharge was removed from MM Henchmen, for instance, because the player might be confused over whether it meant recharge on summoning the henchman, or recharge of the henchman's attacks.

Even if an effect is really, really low, there might be some players who would want to slot it. Unless there was some reason they might not REALIZE that the slotting would be particularly weak.


 

Posted

Is there any way to disable the tooltip pop-ups listing all the info and the enhancement boosts? Most of that key info is already in the bottom-right corner. If I wanted to know what to slot in a power, that's where I look. Tooltips are usually small, helpful blurbs... not an entry out of a user's manual.

What I'm looking for is the little option to "disable" only these Enhancements tooltips (not all tooltips), similar to being able to "disable" the placement prompts, the deletion prompts, etc.

-- Lady T


I don't have an alt problem. I like trying new things.

VirtueVerseCity Info TrackerParagonWiki

 

Posted

Odd, I love that they put all of that enhancement information in the tool tip window. I'm counting that as one of the huge plusses of I8. Just goes to show that different people like different things I guess.


But it's MY sadistic mechanical monster and I'm here to make sure it knows it. - Girl Genius

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