Change to Illusion's Blind, or is it just me?
Haven't noticed, but I am wondering why this entirely innocuous change warranted a Thumbs Down thread icon?
Haven't noticed, but I am wondering why this entirely innocuous change warranted a Thumbs Down thread icon?
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Yep, I changed it to the question mark. But it didn't seem to change on the thread. Doh!
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Now that you mention it, yeah. I brought my ill/rad out to play the other day and observed what you're talking about. Didn't think much of it, except to say "hmmm, that seems new".
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It is new and started with i16. I haven't decided if I want to /bug it yet.
Speaking of Blind, though, has anyone else noticed a small green glow coming from the target when it hits, as if I had hit the foe with Accelerate Metabolism instead?
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From what I can tell, the double sound is intended.
Sound emitter A is placed where your character stands while they use the power
Sound emitter B is centered on the target when the power is applied
Not 100% sure, I have to test this a bit more, but I think it's a good idea since you will hear when someone on your team is using powers on mobs close to you as a meleer with your team mates standing back.
I had noticed it too. I just figured with mission door pointers in bricks showing up in the middle of the street and Freak feet hanging through the overhang of the AE building, it was one more bug that needed to be fixed.
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I too noticed it and thought it was a bug....
If it is intended, it's rather odd if you ask me...
A couple of issues ago, a change was made to Char . . . most of us though it was a bug until a redname posted that it was intentional. Now you see a cinder fly to the target, and it seems to take a little bit of time to get there.
I'm thinking that this might be intentional. Blind has that unique second effect of sleeping foes immediately close to the target. Maybe this change was intended to show that effect, by having a "bang" and glow at the target to show that the sleep has been spawned.
Still, if that is true, then it is kind of odd that it hasn't been mentioned . . . especially since there was confusion on the boards when the change to Char happened.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I've noticed things with the sounds of entirely unrelated powers that might stem from the same sort of change. Scrapper Martial Arts has a PBAoE, Dragon's Tail, that I believe (I could be wrong, but I thikn the following is true) used to make a distinctive noise when an enemy was struck by the kick, but NOT when it hit no one.
Now it makes the "struck something" noise automatically whenever you use it, even if no enemy is in the radius, and makes the same noise a second time if one or more enemies are struck.
This used to be a cool way to find out if there was someone behind you in melee without turning the camera, which is why I am aware of the sounds -- just tap the Dragon's Tail key and, if you hear the noise, turn and pound on the knocked-down foe(s).
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Yeah, I've noticed the double "zap" with Blind as well. I'm guessing it is a bug, or a sound effect that was previously blocked from playing being fixed, and it's just too loud or too much like the firing sound. I know there were quite a few graphic bugs associated with Power Customization, though, such as Tanker punches leaving a flash on every single foe hit by Gauntlet, even when the damage is single target. I'm guessing this is the same thing.
I actually kind of like it because it lets you know when you can cast Spectral Wounds and get containment. If you don't pause a second between Blind and SW, you won't get containment on that SW unless the mob was already contained. You get this effect on some other powersets as well. It takes a second or so for the containing power to actually register the mob as contained for some reason on some powers, Blind being one.
I pulled out an old Ill/Rad, level 39, to move her to a different day job, when I decided to do a couple of solo missions. This is the character I made when I was working on my guide, so I don't pull her out much. I haven't pulled out my main Ill/Rad since I-16 came out other than to color some of his powers.
I noticed when I used Blind, that there were two sounds instead of just one. Blind used to have just one "bang," but now it seems to have two. It wasn't just a fluke, as it happened every time. Then I notice that the first "bang" is when my eyes flashed, and the second one is when the eyes of the target flashed.
But when I tested it out on a lowbie foe, who was killed in one shot, there was only one "bang."
It makes me wonder of the devs didn't make it so that the "pet" that spawns at the head of the foe target to cause the rare sleep to any foes very near by might have had an added "bang." But maybe the pet doesn't spawn if the foe is defeated.
Has anyone else noticed this on Illusion Controllers? I wonder if this is kind of similar to that change for Fire Control's Char, where now the cinder goes a lot slower. I wonder if this will affect the power in some way?
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control