Was Fulcrum Shift awesome once?


 

Posted

Question for long-time Vets: Did they change the sound and visual effects for Fulcrum Shift at some point? I seem to remember someone mentioning that they did.

I ask because the sounds and visuals seem so out-of-whack with how powerful the buff actually is.

I can't SEE which members of my team are being buffed, the sound effect doesn't scale well with how many enemies are being affected...overall it just seems like some designer was out to lunch on the sounds and visuals for this freakishly powerful buff.


 

Posted

i dont believe thats how the sounds works, i know the sound is louder if your closer to the enemies being hit, and the more enemies hit make a louder sound. the sound and visuals are definitly noticeable on larger mobs


 

Posted

I don't believe the visual changed, but the sound did. Somewhere around Issue 7 or 8, I believe, the old sound, which was closer to the sound of Siphon Power, with a loud "Fwaap!" sound, was replaced with the jingly effect that we have now. That may have been a performance issue, as I recall stories of hangups when it was cast on a large group.


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Posted

Quote:
Originally Posted by Ms. Mesmer View Post
I don't believe the visual changed, but the sound did. Somewhere around Issue 7 or 8, I believe, the old sound, which was closer to the sound of Siphon Power, with a loud "Fwaap!" sound, was replaced with the jingly effect that we have now. That may have been a performance issue, as I recall stories of hangups when it was cast on a large group.
OK let's just swap FS with SP sounds then?

So *is* there a visual indicator of which of your teammates are in range to be boosted by FS? Enemies get the dark red swirls...

I haven't been able to pick it out on the large teams I almost always play on, with all the other powers going off.


 

Posted

As was said, the visual hasn't changed, but the sound used to be closer to a loud smacking sound. But at some point it started to cause a lot of problems. For many people, one of four things would tend to happen:

1) You went in to a sound loop crash

2) Your screen froze for a long time

3) Your screen froze for a long time, and then you crashed

4) It worked normal

This was all happening around the time that a lot of sounds were causing sound loop crashes, but Fulcrum Shift's was the worst offender.

A lot of people prefer the old sound, because they feel it sounded more "powerful" than the new sound, but I like the new sound a lot better. The old sound effect made it sound like every other power in the set, or pretty much like what it was: an AoE version of Siphon Power, which didn't seem that exciting to me when I first got it.

While the new sound doesn't really go well with the rest of the set, I like that it sounds more like what the power says it does: transfer energy from your opponent to you and your teammates. I wish they'd redo the whole set to fit a similar sound theme, while also beefing up the Fulcrum Shift one a little to sound more powerful than the rest of the set.

I also wish they'd redo the Dark powersets' sound effects. Those have always sounded goofy to me. Not to mention most of the graphics look like clumps of hair.


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Posted

When I read the title, I came in here with the intention of posting "Your use of the past tense confuses me." Then I realized you were talking about the FX of the power. You ruined my snarky reply!

That said, I've only been around for 2.5 years, so I don't think I predated the change. But honestly, I didn't even know it had a sound effect, and the visual was always so muted it was usually lost in the auras of my toggles. The effect I always went by was the Damage Buff in my Powers Window turning blue, and my damage numbers increasing by an order of magnitude.

And Head Splitter one-shotting +2 bosses.


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Posted

i wasnt here for the original sound effect either, but i like the current sound effect.

as for visuals, since i16 i guess it depends on the colors that the player has set, since some colors (like black/black) are ner invisible while other colors are much more noticeable.


 

Posted

I remember herding the entire eden trial room around the crystal titan (on my invul tanker) into one of the little holes around the room and having a kin fulcrum shift (fwaaaaap!). The buffs went across the screen, 3 people DC'd, and a blaster cried out in delight and ran in and nova'd.

Good memories :P


 

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Quote:
Originally Posted by Igor_The_Mad View Post
I remember herding the entire eden trial room around the crystal titan (on my invul tanker) into one of the little holes around the room and having a kin fulcrum shift (fwaaaaap!). The buffs went across the screen, 3 people DC'd, and a blaster cried out in delight and ran in and nova'd.

Good memories :P
Heck yeah, those were the days. If you got enough enemies with it, a fun little error message would pop up in-game. I forget exactly what it said, but it was an indicator that the game rolled over and died on you.


The original sound effect was very much like that of Siphon Power without the high-pitched bits.


 

Posted

Wow. Learn something new every day. I was around for the days when Fulcrum on a huge herd would crash people, but I had no idea it was because of a sound issue. I always just assumed it was gfx overload from so many targets or something.

t MrQuizzles, the error message is something like CoH has encountered an error and has to close, please describe what you were doing when it happened in order to help us solve the problem, or something like that. Unless you're being very cheatyface, you'll almost never see that message nowadays.


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Posted

The numbers of targets hit was a big issue. Many crashes, many many crashes.

Even with 16 targets its overbuff for anyone but a brute, hitting 100 or more was just crazy. Fun but crazy.



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Posted

The old Kinetics whip-crack sound was so much cooler. It used to make up for the underwhelming visuals with awesome sounds on Siphon Power and Fulcrum Shift... I just can't get into the set at all without it.


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Posted

Quote:
Originally Posted by Silas View Post
t MrQuizzles, the error message is something like CoH has encountered an error and has to close, please describe what you were doing when it happened in order to help us solve the problem, or something like that. Unless you're being very cheatyface, you'll almost never see that message nowadays.
I think it was more along the lines of:

"You just had over 100 (200?) effects go off at once. This is a bit excessive, just so you know."

I specifically remember the "This is excessive, just so you know" part being in there. I saw that error once, but that's because I had a demo of someone demonstrating it. I played it again much later, but the popup was gone.


 

Posted

Quote:
Originally Posted by RobertoLyon View Post
Question for long-time Vets: Did they change the sound and visual effects for Fulcrum Shift at some point? I seem to remember someone mentioning that they did.

I ask because the sounds and visuals seem so out-of-whack with how powerful the buff actually is.

I can't SEE which members of my team are being buffed, the sound effect doesn't scale well with how many enemies are being affected...overall it just seems like some designer was out to lunch on the sounds and visuals for this freakishly powerful buff.
The sound was different. Stronger sounding IMO, somehow... not sure how to explain it. I liked the old sound better. The vissuals have always been the same IIRC. (I've been a /Kin since day ONE, and had FS a few months into the game.) Granted, the FS buffs used to show up in your team buff window better then they do now. Now, i think you have to have all buffs showing to see FS buffs on your teammates... i think the game considers them inhearent buffs or something. That's a bit annoying as i normally have "hide" inhearent buffs on, so as to not have a mega line of buffs across the screen when i play.


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Posted

Quote:
Originally Posted by MrQuizzles View Post
Heck yeah, those were the days. If you got enough enemies with it, a fun little error message would pop up in-game. I forget exactly what it said, but it was an indicator that the game rolled over and died on you.


The original sound effect was very much like that of Siphon Power without the high-pitched bits.

I had that error happen often. Most often in the eden trial or when i'd indulge in dumpster diving teams. Which was usually kind of fun for me... I had an active roll of following the tanks, SBing them, FSing the herd, and laughing my head off when the blaster went nova...

IT was something like, graphic memery buffer overrun or some such error. *shrug* In Eden trails with a solid tank, i could crash 2 or 3 people on the bottom map EASY.

I still recall the one time a blaster had to of nova'd like, 200 of them crystals, and we got a retalitory strike from like, 400 underlings... that nearly killed me and him, until the tank cleaned house with one footstomp... I have to admit, argo limits are prolly a good thing for game balance, but watching 200 mobs go up in smoke at once, and nearly twice as many underlings explode after one footstomp... ah the memorys. heh.


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Posted

Quote:
Originally Posted by Sarrate View Post
I think it was more along the lines of:

"You just had over 100 (200?) effects go off at once. This is a bit excessive, just so you know."
... if this is true, that is my new favorite error message.


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Posted

Quote:
Originally Posted by Kelenar View Post
The old Kinetics whip-crack sound was so much cooler. It used to make up for the underwhelming visuals with awesome sounds on Siphon Power and Fulcrum Shift... I just can't get into the set at all without it.

Like others have said already but yes the sound has been changed unfortunately. I never crashed when my main (Kin/Rad Def) used FS...sure I might have lagged for one or two seconds if there were lots of mobs when I FS'ed but never crashed (never saw an error message either).

I really loved that 'fwaap' sound effect when FS was used on a large group of mobs. Good times, good times.

The sound now is okay but *shrugs*


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Posted

Quote:
Originally Posted by Catwhoorg View Post
The numbers of targets hit was a big issue. Many crashes, many many crashes.

Even with 16 targets its overbuff for anyone but a brute, hitting 100 or more was just crazy. Fun but crazy.
We used to herd all of monkey island in PI to get teams the badge (when it was 10k monkeys), and crashed the server repeatedly on several occasions with FS on literallly hundreds of monkeys at once, followed by nukes.

But not much in the game is more fun then watching our invincible pre-I5 invuln/em tank die to monkey farts because of so much lag following a herd/nuking.

The guy could go afk in the middle of 20 giant monsters and live, but a couple hundred whiffs of monkeybutt can take anyone out.


 

Posted

Quote:
Originally Posted by Kelenar View Post
The old Kinetics whip-crack sound was so much cooler. It used to make up for the underwhelming visuals with awesome sounds on Siphon Power and Fulcrum Shift... I just can't get into the set at all without it.
I think pretty much everyone who heard it the old way would agree it was a lot more impressive. It was a nearly tactile event when you hit a ton of enemies with FS, the sound effect was so intense. But once it was identified as the villain causing so many crashes, folks understood it needed to be changed. Still, I'd love a somewhat more intense sound effect than the underwhelming one we now have.


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Posted

Quote:
Originally Posted by Roderick View Post
When I read the title, I came in here with the intention of posting "Your use of the past tense confuses me." Then I realized you were talking about the FX of the power. You ruined my snarky reply!
Fulcrum Shift used to be so powerful, it sucked the electrons out of your COMPUTER! It's been nerfed!


 

Posted

I've always missed the old "Crack of Doom" of Fulcrum Shift... the new dingle bells don't even come close. The original FS sound was very similar to lightning clap or lightning storm from the Storm set... it was MUCH more impressive. I have to say that I truly DESPISE the new fulcrum sound. Let's see, CRACK! of Doom or dingle dingle dingle... hmm, I wonder which is more impressive and in keeping with one of the single most powerful buffs in the game?

I never heard of lag issues from the sound effect before... it was all the visual effects and applying all the buffs that tended to lag in the old days. As far as I can tell all they did was replace one .wav file with another.


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Posted

Quote:
Originally Posted by Call Me Awesome View Post
I've always missed the old "Crack of Doom" of Fulcrum Shift... the new dingle bells don't even come close. The original FS sound was very similar to lightning clap or lightning storm from the Storm set... it was MUCH more impressive. I have to say that I truly DESPISE the new fulcrum sound. Let's see, CRACK! of Doom or dingle dingle dingle... hmm, I wonder which is more impressive and in keeping with one of the single most powerful buffs in the game?
Haha, well said.

Quote:
I never heard of lag issues from the sound effect before... it was all the visual effects and applying all the buffs that tended to lag in the old days. As far as I can tell all they did was replace one .wav file with another.
I think what they did was associate the new dingle dingle dingle sound only with the caster so it only plays once. One reason why the old sound was so intense and awesome was that every affected target triggered the sound, so 12 enemies hit equaled 12 copies of the sound f/x played.


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Posted

Quote:
Originally Posted by Jade_Dragon View Post
Fulcrum Shift used to be so powerful, it sucked the electrons out of your COMPUTER! It's been nerfed!

That made me laugh out loud with my mouth full of apple. Good thing I'm not Snow White!

I sound-loop crashed just last night running my kin and got the "please explain what you were doing" popup. I couldn't remember exactly which power I had set off, so all I could say was "running buffs with my kin"... sounds kinda kinky now that I look at it.


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