Returning Player Questions: Contagious Confusion and anti-hover powers


Aggelakis

 

Posted

After a particularly grueling project at work, I'm finally getting some free time occasionally to do some gaming after about a year of being away. I'm curious of the status of two bugs (or "bug-like" issues, depending on the viewpoint I guess) that was affecting my two favorite chars:

- Contagious Confusion proc was occasionally causing allied pets and NPC to become confused.
- Some powers just didn't work if you were off the ground (even if you happened to try to activate them while stepping off a 6 inch curb or running up to an enemy in a rocky cave or the rough floor of a crumbling building). For me, Lightning Rod was the most annoying of these, being a tier 9 power. Has this been looked into, at least to prevent the "you're 1/4inch off the ground for a 10th of a second, so your powers suddenly don't work" issue?

Really looking forward to blowing off some steam. Too many long weeks over the last year.


CoH has been unique in the sea of cloned MMOs.There are years of possibilities still
in such a well designed, well supported and well loved game.Shutting it down now doesn't
make sense on any level except, perhaps, on some spreadsheet�s bottom line. I do not
consider this an act of a company that has the interests of its customers at heart.This
calls into question why I would want to be part of any further ventures involving NCSoft.

 

Posted

Quote:
Originally Posted by Lightbender View Post
- Some powers just didn't work if you were off the ground (even if you happened to try to activate them while stepping off a 6 inch curb or running up to an enemy in a rocky cave or the rough floor of a crumbling building). For me, Lightning Rod was the most annoying of these, being a tier 9 power. Has this been looked into, at least to prevent the "you're 1/4inch off the ground for a 10th of a second, so your powers suddenly don't work" issue?
I'm fairly certain those are mostly Working As Intended by and large (always possible some were an oversight). A humorous thing about Lighting Rod is you can point your destination into the AIR! And most toggles that require you to be on the ground to activate let you later on jump/fly (except for a couple that also do -fly, -jump... Rooted?).


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

I recall that there were a bunch of summoning powers (which, if I recall correctly, LR technically is) that don't work off the ground. LR was the only one to get a "retro-fitted" explanation as to why it doesn't work. Apparently, it made more sense to someone that a lightning bolt jump from the ground to a another point on the ground (or terminating and exploding in mid-air, as you pointed out) than have it strike between a point in the air (like a cloud or a supercharged character) and devastating a point on the ground. They also didn't bother explaining all those other lightning-based powers that worked just fine off the ground (like, um, Lightning Bolt, heh).

Anywho, unfortunately that horse rotted long ago I think. Just curious if they fixed all these powers as, I recall, they fixed shield charge. It would be nice for those of us who like to use our powers without random restrictions.


CoH has been unique in the sea of cloned MMOs.There are years of possibilities still
in such a well designed, well supported and well loved game.Shutting it down now doesn't
make sense on any level except, perhaps, on some spreadsheet�s bottom line. I do not
consider this an act of a company that has the interests of its customers at heart.This
calls into question why I would want to be part of any further ventures involving NCSoft.

 

Posted

Technically, the bolt hits you first and you ride it to the end point (usually right where I already am for me)

I'm not entirely sure how that would work, since a lightning bolt is pretty much done by the time it hits the ground, but this IS a game where people can fly and throw fire with no apparent explanation at all. At least they made an attempt at explaining it, rather than just saying "That's just how it works, stop asking questions"

Personally I think the REAL reason is because they never got around to making a flying animation for the power. Every power in the game has at least 6 different animations (Male, Female, Huge, and standing and flying versions of all 3) If they didn't make a flying animation, no one can use it in the air.


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Ice controllers/dominators celebrate! The contagious confusion proc bug has been fixed for a few issues now!


 

Posted

Quote:
Originally Posted by Frost View Post
Ice controllers/dominators celebrate! The contagious confusion proc bug has been fixed for a few issues now!
W00T! Very glad to hear this!

Disappointed in the Lightning Rod/summoning power issue, but didn't figure it would get fixed. I guess a retrofitted, tenuous excuse is easier than actually fixing the problem.


CoH has been unique in the sea of cloned MMOs.There are years of possibilities still
in such a well designed, well supported and well loved game.Shutting it down now doesn't
make sense on any level except, perhaps, on some spreadsheet�s bottom line. I do not
consider this an act of a company that has the interests of its customers at heart.This
calls into question why I would want to be part of any further ventures involving NCSoft.

 

Posted

Lightning Rod is designed to only work on the Ground. The Idea is your are the Lightning Rod(and thus must touch ground) then you ride the lightning towards the target area.

I do find it annoying as hell it won't trigger from the air, but it's by design.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

I have an elec/fire brute who is level 45 or 46 (I forget :blush and I have a couple binds so that he can Lightning Rod even though he's in perma-hover.

/bind J "+$$powexectoggleoff Hover$$powexecname Lightning Rod"
/bind h "powexectoggleon Hover"
Pushing down J toggles Hover off, releasing J queues up LR. I put the little reticle where I want it to go, and click my mouse. Then I tap H to go back to hovering. It makes him soooo much better to play.


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Posted

Quote:
Originally Posted by Aggelakis View Post
/bind J "+$$powexectoggleoff Hover$$powexecname Lightning Rod"
/bind J "powexectoggleoff Hover$$powexecname Lightning Rod"

Would work just as well, making both fire off the keypress, rather than making one wait for the key release.

The "+$$" is only necessary when activating two powers with one key press/release. Since you're deactivating a power, there is no power queue generated.


@Roderick

 

Posted

Could be even more efficient using the shift+click set-up for teleport/reticle target powers:

Code:
/bind shift+lbutton "powexectoggleoff Hover$$powexecname Lightning Rod"
That way your mouse-click is also your reticle targetting, speeding up the process considerably.

...in fact (someone else will have to finish this one though as I don't use up/down key state binds myself) I reckon you could probably take that one stage further and have the same bind reactivate (or queue) hover after releasing the left-button (so after lightning rod has activated); all on the same "key press".


 

Posted

Quote:
Originally Posted by Avernal View Post
Could be even more efficient using the shift+click set-up for teleport/reticle target powers:

Code:
/bind shift+lbutton "powexectoggleoff Hover$$powexecname Lightning Rod"
That way your mouse-click is also your reticle targetting, speeding up the process considerably.

...in fact (someone else will have to finish this one though as I don't use up/down key state binds myself) I reckon you could probably take that one stage further and have the same bind reactivate (or queue) hover after releasing the left-button (so after lightning rod has activated); all on the same "key press".
I'm not good with the fancy binds either, but what you'd want to do is set your shift key to turn Hover off on keypress, turn Hover on on key release, and cast Lightning Rod on shift click. End result would be:

Press Shift - Hover turns off, player falls to ground.
Click - Lightning Rod
Release Shift - Hover queues up, turning on once LR finishes.

If you turned off Hover and activated LR with the same keypress, LR wouldn't fire if you were more than a foot or two off the ground, because you'd be too high when it fired, and "must be near ground" powers don't queue up when you're off the ground.


@Roderick

 

Posted

Roderick, SHIFT is a chord key, I don't think you can bind it as a trigger (i.e. /bind SHIFT "<command>" won't work) because it interferes with using it as a chord.


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Posted

Quote:
Originally Posted by Eislor View Post
Roderick, SHIFT is a chord key, I don't think you can bind it as a trigger (i.e. /bind SHIFT "<command>" won't work) because it interferes with using it as a chord.
Yes you can. You can use all the chord keys on their own, as well as use them both individually and as part of a combination at the same time (I just double checked this in game to be sure).


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

Theoretically then:

Code:
/bind LSHIFT "+$$powexecname Hover"
/bind LSHIFT+LBUTTON "powexecname Lightning Rod"
Should do it. I did consider:

Code:
/bind LSHIFT "+$$powexectoggleon Hover$$powexectoggleoff Hover"
as well but since the +$$ essentially runs the bind twice the first way I've written it should be a shorter version of the same effect. You'd have to bear in mind that it'll just toggle whatever hover's current state is, so if you were to use Lightning Rod whilst Hover *was not* active it would activate Hover during the bind then switch it off at the end; that may interrupt Lightning Rod but I don't have a character readily set up to test. If it is the case then the second version I've listed should solve the problem.