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Quote:Their EULA/Terms of Service forbid players from revealing their login information, in whole or in part.I'm going to guess that they have the right to do it in the EULA.
With the switch over to Battle.net accounts for login, your login is the email address connected to the account.
To connect to someone using RealID, you must give them the email address connected to the account.
Therefore, using RealID is a violation of the Terms of Service. -
Quote:Temporary Powers do not function in Crab or Squid form.Unless I've missed something, It seems that the new Secondary Mutation power in the Mutant Booster set is not carrying over to kheldian forms. I tried this a few times in both nova and dwarf form. Each time the power icon disappeared upon entering either of the forms and the reappeared when returning to human form. I hope this is not working as intended.
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Quote:Weren't you a Wizard in EQ? I remember you from Graffe's Wizards forums, in any case.I've been playing MMOs fairly consistently for over the past decade. This is the first one I've ever played where people complain about getting buffed. Heck, when I played EverQuest, I had people go out of their way to track me down so I could give them a certain buff.
People saying, "This choice should be something in the options menu" I neither agree nor disagree on this. That's for the UI team to decide, not me. In any case, that particular task is not one that I can undertake, so telling me doesn't really help beyond my passing it along to the powers that be. -
This is a situation I cannot win with. I removed the prompt; people complained until I was told to put it back. Now it's back, a completely different set of people get to complain.
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Quote:You'll need 7pts plus the base of their class; 2 for lts, 3 for bosses -- I couldn't remember if difficulty sliders changed their class or not, so I erred on the side of "boss level" for purposes of the post.That's definitely a huge improvement.
It's still going to be somewhat hard to Hold them though.
Assuming you mean that you set their Resistance power to give Mag 10 Hold protection, you're still going to need to stack Mag 13 Hold on a target with 50% Hold Resistance in order to hold them.
While that's definitely doable on a Controller/Dominator, not all Controllers/Dominators will be able to do it, and other ATs will have a hard time doing it. So, it's still going to require some significant Hold power on the team to be able to do it (not sure if that's good or bad). -
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They still can. They have several powers that are shut down by being held, including one which grants them massive Resistance and Regeneration. Their PBAoE Heal, though, ignores holds (and will continue to do so.)
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Quote:The process was more like this:1) Make a note of this as something to be examined later, once the game is stabilized a bit more
2) Ram it in there with (seemingly) no regard to actual gameplay
Get bug report: GreenMito is broken
Look at it and see it is broken because it's powers are going off even when held.
Look at hold protection, realize it is perma-holding itself.
Fix that to match original design doc.
Fix Cast Despite Being Held issue.
Test that it uses powers when not held
Test that it stops using powers when held
Check in changes. -
Quote:The toggle did not shut down their protections when you held them? That doesn't match my observations. Odd. I'll check that today.You might also want to take a look at regular npc critters with mez protection toggles, specifically Calibans and Gardvords of the Trolls (these are the only ones I've noticed so far). Once they activated their toggle I was unable to mez them.. even after stacking successful holds. To me.. that is unacceptable on a Lieutenant rank critter, 3 successful hits with my hold and he was still beating the crap out of my buddy..
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Quote:I don't disagree."Fixing" a "mistake" without actually testing the "fix"?
If you're gonna fix something, then fix it right.
Fixing something halfass, and saying "oh, I'll fix it again later" is just ...
Bad form, Castle.
Bad form.
I'll be reducing the Green Mito Protection to 15 later this afternoon...no idea how long it'll take to get to the servers, but there it is. -
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Perhaps. Probably, in fact. I made it match the original design. If needed (and judging by reactions, it probably is) I'll drop the protection some in a future update. It will never be as easy as it was when the green mito's perma-held themselves though.
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Quote:I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.A few of the guys I team with a lot on Defiant have just tested the LGTF and were still unable to kill Hami as the greens were still over healing. Not sure if anyone else has had the same problems or tried it out yet. We the LGTF on a regular basis and have never had any trouble before so seems to be a problem still.
EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable. -
Quote:Don't mean to hijack the thread, but...*edit*
Ugh... Stupid forum software! Why does it keep taking me pages and pages back, insisting that a post I read two days ago is the newest unread post in the thread? It marks posts THAT I MADE as unread, and I'm pretty sure I read what I write! Argh!
I'd rather that than what it does to me: Mark's EVERYTHING read when I log in...about 30% of the time. Nothing more fun than coming in on a Monday morning and seeing "No New Posts" since I left Friday night, despite seeing right there on the front page post dates of that day.
I'm assured by our crack web team that this is caused by the highly unusual browser set up I use -- Firefox with NoScript and AdBlockPlus. -
Every time the topic comes up internally, I bring up the Blood of the Black Stream. I like the concept, I like the backstory, I like the powers...no one seems to like the amount of TIME they'd take, though. Coralax are totally 'meh' to me...unless we ever get that Underwater Zone that's been talked about.
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Known issue; a fix is in the pipeline.
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That was actually a simple bug fix. They were supposed to be buffing one another all along, but due to a last minute change in timing, the buff wasn't applying properly.
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Quote:The "above poster" would be the one who found the error thanks to reports from "the clients", rather than the one who created the error. Or, are you saying it is accounting policy to fire the auditors for finding mistakes?Thank goodness this is a video game. If it were an accouting firm or another business where calculations meant something the quoted poster would be out of a job.
And having forum posters catch these mistakes instead of double or triple checkin your work speaks bad about again quoted poster -
Gosh, I dunno, maybe that's why I said it was a bigger project than I could look into at the moment? I'm well aware there are a vast number of variables that go into performance, and that this particular case is rather "edge case" in the first place. Do I think there is a real problem with Dark Melee? No, not really. There *could* be, there is at least some "evidence" of it, but without deconstructing what's going on, I don't know. That evidence is NOT the fact that under certain circumstances, it can generate 300 dps, it *is* the fact that it can generate roughly the same DPS as Fire Melee, which is meant to have higher DPS than other sets since it has less soft-control.
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Quote:You're right. I did use .85 instead of .8 for the math. I always think of tankers having a .85 mod for some reason. I've been making that same mistake for years. Thankfully, the game applies the mods instead of me having to pre-calculate things, so it's not as bad as it COULD be.Castle, are those numbers right? If I'm doing the math right, those numbers should be:
Tankers 3' scale 1.92, 20' 1.36
Tanker 20' scale 2.56
Your numbers seem to put Tankers at an AT mod of ~0.85 instead of their current 0.8.
FWIW, nothing is going to be done about this for now. It's too big and widespread of an issue for me to unilaterally decide on how to approach it. I'll give folks a heads up on what is decided as soon as I know. -
Quote:Good catch. I was looking at the original power, as I designed it, rather than the reworked version that was done later. For scrappers, it is scale 3.6 on the Minion_Pet table, which is a far cry from the scale 1.4 on the Minion_Pet table I originally designed for it. I vaguely remember someone (Synapse? Sunstorm? I'd have to dig into check in notes to see) asking me if they could update it to include AT Mods in the damage scales and saying yes.Huh? That doesn't sound right, but I don't have access to my numbers at the moment. I could have sworn Shield Charge for scrappers was *way* higher than that. I think it should be (normalized to Scrappers since it does pet damage) about 3.2 scale (i.e. 200 points of base damage at level 50). Its an AoE with a DS/sec (DPA) rating higher than nearly all single target attacks. That's what makes it always good to insert into an attack chain, even if you are only attacking a single target, if you can activate it fast enough and if you have the endurance to power it.
At SC's scrapper numbers, my Blaster would gladly trade Nova for Shield Charge. It does slightly less damage (on average) in a slightly smaller radius, but doesn't crash and recharges a gazillion times quicker.
Hmm...yeah, ok. I can very easily see what happened here.
Shield Charge when released was set for a scale 1.7 damage to all targets within 20' of impact, with 0.7 scale bonus within 3' of impact. When the change to allow AT scaling was made, the bonus damage was rolled into the overall damage, for a scale of 2.4 to all targets in a 20' radius. At the same time, instead of have Brutes getting a mod of 0.75 applied, they were treated as the base.
So, instead of:
Brutes 3' scale 1.8, 20' scale 1.275
Tankers 3' scale 2.04, 20' 1.445
Scrappers 3' scale 2.7, 20' scale 1.9125
We get:
Brute 20' scale 2.4
Tanker 20' scale 2.712
Scrapper 20' scale 3.6
That REALLY sucks. -
This:
Quote:is the point my temple began to ache. There shouldn't be a 50% disparity in max performance here. I'm not too concerned about the protection levels shields can generate; it'll be needed. The DDB Resist is higher than designed, but, again, not really the major concern here.Seeing FM/SD and DM/SD break the 300DPS mark while my claws/sr hit the wall at 200 was, quite frankly, kinda sad.
AAO, actually looks fine. The maximum boost it can generate isn't that large.
Shield Charge isn't bad, basically it can get you to 2 scale 0.7 aoe's on, at best, an 19.5 second cycle time (ignoring Arcanatime, for the moment.) Then again, to get that, you've got a +400% Recharge, which is freakin' huge.
That leads me to believe the discrepancy lies with the primary sets Fire Melee and Dark Melee. Fire is MEANT to have higher DPS overall, so that's 'fine.' Dark Melee, not so much. I'd have to look at specific builds and slotting to see what's going on there, but that's a project I don't have time for now.
Several folks have suggested via PMs and in this thread that I look at Fiery Aura again; to bring it's performance up a bit. I'll see what I can do.