Penthouses: Fish now properly sit within their aquariums.
This calls for a sadface.
Those fish were fun to watch as they made their great escape, only to realize their folly and return just in time to try and try again. These brave heroes will be missed, as they have obviously been replaced by their less imaginative and more cowardly cousins. Dream on little fishies. Dream of freedom!
Id Mastery has 2 ranks and a 0 point advantage. I don't quite get it...
A bug is still a bug and if spotted will be fixed as time reasons. So even though the power couldn't break 5, it was possible to do it if another advantage was added later or such. Since it's a quick fix mostlikely it was just done in a few seconds/minutes while waiting for something bigger most likely.
A bug is still a bug and if spotted will be fixed as time reasons. So even though the power couldn't break 5, it was possible to do it if another advantage was added later or such. Since it's a quick fix mostlikely it was just done in a few seconds/minutes while waiting for something bigger most likely.
I was more curious about which player could have possibly noticed this bug and reported it :P
I'm somewhat curious about bothering with a patch note for a change that is completely impossible for a player to see, but I guess it's easier to just consolidate all the internal revision control comments without considering whether they're player-visible.
I'm somewhat curious about bothering with a patch note for a change that is completely impossible for a player to see, but I guess it's easier to just consolidate all the internal revision control comments without considering whether they're player-visible.
That was absolutely possible for players to see. It used to show as 4/0 spent when you had rank 3. Which looks really awkward.
March of the Dead Rank 3 is no longer using Noxious Gas. This is confirmed by the effect not displaying and there being no mentions of noxious gas in the combat log. Tooltip does not mention what the power gains as the power is ranked up. (Zombies attempting self rez, noxious gas, etc.)
Following Kempo's footsteps and re-posting this as an update
Celestial : Celestial Conduit
Power animation doesn't change no matter which blast type you pick (Palm/Fist/Head or Chest). Still doing the same animation.
Also as I mostly run Lemurian Antiquities with my test toons
Millenium City : Nemesis Missions: Lemurian Antiquities
- Sometimes character stuck on enterance, you can leave and re-enter to move in mission map but nemesis and minions act weird (either don't attack, spawn crush test dummies etc.)
Pffft, like you know anything about programming... I kid of course :-)
*shakes fist at Kenpo*
10 PRINT "Kenpo is being mean! Someone tell him to stop!"
20 GOTO 10
That's what I started on, Z80 BASIC programming in the early 80's
Seriously though, getting in on a four-year old programming project is never easy, and one way you can still be productive while learning how the code works is to do code reviews. Code reviews, for those who don't know what they are, are just reading the code, trying to understand what it does, and checking it off against internal code guidelines. From simple things like variable naming and indentation, class and method documentation, to more complex tasks like refactoring classes and methods (i.e. rewriting them to be more effective/more understandable), if you spot anything wrong or inconsistent you're supposed to fix it.
I agree, I'm not sure its limited to darts Roxstar. I use ego lash and they disappear occasionally with that too.
Heh I was thinking that power only has popping pink bubbles around enemies effect. Than it is a bug.
Also there is another bug but I don't really call it a bug... anyway you decide if it is or it is not:
If you use Ego Lash as energy builder and Empathic Healing too (didn't test with other powers yet), if you set them to different animation points they effect each other. Like: My Empathic healing set to chest and Ego Lash on palm. If I use EH then my Ego Lash starts to come out from chest and on many occasions I mistaking that with my Ego Lash is not in work. Can be quite confusing in big fights.
They have you doing code reviews? Good way to get into the code, that.
Not quite haha. I'm not a programmer. We have programmers, and I am not one of them despite having studied to be one (Hint: its lots and lots of reading. When Curly Braces start attacking you in your dreams, you need to try something new haha).
I think he's questioning why the various Active Offense clickies are on different tiers, whereas things like Passives, Energy Unlocks, and Active Defenses are generally standardized in tier placement.
Things like Ego Surge and Lock'n'Load on T2 stagger progression of powers, compared to other active offenses that are on T1.
My guess is he talking about the fact that active offensives aren't all of the same tier.
Which makes sense? They all do different things, to relatively different degrees. So...? Sorry, I am still missing what his issue is. Please enlighten me.
Which makes sense? They all do different things, to relatively different degrees. So...? Sorry, I am still missing what his issue is. Please enlighten me.
The real question is whether Lock N Load and Ego Surge provide a better benefit than the T1 active offenses to warrant being T2 (and thus potentially causing issues for Munitions or TK builds). I can see the argument for Ascension, since it adds free, non-killable Flight.
Which makes sense? They all do different things, to relatively different degrees. So...? Sorry, I am still missing what his issue is. Please enlighten me.
They're all active offenses, they all buff damage, they all give breakfree, they even share a cooldown. As mirth81 said, the only one that is very different is Ascension. As GammaBreaker said, slotted passives, energy unlocks, block enhancers all are in the same tier.
The practical impact is that complex DEX builds, and Munitions in particular, frequently run into a barrier in the early powers. In the past I've had to make choices like Kinetic Darts over Gunslinger, Electric Sheath or Ice Sheathe over Lock & Load. The build was just as efficient, but it compromised the theme for what I feel is no good reason.
Which makes sense? They all do different things, to relatively different degrees. So...? Sorry, I am still missing what his issue is. Please enlighten me.
... We have no costing modifiers for a power being a Tier 3 vs a Tier 1 or Tier 2 power. The only Tier that has special costing is Tier 4, and I'm pretty sure we're all aware of the state of Tier 4 powers.
...or am I misinterpreting what was meant by "costing modifiers"?
...or am I misinterpreting what was meant by "costing modifiers"?
Costing modifiers, as my understanding is (I will correct this if not) is that the tier only reflects how far we want you to go in a particular power set before unlocking them, rather than how effective a power is or what it's energy costs/other penalties are. This means that even at 40, tier 1 and 2 powers are still useful and have a place in combat. If they only got more effective as you level (barring T4, and marginal assessments of 'better') you would never want to use a lower tier power. Does this make sense?
Here's a specific example: I have a ranged build with the Brainscrambler Munitions Power Replacer - does ego damage.
So the base I want is
Gunslinger
Killer Instinct
TK Assault (I can't take crippling challenge on 2-gun, because of the power replacer)
Ego Form
... at this point, I'm stuck. I can't take a T2 in either Munitions pistols or TK. Holdout Shot's bonus for low energy doesn't work with the power replacer (it's 5% instead of 20%), so that's a no go.
I could take Ice Sheath (+crit severity) and Electric Sheath (nice defensive adv), but I want Lock and Load and Ego Surge (Electric Sheath in particular would work great and look totally wrong). If either L&L or ES was moved down to T1, I could easily finish the build the way I want, because the corresponding T2s would be available to me.
So the tiers are more there to prevent frustration (as many higher tiered powers are high damage w/ high cost) than anything else? I'm trying to understand what "the tier only reflects how far we want you to go in a particular power set before unlocking them" actually entails since it's not necessarily tied to combat effectiveness.
Assuming the efficacy of a power has nothing to do with whether it's tier 1, tier 2 or tier 3 why is it that not all active offenses are tier 1 (or any other tier for that matter)?
So the tiers are more there to prevent frustration (as many higher tiered powers are high damage w/ high cost) than anything else? I'm trying to understand what "the tier only reflects how far we want you to go in a particular power set before unlocking them" actually entails since it's not necessarily tied to combat effectiveness.
Assuming the efficacy of a power has nothing to do with whether it's tier 1, tier 2 or tier 3 why is it that not all active offenses are tier 1 (or any other tier for that matter)?
Preventing frustration at having a power that has such a high energy cost you can't use it is part of it. A large part of the original design intent was more feel related - you needed to be "this much" of a Fire Guy to be able to use Conflagration, or "this much" of a Sorceror to be able to be able to summon a Familiar. We've talked about Tier progression a handful of times, and how the current implementation has some issues we'd like to address at some point, and I don't know that the original design intent was fully met, as certainly some of the most "awesome" (not from a functional point, but from an impressiveness factor) powers are available at lower tiers than some of the other, less impressive powers are. They're somewhat difficult to move around - while moving down a Tier makes everyone happy, if we decided to move something up a Tier... I don't think it would be met with much happiness.
As for Active Offenses in specific - we have a review of Active Offenses planned, and I wouldn't be surprised to see some Tier movement when that occurs.
Also, glad you've all met Gentleman_Crush. He is a welcome addition to the team... don't scare him off too fast!
I was part of the camp in beta who argued intensely for the Tier progression to remain enforced.
IMO it would have quelled the current storm you have in terms of balance when in order to get that Ebon Ruin T3 attack you HAD to take x number of darkness abilities first.
I still weep that it was relaxed and that the tiers are effectively open season past level 25.
Comments
Same.
With how much they've talked about the animations being awesome, I can't wait.
With that said, I'm really glad they're doing this whole bug fixing thing and touching on stuff that's been needing work for a while.
THANK YOU! I am so sick of that bug.
Where might this be?
Didnt both Zyrusticae and Retra quit CO ?
If so, that is a very uncool comment Xao.
Id Mastery has 2 ranks and a 0 point advantage. I don't quite get it...
This calls for a sadface.
Those fish were fun to watch as they made their great escape, only to realize their folly and return just in time to try and try again. These brave heroes will be missed, as they have obviously been replaced by their less imaginative and more cowardly cousins. Dream on little fishies. Dream of freedom!
A bug is still a bug and if spotted will be fixed as time reasons. So even though the power couldn't break 5, it was possible to do it if another advantage was added later or such. Since it's a quick fix mostlikely it was just done in a few seconds/minutes while waiting for something bigger most likely.
I was more curious about which player could have possibly noticed this bug and reported it :P
Nobody did. I found it haha. It was fixed for consistency reasons. Im sure I will spot more of them later.
That was absolutely possible for players to see. It used to show as 4/0 spent when you had rank 3. Which looks really awkward.
I like this guy.
I'm really sorry that it lasted as long as it did.
Go forth and shoot things with arrows!
Can we get a "bug" where strafe uses a bow to shoot swords? I would pick up strafe on all of my characters, immediately.
Celestial : Celestial Conduit
Power animation doesn't change no matter which blast type you pick (Palm/Fist/Head or Chest). Still doing the same animation.
Also as I mostly run Lemurian Antiquities with my test toons
Millenium City : Nemesis Missions: Lemurian Antiquities
- Sometimes character stuck on enterance, you can leave and re-enter to move in mission map but nemesis and minions act weird (either don't attack, spawn crush test dummies etc.)
That's almost as awesome as Trymo. (Warning: League of Legends humor ahead, you may need to know a little about the game to enjoy it)
Pffft, like you know anything about programming... I kid of course :-)
10 PRINT "Kenpo is being mean! Someone tell him to stop!"
20 GOTO 10
That's what I started on, Z80 BASIC programming in the early 80's
Seriously though, getting in on a four-year old programming project is never easy, and one way you can still be productive while learning how the code works is to do code reviews. Code reviews, for those who don't know what they are, are just reading the code, trying to understand what it does, and checking it off against internal code guidelines. From simple things like variable naming and indentation, class and method documentation, to more complex tasks like refactoring classes and methods (i.e. rewriting them to be more effective/more understandable), if you spot anything wrong or inconsistent you're supposed to fix it.
Or both... Did that a lot, when I still programmed...
Oh can I follow in the footsteps too?
Telekinesis: Telekinetic Assault
When Kinetic Darts (possibly all EBs) is toggled on Telekinetic Assault's graphics disappear.
I agree, I'm not sure its limited to darts Roxstar. I use ego lash and they disappear occasionally with that too.
TK-Assault has this problem since it exists
And thanks for that fix on ID Mastery. Was quite awkward to see that on my blader.
Heh I was thinking that power only has popping pink bubbles around enemies effect. Than it is a bug.
Also there is another bug but I don't really call it a bug... anyway you decide if it is or it is not:
If you use Ego Lash as energy builder and Empathic Healing too (didn't test with other powers yet), if you set them to different animation points they effect each other. Like: My Empathic healing set to chest and Ego Lash on palm. If I use EH then my Ego Lash starts to come out from chest and on many occasions I mistaking that with my Ego Lash is not in work. Can be quite confusing in big fights.
I hope that was understandable. :rolleyes:
Most things are awkward when seen on a bladder...
Oh wait, I read wrong... nevermind me...
The same thing happens with Crushing Wave
Not quite haha. I'm not a programmer. We have programmers, and I am not one of them despite having studied to be one (Hint: its lots and lots of reading. When Curly Braces start attacking you in your dreams, you need to try something new haha).
Regarding another inconsistency...
T1: Electric Sheath, Immolation, Ice Sheath, Shadow Shroud
T2: Lock N Load, Ego Surge
T3: Ascension
These change my builds more often than I would have guessed. I frequently run into the T2 issue, particularly for Munitions.
THANK YOU! I can play my archer again!
Could you elaborate on what the issue is?
My guess is he talking about the fact that active offensives aren't all of the same tier.
I think he's questioning why the various Active Offense clickies are on different tiers, whereas things like Passives, Energy Unlocks, and Active Defenses are generally standardized in tier placement.
Things like Ego Surge and Lock'n'Load on T2 stagger progression of powers, compared to other active offenses that are on T1.
Which makes sense? They all do different things, to relatively different degrees. So...? Sorry, I am still missing what his issue is. Please enlighten me.
The real question is whether Lock N Load and Ego Surge provide a better benefit than the T1 active offenses to warrant being T2 (and thus potentially causing issues for Munitions or TK builds). I can see the argument for Ascension, since it adds free, non-killable Flight.
They're all active offenses, they all buff damage, they all give breakfree, they even share a cooldown. As mirth81 said, the only one that is very different is Ascension. As GammaBreaker said, slotted passives, energy unlocks, block enhancers all are in the same tier.
The practical impact is that complex DEX builds, and Munitions in particular, frequently run into a barrier in the early powers. In the past I've had to make choices like Kinetic Darts over Gunslinger, Electric Sheath or Ice Sheathe over Lock & Load. The build was just as efficient, but it compromised the theme for what I feel is no good reason.
Costing modifiers, as my understanding is (I will correct this if not) is that the tier only reflects how far we want you to go in a particular power set before unlocking them, rather than how effective a power is or what it's energy costs/other penalties are. This means that even at 40, tier 1 and 2 powers are still useful and have a place in combat. If they only got more effective as you level (barring T4, and marginal assessments of 'better') you would never want to use a lower tier power. Does this make sense?
So the base I want is
Gunslinger
Killer Instinct
TK Assault (I can't take crippling challenge on 2-gun, because of the power replacer)
Ego Form
... at this point, I'm stuck. I can't take a T2 in either Munitions pistols or TK. Holdout Shot's bonus for low energy doesn't work with the power replacer (it's 5% instead of 20%), so that's a no go.
I could take Ice Sheath (+crit severity) and Electric Sheath (nice defensive adv), but I want Lock and Load and Ego Surge (Electric Sheath in particular would work great and look totally wrong). If either L&L or ES was moved down to T1, I could easily finish the build the way I want, because the corresponding T2s would be available to me.
Assuming the efficacy of a power has nothing to do with whether it's tier 1, tier 2 or tier 3 why is it that not all active offenses are tier 1 (or any other tier for that matter)?
Preventing frustration at having a power that has such a high energy cost you can't use it is part of it. A large part of the original design intent was more feel related - you needed to be "this much" of a Fire Guy to be able to use Conflagration, or "this much" of a Sorceror to be able to be able to summon a Familiar. We've talked about Tier progression a handful of times, and how the current implementation has some issues we'd like to address at some point, and I don't know that the original design intent was fully met, as certainly some of the most "awesome" (not from a functional point, but from an impressiveness factor) powers are available at lower tiers than some of the other, less impressive powers are. They're somewhat difficult to move around - while moving down a Tier makes everyone happy, if we decided to move something up a Tier... I don't think it would be met with much happiness.
As for Active Offenses in specific - we have a review of Active Offenses planned, and I wouldn't be surprised to see some Tier movement when that occurs.
Also, glad you've all met Gentleman_Crush. He is a welcome addition to the team... don't scare him off too fast!
IMO it would have quelled the current storm you have in terms of balance when in order to get that Ebon Ruin T3 attack you HAD to take x number of darkness abilities first.
I still weep that it was relaxed and that the tiers are effectively open season past level 25.
But its too late to change it now.
Scaring him off would be incompatible with our actual goal: EATING HIM ALIVE.