Hate bullets ARE more lethal - Max Payne the movie! (I rather enjoyed it - blam and across the room they go).
My own comparison is (after a little thought) a bit off (of course) what I should have said is... It's the Hulk smash set not the olympic marksman set. Sigh and I thought I'd calmed down enough to be coherent.
The angrier you get, the more damage your guns do, because HATE bullets are more lethal!
Actually, while I can understand that on the surface rage affecting munitions or ranged attacks in general may not seem to make sense, I believe that in real life being enraged or having an adrenaline rush does boost battle performance in general. So I can see rage giving some sort of benefits to all attacks--even munitions--perhaps by increasing accuracy as well as weapon control by reducing recoil (since you can grip and hold your weapon tigher). Since this game doesn't have a "to hit roll" like D&D style RPGs or any recoil mechanics for firearms, a damage buff is the next best way to represent this.
Additionally, while rage shouldn't make bullets more lethal, I think that rage causing ranged attacks originating from the character themselves (energy projection, mental attacks, etc.) still makes sense, and its something I've seen used several times in movies/TV shows, etc. when a mentalist gets ticked off and sends everyone flying across the room with a TK blast and things like that.
Still, having an extra damage buff other than rage in the game wouldn't hurt.
I kept pointing out the failure in logic with powers in melee frameworks that were obviously ranged having melee tags (or hybridization) in an attempt to show how painful the melee ranged split is for people trying to build a competative hybrid toon.
I think it had this result.
...thanks for contributing to the melee/ranged hybrid nerf
Bug: Mission Tracker won't stay closed.
Where it happens: ever time you zone, respawn after death and after cut scenes
what happens: when you close the Tracker doing anyone of the above will Cause it to reopen itself
Yep, confirmed to have been around for a while now. Each time you click the little arrow to hide the text of your missions, it'll open again, forcing you to click again.
Not a very important bug but still annoying if you just want to explore and not be reminded you have missions to do.
Since bosses will be getting resistances this might just happen.
So you want it to have more damage, but when I point out it can already do something like 63% more damage than listed it's not enough. Got it.
How exactly does that make TGMJ worse than Lightning Arc? Both can easily proc their respective unlocks.
So then Lightning Arc is horribly broken and needs to be fixed because it's clearly sub-par compared to TK Assault, right?
And that's my point. Why must it have an advantage? Fell short of what? Is there some mythical performance bar that all powers are required to meet and/or exceed?
Maybe cause it's NOT the same power and doesn't work the same way as TK Assault? Cause if it did it would do the same amount of damage in the same situations. Or you can just take TK Assault if TGMJ isn't to your liking. Isn't that the point of a freeform system?
You made a ridiculous hypothetical. I countered with an equally silly hypothetical -- but at least mine has the potential to happen, whereas yours simply doesn't.
Who R3s a tier 0/1 power? And IIRC Enrage gives you something like 8% per stack if you don't SS STR. So first you say you want the extra damage, and now you say it doesn't matter. Well which is it?
So then you're basically cherry-picking and/or not taking full advantage of the various mechanics available in each framework. Either way your methodology is flawed.
And thru all this ridiculousness you still haven't told me why TGMJ needs to be exactly like Lightning Arc or TK Assault. There is more to a power's effectiveness than just its base damage.
Sorry, but this is simply more nonsense. Most sets suck? Are we playing the same game? Just because a set is not to your particular liking doesn't mean it sucks. It just means it's not for you. I don't care for Sorcery -- it's just not my cup of tea, and not what I personally would like to see in a sorcery set (and my second oldest character is Sorcery, go figure). But that doesn't mean it sucks. Cause then you're basically saying that everyone who plays Sorcery or Munitions, or one of the other 12 sets you despise is a sucker. And that's simply not true. If Munitions sucks as hard as you claim it does (and it doesn't), then it needs much more help than simply buffing TGMJ.
And yet again I ask: WHY does every power need to be point by point equivalent to every other power?
Do you even play this game? Or do you crunch numbers on a notepad? I've used 2GM, TKA, and LA, TKA is simply BETTER than 2GM on all accounts, drastically, even if you stack enrage to 8 (Which therefore you can do on both.) Even with the boost, 2GM still falls short, but at this point, I think that this is with all of munitions, my idea is to give Munitions a Toggle for a piercing damage boost ( and Armor/Shield penetration )
I kept pointing out the failure in logic with powers in melee frameworks that were obviously ranged having melee tags (or hybridization) in an attempt to show how painful the melee ranged split is for people trying to build a competative hybrid toon.
I think it had this result.
Yes, I completely blame you, you should've stuck to saying Ranged melee powers (Like Bullet Beatdown) should get the "Shuriken" Treatment. Good job -angry sarcasm-
You can thank me for this.
I kept pointing out the failure in logic with powers in melee frameworks that were obviously ranged having melee tags (or hybridization) in an attempt to show how painful the melee ranged split is for people trying to build a competative hybrid toon.
I think it had this result.
Thrown weapons require precision in order to have em land in their intended targets.
For example I have all the strength I need to pick up, hold and throw a dart but getting it into the double 20 zone requires a bit of something else...
In all the arguments on this issue, the "Straw in a hurricane" principle never came up:
Yes, it's bad game mechanics.
No, it's bad physics.
A thrown object needs accuracy, but have you ever been hit by a softball from an automated machine?
It hurts like hell.
Until this dicotomy can be addressed, you're all wrong, it's "DEX+STR".
Bug: Manually retconning out of Specialization Tree talents using the "Remove Powers" option in the Powerhouse makes you unable to spend remaining Specialization Tree points.
Tested with Sentry and Overseer trees so far, both as the third tree on a Freeform (so second Role Tree selection.
Steps to reproduce: Pick talents in a third tree. Commit. Use "remove powers" to remove them.
can anyone run a quick test if this is just me certain keybinds are being replaced in options but still retain original button, example being I switch area map to "," but map still opens with "M" regardless.
On one hand, I understand and agree with the argument that comparing Two Gun Mojo to other powers that are thematically different is flawed. You shouldn't have to be shoehorned into taking a specific power just because its mystery numbers are higher. If I have a character who I think should be doing Dante-ish stylish dual pistol attacks instead of just toting an assault rifle around, I should pick whatever's thematic.
On the other hand, I also should not be shoehorned into being less powerful/less efficient because I picked a power that I liked better. Any player should be able to pick up any tier zero/tier one/tier whatever power they want and have the same -mechanical- experience as any other player. For the longest time I grappled with this because I had a lightning/gunnery/gadgeteer character who was borderline unplayable but I loved being him. Every time I went to the powerhouse the game basically slapped me in the face and demanded to know why I wasn't a dual blader.
It'd make sense to have Two Gun Mojo different if there was other mechanics to take into account like reloading, recoil, ammo distribution, your aim, mental or physical fatigue, and the like, but there aren't - the only constraint is a mana bar. In Resident Evil you have to make tactical decisions on whether to use the pistol or the shotgun because of reload speed and how much ammo you have, but if the game ran on the CO engine, why wouldn't you just use the rocket launcher all the time because it kills everything in one hit and your ammo regenerates.
Anyway, that's that. I've also been testing the cooldown bug that was mentioned and casually forgotten about a few pages ago. Although my testing has been for evil and not for good.
One character has a build with Quarry, rank three, and only three specialization points spent - all of them into Enlightenment. His primary stat is IQ, and his secondaries are dexterity and ego. An interesting tidbit is that after a few rounds of building Audacity and letting it expire, his health was over 20,000 and his energy was about 800 - enlightenment's bonuses to constitution and endurance were skyrocketing. I got miniaturization drive down to a 4.2 second cooldown and enrage down to like 5, but after so many rounds of Audacity farming, buffs stopped working. Enrage wouldn't trigger and mini-drive, although it would shrink the enemy, would not reciprocate and grow me.
I did this again on a might character, and as a fun fact, his health didn't skyrocket because constitution is one of his secondaries. On that character I've been collecting IQ and improve-cooldown equipment so his mini-drive was down to like 3.5 seconds recharge AND the buffs hadn't broken at that point yet. I couldn't get mini-drive to stack more than about three times, though. I guess there's a limit on how big/small that attack can make you/your enemy. Foiled again by competent design!
Also, as a final note, maybe this is just because of all my mad science, but health damage you take from falling doesn't seem to auto-heal out of combat.
Revitalize does not work on certain types of shared cooldowns (the ones that are a horizontal bar rather than a clock.
Independently of that, revitalize is a bad idea as implemented and should probably be a flat reduction (or a reduction based on the actual speed of the energy builder), not a fraction of the total cooldown. You can clear any cooldown (even multi-hour bugged devices) in 17 energy builder hits.
So basically you can't answer my question either. It was a simple question. It doesn't require pages of "what if" scenarios and ridiculous assertions.
I have answered your question. Repeatedly.
I have not posited what if scenarios. You on the other hand have (what if a mythical change to Boss defenses, something not even hinted at by a dev, changes the interplay between damage types and defenses)
I have made no ridiculous assertions either. You on the other hand have. (that we are asking for all powers to be point by point identical to each other).
Actually, while I can understand that on the surface rage affecting munitions or ranged attacks in general may not seem to make sense, I believe that in real life being enraged or having an adrenaline rush does boost battle performance in general. So I can see rage giving some sort of benefits to all attacks--even munitions--perhaps by increasing accuracy as well as weapon control by reducing recoil
I received my first rifle (an old Winchester lever action) as a birthday git at age 6. Since then I have owned or fired more firearms than I care to count. For a period of several years my ammunition expenditure was measured in the thousands of rounds per month.
I do not claim to speak for everyone, but in my personal experience anger, or rage, do not increase one's accuracy with a firearm.
BUG - stacking bonuses when switching builds from Intelligence specalization
WHERE - Powerhouse
WHAT - The Enlightened and Experise skills will boost stat effects each time the build is changed. No end cap appears to be in place, was able to boost crti chance to over 100%, hit points to over 14K, Endurance over 500, reduce cool down times on active offensives and defensives to seconds, etc...
The bonuses reset upon zoning. I began in the Canadian Powerhouse, and then went through all the intermediary zones to the Vibora Bay Powerhouse and was able to increase values in each zone. In the Vibora Bay Powerhouse, I removed the skills and restarted with just the Enlightened skill and could see the bonuses stack upon switching builds.
Actually, while I can understand that on the surface rage affecting munitions or ranged attacks in general may not seem to make sense, I believe that in real life being enraged or having an adrenaline rush does boost battle performance in general. So I can see rage giving some sort of benefits to all attacks--even munitions--perhaps by increasing accuracy as well as weapon control by reducing recoil (since you can grip and hold your weapon tigher). Since this game doesn't have a "to hit roll" like D&D style RPGs or any recoil mechanics for firearms, a damage buff is the next best way to represent this.
You're incorrect about that when it comes to firearms. This is coming from more personal experience in firefights than I care to expand upon. How about we leave real life examples out of our superhero game speculations.
/generalizedranting on
This game uses comic book flavoring in it's action and premise. Logic doesn't apply and shouldn't apply. Characters in this game can shoot mental energy out of their chest, heal themselves by dodging bullets and distort reality around them while they run yet we're drawing the line about being angry making your weapon shots hit harder? Suspension of disbelief people, wrap your head around that concept or rethink why you're playing a superhero game at all.
Ego Weaponry's last hit only deals damage once instead of twice as it should. Instead it has a 0 slashing damage tick: Your Ego Weaponry gives 0 Slashing Damage to Test Dummy.
When the max damage absorption of the power is surpassed it immediately removes the buff from you and no longer allows for smaller hits to continue refreshing the absorption as it should.
To reproduce: Just take a hit for more than the damage absorption stated for rank 1 of the power (this is true even if it is ranked to 2 or 3, it still drops from taking damage over the threshold of rank 1), poof, it drops off into the twilight zone, every time.
Hits below the threshold seem to work as normal, refreshing the absorption as they should.
When the max damage absorption of the power is surpassed it immediately removes the buff from you and no longer allows for smaller hits to continue refreshing the absorption as it should.
To reproduce: Just take a hit for more than the damage absorption stated for rank 1 of the power (this is true even if it is ranked to 2 or 3, it still drops from taking damage over the threshold of rank 1), poof, it drops off into the twilight zone, every time.
Hits below the threshold seem to work as normal, refreshing the absorption as they should.
I didn't nknow this wasn't how the power was meant to act.. very much this happens now.. If it's purposeful please update tooltip if not please fix.
Bugs Where-Tutorial
New character using Wrist Bolter and Power gauntlet. 1- When firing at the Qularr at range they take no damage, but react as if hit and don't notice me. 2- They take very little damage (fully charged Power Gaunlet) react and notice me (second shot 1 shots them). It seemed like lag so I'm not sure what was really going on. Happened many times.
Ironclad area. The Qularr seemed to ramp up in resistance. They took out the soldiers and proceeded to own the area. About 10 of them swarmed me defeated me. First time ever in the tutorial :eek:. Ironclad was of little help. A few of the Qularr outside and inside along with some of the Destroids inside were healing from kills even when I was full on attacking them. Not sure if the NPC buffs were meant for level 4's.
Inside Champs HQ. Black Talon knocked me into a wall. I was stuck like glue to it flailing my arms and legs till he defeated me. Using the /stuck command only moved me along the wall. Second defeat ever in the tutorial :eek: . Black Talon also seemed to take a very long time to defeat. Not sure if it was him or my build.
When the max damage absorption of the power is surpassed it immediately removes the buff from you and no longer allows for smaller hits to continue refreshing the absorption as it should.
This not a change from live, though it is not documented. Unbreakable is still superior to field surge.
When the max damage absorption of the power is surpassed it immediately removes the buff from you and no longer allows for smaller hits to continue refreshing the absorption as it should.
To reproduce: Just take a hit for more than the damage absorption stated for rank 1 of the power (this is true even if it is ranked to 2 or 3, it still drops from taking damage over the threshold of rank 1), poof, it drops off into the twilight zone, every time.
Hits below the threshold seem to work as normal, refreshing the absorption as they should.
I thought this was how the power was supposed to work?
The Soldier's super stat specialization tree and primary super stat don't match, preventing any points from being added unless it's a copied character.
I thought this was how the power was supposed to work?
I'm afraid not. It has a primary value that you get when you activate it and then another secondary value, which is about half, that refreshes every second back to its maximum value, minus some cryptic math if you are punching someone in the teeth.
At no point does should an attack that completely overwhelms either shield prevent the secondary shield from being refreshed. It should continue to do so for the duration of the power.
The Commander Tree is either not working at all, or the tool-tips are wrong. I dumped points into them and they all say 0%
A question, was that before or after hitting commit? Currently all of the tool tips display 0% returns until after you have hit the "commit" button at the bottom of the spec page.
If they still display 0% after committing, then I believe there may be a second factor in play, because I did have some Commander abilities showing percentages for me, earlier today.
A question, was that before or after hitting commit? Currently all of the tool tips display 0% returns until after you have hit the "commit" button at the bottom of the spec page.
If they still display 0% after committing, then I believe there may be a second factor in play, because I did have some Commander abilities showing percentages for me, earlier today.
This is after Committing. My other categories are all showing percentages fine. I just checked and not ALL of them are 0.
The ones showing up as 0
Savage
Durable
Evasive Action
I havn't tested them all, but I know for sure those show up as 0 even with points in them.
Um.. ok. So I want to test these specializations.. but there's no more free gear? am i forced to hunt for gear? cause t hat's NOT working.. esp for a lvl 40 toon i created from scratch.
hope this week you give us the loot pass cause I can't test much at all now.
Um.. ok. So I want to test these specializations.. but there's no more free gear? am i forced to hunt for gear? cause t hat's NOT working.. esp for a lvl 40 toon i created from scratch.
hope this week you give us the loot pass cause I can't test much at all now.
Revitalize does not work on certain types of shared cooldowns (the ones that are a horizontal bar rather than a clock.
Independently of that, revitalize is a bad idea as implemented and should probably be a flat reduction (or a reduction based on the actual speed of the energy builder), not a fraction of the total cooldown. You can clear any cooldown (even multi-hour bugged devices) in 17 energy builder hits.
Agreed and Confirmed: Revitalize + Energy Builder + Chimeral Potion of The Cat = 17 EB Shots until you can bypass it's entire CD timer and use it again.
Reproduction Steps:
1. Activate Potion.
2. Deactivate Potion.
3. Turn on EB.
4. Count to 17 hits.
5. Repeat from step 1.
BUG: Energy and Physical defense is staying as 0 in char. overview sheet. Items that give defense do not seem to be counted towards total. Not sure if its actually working or just showing up as 0 and still giving the bonus.
I do not claim to speak for everyone, but in my personal experience anger, or rage, do not increase one's accuracy with a firearm.
Mostly also in other games or movies or whatever, rage is more a mechanism for melee where you just
ignore for a while all incoming damage and fight like a berserker.
For using ranged weapons, or magic on the other hand, its mostly always required to be cool and concentrated.
Beeing enraged would not help you really to hit a target with a gun, or remember the correct words for a spell.
he's not giving the "gimmie" any more but he's there selling.. if i wanted to go hunt it.. which i dont on PTS.
ALSO
BUG
Ice Slide uses flight animation on lower body when using block
Is this intended Devs?
I don't think I am the only one who will tell you they have no interest in farming for gear on PTS.
So I guess my testing is done at this point, if this is an intended change.
I don't think I am the only one who will tell you they have no interest in farming for gear on PTS.
So I guess my testing is done at this point, if this is an intended change.
Maybe as much intended as the removal of the CS on the PTS ... so it will be back up again in "one of the
next updates", what means at least not in the next 6 months :rolleyes:
Interestingly enough, mobs all around the world are dropping blue and purple gear like candy, i went around killing various things with my ultra instant death crit epidemic build and in about two hours had entire bags full of blue/purple gear and mod cores...
Compare this to live, where you'd be lucky to see one purple drop in 10,000 world mob kills and i have to wonder if these loot tables are working as intended.
I received my first rifle (an old Winchester lever action) as a birthday git at age 6. Since then I have owned or fired more firearms than I care to count. For a period of several years my ammunition expenditure was measured in the thousands of rounds per month.
I do not claim to speak for everyone, but in my personal experience anger, or rage, do not increase one's accuracy with a firearm.
You're incorrect about that when it comes to firearms. This is coming from more personal experience in firefights than I care to expand upon. How about we leave real life examples out of our superhero game speculations.
I stand corrected and appologize for my assumption with shame <--
I basically fell into the trap of assuming that since adrenaline boost performance, react to situations faster, etc. that it perhaps something like enrage could make you fight all around better, even if you're using a firearm.
This game uses comic book flavoring in it's action and premise. Logic doesn't apply and shouldn't apply. Characters in this game can shoot mental energy out of their chest, heal themselves by dodging bullets and distort reality around them while they run yet we're drawing the line about being angry making your weapon shots hit harder? Suspension of disbelief people, wrap your head around that concept or rethink why you're playing a superhero game at all.
Just because this is fiction is does not mean things are not supposed to make sense or that logic doesn't apply--even if its fantasy logic specific to some fictional world. At the contrary, things should make sense, to facilitate that suspension of disbelief. Suspension of disbelief is not something the audience is supposed to force into their own heads, its up to the author to convince us that even if something is obviously fantasy that at least within its own made up context it makes enough sense for us to be willing to suspend our disbelief and find what is being presented to us believable even if we know its not (or can't be) real.
That being said, verisimilitude doesn't always apply in the context of a game because sometimes making game mechanics work takes precedence over making them make sense--as can be seen in that they had to do with EGO with these recent changes just to make it viable as a stat (even though the concept of mental fortitude has little to do with ranged attacks).
Interestingly enough, mobs all around the world are dropping blue and purple gear like candy, i went around killing various things with my ultra instant death crit epidemic build and in about two hours had entire bags full of blue/purple gear and mod cores...
Compare this to live, where you'd be lucky to see one purple drop in 10,000 world mob kills and i have to wonder if these loot tables are working as intended.
I can't test this right now or check what I got till much later tonight, but I was actually surprised to get purple loot somewhere killing regular mobs with my toon. Only time I had seen purple loot before was from bosses or special rewards and stuff.
I can't test this right now or check what I got till much later tonight, but I was actually surprised to get purple loot somewhere killing regular mobs with my toon. Only time I had seen purple loot before was from bosses or special rewards and stuff.
I found purples also in the open world from time to time on live, but very very rarely. I just killed some mobs
on MI for ten minutes last week, and all i found there were maybe 2-3 green items and that was it. I was also
wondering how we should get any decent money now, if they remove all the trash loot. I have however
also not looked if maybe the mobs now give more money on kill.
Can't test things out because no free loot through Gimme tokens? Well, there is still the Debugger with his way of obtaining gear. But thats only if you want stats to test attacks and what not. As for testing the new gear....well...till they put those tokens back in...you will have to grind mobs for the tokens to buy gear it seems.
BUG: Looting Local Recognition from Viper X in Serpent Lantern caused me to lose all my Local Recognition. Also, Viper X did not drop any loot beyond the Generator Keycard and taking my Local Recognition.
Interestingly enough, mobs all around the world are dropping blue and purple gear like candy, i went around killing various things with my ultra instant death crit epidemic build and in about two hours had entire bags full of blue/purple gear and mod cores...
Compare this to live, where you'd be lucky to see one purple drop in 10,000 world mob kills and i have to wonder if these loot tables are working as intended.
Well I guess I am done.
I am not spending 2 hours grinding on a naked toon.
Just because this is fiction is does not mean things are not supposed to make sense or that logic doesn't apply--even if its fantasy logic specific to some fictional world. At the contrary, things should make sense, to facilitate that suspension of disbelief. Suspension of disbelief is not something the audience is supposed to force into their own heads, its up to the author to convince us that even if something is obviously fantasy that at least within its own made up context it makes enough sense for us to be willing to suspend our disbelief and find what is being presented to us believable even if we know its not (or can't be) real.
That being said, verisimilitude doesn't always apply in the context of a game because sometimes making game mechanics work takes precedence over making them make sense--as can be seen in that they had to do with EGO with these recent changes just to make it viable as a stat (even though the concept of mental fortitude has little to do with ranged attacks).
Fortunately (or perhaps unfortunately) I think TV Tropes knows a bit more about modern entertainment than Plato or Aristotle do, which makes sense seeing as they've been dead since before we even had a proper concept of mass media.
See, while that concept you linked there is fundamentally correct, it all pretty much goes flying out the window the moment Rule of Cool comes into play to combine with Unstoppable Rage and you get a guy that is somehow not only more accurate with a gun because he's mad, but the gun itself inexplicably fires faster with less recoil and sends enemies flying further.
Comments
lol
Yeah. Also...I see that the tooltips were fixed. But...what else was changed? I still can't modify gear.
My own comparison is (after a little thought) a bit off (of course) what I should have said is... It's the Hulk smash set not the olympic marksman set. Sigh and I thought I'd calmed down enough to be coherent.
Actually, while I can understand that on the surface rage affecting munitions or ranged attacks in general may not seem to make sense, I believe that in real life being enraged or having an adrenaline rush does boost battle performance in general. So I can see rage giving some sort of benefits to all attacks--even munitions--perhaps by increasing accuracy as well as weapon control by reducing recoil (since you can grip and hold your weapon tigher). Since this game doesn't have a "to hit roll" like D&D style RPGs or any recoil mechanics for firearms, a damage buff is the next best way to represent this.
Additionally, while rage shouldn't make bullets more lethal, I think that rage causing ranged attacks originating from the character themselves (energy projection, mental attacks, etc.) still makes sense, and its something I've seen used several times in movies/TV shows, etc. when a mentalist gets ticked off and sends everyone flying across the room with a TK blast and things like that.
Still, having an extra damage buff other than rage in the game wouldn't hurt.
Also...
...thanks for contributing to the melee/ranged hybrid nerf
Yep, confirmed to have been around for a while now. Each time you click the little arrow to hide the text of your missions, it'll open again, forcing you to click again.
Not a very important bug but still annoying if you just want to explore and not be reminded you have missions to do.
Do you even play this game? Or do you crunch numbers on a notepad? I've used 2GM, TKA, and LA, TKA is simply BETTER than 2GM on all accounts, drastically, even if you stack enrage to 8 (Which therefore you can do on both.) Even with the boost, 2GM still falls short, but at this point, I think that this is with all of munitions, my idea is to give Munitions a Toggle for a piercing damage boost ( and Armor/Shield penetration )
Yes, I completely blame you, you should've stuck to saying Ranged melee powers (Like Bullet Beatdown) should get the "Shuriken" Treatment. Good job -angry sarcasm-
- Yes, it's bad game mechanics.
- No, it's bad physics.
A thrown object needs accuracy, but have you ever been hit by a softball from an automated machine?It hurts like hell.
Until this dicotomy can be addressed, you're all wrong, it's "DEX+STR".
Tested with Sentry and Overseer trees so far, both as the third tree on a Freeform (so second Role Tree selection.
Steps to reproduce: Pick talents in a third tree. Commit. Use "remove powers" to remove them.
certain keybinds are being replaced in options but still retain original button, example being I switch area map to "," but map still opens with "M" regardless.
On the other hand, I also should not be shoehorned into being less powerful/less efficient because I picked a power that I liked better. Any player should be able to pick up any tier zero/tier one/tier whatever power they want and have the same -mechanical- experience as any other player. For the longest time I grappled with this because I had a lightning/gunnery/gadgeteer character who was borderline unplayable but I loved being him. Every time I went to the powerhouse the game basically slapped me in the face and demanded to know why I wasn't a dual blader.
It'd make sense to have Two Gun Mojo different if there was other mechanics to take into account like reloading, recoil, ammo distribution, your aim, mental or physical fatigue, and the like, but there aren't - the only constraint is a mana bar. In Resident Evil you have to make tactical decisions on whether to use the pistol or the shotgun because of reload speed and how much ammo you have, but if the game ran on the CO engine, why wouldn't you just use the rocket launcher all the time because it kills everything in one hit and your ammo regenerates.
Anyway, that's that. I've also been testing the cooldown bug that was mentioned and casually forgotten about a few pages ago. Although my testing has been for evil and not for good.
One character has a build with Quarry, rank three, and only three specialization points spent - all of them into Enlightenment. His primary stat is IQ, and his secondaries are dexterity and ego. An interesting tidbit is that after a few rounds of building Audacity and letting it expire, his health was over 20,000 and his energy was about 800 - enlightenment's bonuses to constitution and endurance were skyrocketing. I got miniaturization drive down to a 4.2 second cooldown and enrage down to like 5, but after so many rounds of Audacity farming, buffs stopped working. Enrage wouldn't trigger and mini-drive, although it would shrink the enemy, would not reciprocate and grow me.
I did this again on a might character, and as a fun fact, his health didn't skyrocket because constitution is one of his secondaries. On that character I've been collecting IQ and improve-cooldown equipment so his mini-drive was down to like 3.5 seconds recharge AND the buffs hadn't broken at that point yet. I couldn't get mini-drive to stack more than about three times, though. I guess there's a limit on how big/small that attack can make you/your enemy. Foiled again by competent design!
Here's a screenshot showing the first character's final stats after a second test, if you're interested.
Also, as a final note, maybe this is just because of all my mad science, but health damage you take from falling doesn't seem to auto-heal out of combat.
I mean, if Ego Blast can be classed as a Combo attack...
Seriously though, pretty sure that's a bug or maybe a tooltip error.
Ego Blast is flagged as a Combo attack, not a Blast attack.
Whenever I click the "Advanced options" or something like that on options menu
Independently of that, revitalize is a bad idea as implemented and should probably be a flat reduction (or a reduction based on the actual speed of the energy builder), not a fraction of the total cooldown. You can clear any cooldown (even multi-hour bugged devices) in 17 energy builder hits.
I have answered your question. Repeatedly.
I have not posited what if scenarios. You on the other hand have (what if a mythical change to Boss defenses, something not even hinted at by a dev, changes the interplay between damage types and defenses)
I have made no ridiculous assertions either. You on the other hand have. (that we are asking for all powers to be point by point identical to each other).
I received my first rifle (an old Winchester lever action) as a birthday git at age 6. Since then I have owned or fired more firearms than I care to count. For a period of several years my ammunition expenditure was measured in the thousands of rounds per month.
I do not claim to speak for everyone, but in my personal experience anger, or rage, do not increase one's accuracy with a firearm.
Focus ... or concentration will.
It's the time to review Forms and Aspects.
WHERE - Powerhouse
WHAT - The Enlightened and Experise skills will boost stat effects each time the build is changed. No end cap appears to be in place, was able to boost crti chance to over 100%, hit points to over 14K, Endurance over 500, reduce cool down times on active offensives and defensives to seconds, etc...
The bonuses reset upon zoning. I began in the Canadian Powerhouse, and then went through all the intermediary zones to the Vibora Bay Powerhouse and was able to increase values in each zone. In the Vibora Bay Powerhouse, I removed the skills and restarted with just the Enlightened skill and could see the bonuses stack upon switching builds.
You're incorrect about that when it comes to firearms. This is coming from more personal experience in firefights than I care to expand upon. How about we leave real life examples out of our superhero game speculations.
/generalizedranting on
This game uses comic book flavoring in it's action and premise. Logic doesn't apply and shouldn't apply. Characters in this game can shoot mental energy out of their chest, heal themselves by dodging bullets and distort reality around them while they run yet we're drawing the line about being angry making your weapon shots hit harder? Suspension of disbelief people, wrap your head around that concept or rethink why you're playing a superhero game at all.
/generalizedranting off
Edit: ID Weaponry has the same problem.
When the max damage absorption of the power is surpassed it immediately removes the buff from you and no longer allows for smaller hits to continue refreshing the absorption as it should.
To reproduce: Just take a hit for more than the damage absorption stated for rank 1 of the power (this is true even if it is ranked to 2 or 3, it still drops from taking damage over the threshold of rank 1), poof, it drops off into the twilight zone, every time.
Hits below the threshold seem to work as normal, refreshing the absorption as they should.
I didn't nknow this wasn't how the power was meant to act.. very much this happens now.. If it's purposeful please update tooltip if not please fix.
Where-Tutorial
New character using Wrist Bolter and Power gauntlet. 1- When firing at the Qularr at range they take no damage, but react as if hit and don't notice me. 2- They take very little damage (fully charged Power Gaunlet) react and notice me (second shot 1 shots them). It seemed like lag so I'm not sure what was really going on. Happened many times.
Ironclad area. The Qularr seemed to ramp up in resistance. They took out the soldiers and proceeded to own the area. About 10 of them swarmed me defeated me. First time ever in the tutorial :eek:. Ironclad was of little help. A few of the Qularr outside and inside along with some of the Destroids inside were healing from kills even when I was full on attacking them. Not sure if the NPC buffs were meant for level 4's.
Inside Champs HQ. Black Talon knocked me into a wall. I was stuck like glue to it flailing my arms and legs till he defeated me. Using the /stuck command only moved me along the wall. Second defeat ever in the tutorial :eek: . Black Talon also seemed to take a very long time to defeat. Not sure if it was him or my build.
I thought this was how the power was supposed to work?
I'm afraid not. It has a primary value that you get when you activate it and then another secondary value, which is about half, that refreshes every second back to its maximum value, minus some cryptic math if you are punching someone in the teeth.
At no point does should an attack that completely overwhelms either shield prevent the secondary shield from being refreshed. It should continue to do so for the duration of the power.
A question, was that before or after hitting commit? Currently all of the tool tips display 0% returns until after you have hit the "commit" button at the bottom of the spec page.
If they still display 0% after committing, then I believe there may be a second factor in play, because I did have some Commander abilities showing percentages for me, earlier today.
This is after Committing. My other categories are all showing percentages fine. I just checked and not ALL of them are 0.
The ones showing up as 0
Savage
Durable
Evasive Action
I havn't tested them all, but I know for sure those show up as 0 even with points in them.
hope this week you give us the loot pass cause I can't test much at all now.
he's not giving the "gimmie" any more but he's there selling.. if i wanted to go hunt it.. which i dont on PTS.
ALSO
BUG
Ice Slide uses flight animation on lower body when using block
Agreed and Confirmed: Revitalize + Energy Builder + Chimeral Potion of The Cat = 17 EB Shots until you can bypass it's entire CD timer and use it again.
Reproduction Steps:
1. Activate Potion.
2. Deactivate Potion.
3. Turn on EB.
4. Count to 17 hits.
5. Repeat from step 1.
Wall of Ice rank 2 and 3 tooltio do not update any difference from rank 1
Mostly also in other games or movies or whatever, rage is more a mechanism for melee where you just
ignore for a while all incoming damage and fight like a berserker.
For using ranged weapons, or magic on the other hand, its mostly always required to be cool and concentrated.
Beeing enraged would not help you really to hit a target with a gun, or remember the correct words for a spell.
Is this intended Devs?
I don't think I am the only one who will tell you they have no interest in farming for gear on PTS.
So I guess my testing is done at this point, if this is an intended change.
Maybe as much intended as the removal of the CS on the PTS ... so it will be back up again in "one of the
next updates", what means at least not in the next 6 months :rolleyes:
Compare this to live, where you'd be lucky to see one purple drop in 10,000 world mob kills and i have to wonder if these loot tables are working as intended.
...and...
I stand corrected and appologize for my assumption with shame <--
I basically fell into the trap of assuming that since adrenaline boost performance, react to situations faster, etc. that it perhaps something like enrage could make you fight all around better, even if you're using a firearm.
However...
Verisimilitude
Personal pet peeve of mine on this issue^
Just because this is fiction is does not mean things are not supposed to make sense or that logic doesn't apply--even if its fantasy logic specific to some fictional world. At the contrary, things should make sense, to facilitate that suspension of disbelief. Suspension of disbelief is not something the audience is supposed to force into their own heads, its up to the author to convince us that even if something is obviously fantasy that at least within its own made up context it makes enough sense for us to be willing to suspend our disbelief and find what is being presented to us believable even if we know its not (or can't be) real.
That being said, verisimilitude doesn't always apply in the context of a game because sometimes making game mechanics work takes precedence over making them make sense--as can be seen in that they had to do with EGO with these recent changes just to make it viable as a stat (even though the concept of mental fortitude has little to do with ranged attacks).
I can't test this right now or check what I got till much later tonight, but I was actually surprised to get purple loot somewhere killing regular mobs with my toon. Only time I had seen purple loot before was from bosses or special rewards and stuff.
I found purples also in the open world from time to time on live, but very very rarely. I just killed some mobs
on MI for ten minutes last week, and all i found there were maybe 2-3 green items and that was it. I was also
wondering how we should get any decent money now, if they remove all the trash loot. I have however
also not looked if maybe the mobs now give more money on kill.
Well I guess I am done.
I am not spending 2 hours grinding on a naked toon.
Fortunately (or perhaps unfortunately) I think TV Tropes knows a bit more about modern entertainment than Plato or Aristotle do, which makes sense seeing as they've been dead since before we even had a proper concept of mass media.
See, while that concept you linked there is fundamentally correct, it all pretty much goes flying out the window the moment Rule of Cool comes into play to combine with Unstoppable Rage and you get a guy that is somehow not only more accurate with a gun because he's mad, but the gun itself inexplicably fires faster with less recoil and sends enemies flying further.
Amen.. i dont mind grindin on LIVE but never on PTS. Done bumped your head to think I'm going to waste THAT kind of time.
Item Modification
Whenever i try to put an Enhancement into a slot i just get the message : unknown command "entCmd_GemItem"