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macskull last won the day on October 11
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3694 ExcellentAbout macskull
- Currently Viewing Forum: [Open Beta] Focused Feedback
- Birthday 01/01/1004
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The way modifiers are affected by level differences means the critters themselves won’t really provide any meaningful additional challenge. The biggest problem to “solve” when fighting up-leveled enemies is ensuring you have enough acc/tohit to reliably land attacks because you’ll need to land a lot more of them to defeat a target. Like you can see in the below image, the modifiers for higher-level critters attacking you don’t go up all that much as their level goes up, but your stats for attacking them drop like a rock.
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If you’re at the defense softcap (45% for non incarnate content) a +5 boss will have a 9.75% chance to hit you, while a +4 boss will have a 9.1% chance. That’s only about a 7% difference. On the other hand, if you have, I dunno, 200% defense, those hit chances will be… exactly the same because rank and level differences are handled as accuracy bonuses which aren’t countered by defense. TL;DR: Yes, you’ll be hit more often by +5 critters than by +4 critters, but not much more often. This does not require you to build for any more defense than you already do if you’re already at the softcap because of how this game’s attack mechanics work.
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Then they’re still able to use the menu just fine, because the menu comes out of the right side of the button and the submenus expand properly. Sorry, telling people they need to redo their UI on every single character because a single dev decided to move a menu that didn’t need to be moved is a shit solution to a problem that used to simply not exist.
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This is categorically false, the amount of defense you need to minimize critter hit chance at +5 is exactly the same as the amount of defense you need to minimize critter hit chance at +4 (and +3, and +2, and +1, and +0). Against most enemies a player or a team that is easily able to handle the current +4 difficulty will probably also be able to easily handle the new +5 difficulty. Players or teams that are having a marginal time getting through it are going to find it more difficult. Other testers’ experience during closed beta bore this out.
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I brought this up when the change happened, was told “I guess we could move it to the left side of that window,” and then nothing ever came of it. Still don’t know why someone felt the need to undo six and a half years of muscle memory and move the difficulty settings menu to a completely different part of the UI.
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It does not - the command has no function outside of that specific use.
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This command sends messages to the chat of the arena UI while in the waiting room for an event before the event starts, not while the event is active.
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The empowerment station perception buff (and the rest of the empowerment station buffs) does not work in PvP, so you'll need inspirations or teammates to reach your perception cap unless you have another source of perception like Targeting Drone). A perception-capped non-VEAT/Sentinel can see a stealth-capped Stalker from 10 feet and a stealth-capped VEAT from from about 300 feet. VEATs and Sentinels have higher perception caps which allows them to act as kind of an anti-Stalker since they can see a stealth-capped Stalker from around 120 feet. That seems like a lot, but when both characters are moving at high speed a Stalker will be in and out of that distance really quick. Again, it's not really that much of a concern because a solo Stalker presents very little threat to someone who's paying attention to their surroundings. If you are getting repeatedly killed by a solo Stalker you're either spending too much time in one spot or being too predictable with your movement, or the Stalker is fairly talented, which is a rare thing these days.
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The only time this has ever been remotely true was right after Issue 13 when Spirit Shark incorrectly did insane damage. Outside of that one specific instance Stalkers have never really been a threat in PvP to anyone capable of using the WASD and space keys. The most common ATs in PvP are the ones that have the lowest stealth caps anyways.
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Jesus christ this thread is an absolute dumpster fire.
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Because if they were you'd either have critters aggroing on non-stealthed characters from halfway across the map, or you'd be completely unable to find enemy players in a PvP environment.
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Agreed on Boggle and the insight mechanic in general needing a revamp. Testing has repeatedly shown that using Boggle as it's actually results in worse performance, and insight having a lockout while also being randomly granted makes any sort of consistency next to impossible. Boggle's cast time needs to be way faster and have a higher chance to grant insight, and the insight lockout just needs to go away.
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Is it time to address divergent PvP rules/settings?
macskull replied to Troo's topic in General Discussion
My goal when building (or playing) any character in this game is to contribute to defeating enemies while minimizing the chance I get defeated. Whether the enemies I’m interacting with are NPCs or other players doesn’t change that goal. I’m not trying to “humiliate” anyone - if I wanted to do that I could just do broadcast PvP. My point was not “just build better.” My point was that even factoring in player skill you’re going to have an easier time doing specialized tasks with a character that is specifically designed to handle those tasks. The biggest reason PvP builds are built and played differently here is not because of mechanics differences (though there is a learning curve associated with those) but because the character at the other end of your attacks is capable of doing things this game’s critters could only dream of. -
Is it time to address divergent PvP rules/settings?
macskull replied to Troo's topic in General Discussion
True, but not exactly relevant.