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It's worth mentioning that while this is true of the vast majority of powers, there is one major exception. Mind Control powers, both player and enemy versions, lack positional tags. Thus, they will completely ignore positional defense. So things like Rikti mentalists that use those powers are particularly dangerous to a Super Reflexes character. It's why newer positional defense sets like Ninjitsu sometimes include psionic resistance and/or defense as well, and why some psionic defense was added to the sentinel version of Super Reflexes too.
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Incarnate Powers - alternate options
General Idiot replied to BurtHutt's topic in Suggestions & Feedback
I just want to be able to customize the colours on Interface debuffs, personally. It's an admittedly minor but also perpetual annoyance for me that no matter what powers I use, no matter what colour they are, once I unlock Interface every attack sticks a big gold glow on enemies. -
Shieldless “shield defense” (your thoughts?)
General Idiot replied to Sakura Tenshi's topic in Suggestions & Feedback
The only minimal FX option I want for shield defense is an option to remove the blue particle effects all the shield powers have cause they clash horribly with any not blue costume. I'd also accept allowing us to colour those particle effects like other sets can. Removing the shield though, no. It'd defeat the whole point of it being shield defense. -
Incarnate Ability Auto Configure in Power Tray
General Idiot replied to DrRocket's topic in Suggestions & Feedback
You can sort of emulate this with binds. Put the power itself on your bar so it'll show the cooldown normally, and instead of binding a button to execute the power by name bind it to execute that specific slot in your tray using /powexec_tray. This also eliminates the need for a macro to execute a bunch of different powers and get whichever one you have equipped because whatever one you have equipped as long as you always put it in that specific slot will be the one that fires. All you need to do is remember to drag it onto the tray when you swap to a different one. Edit: And for a setup like what the OP has where all the powers are on the tray even when not equipped, just make the bind hit all of those slots and whichever one is available will fire, and then show its cooldown normally. -
It's worth noting that powers are not typically balanced against the same power in a different set. Assault sets particularly often have powers with different values entirely from their counterparts in ranged or melee sets - in Sonic Assault this is only true of Shockwave and Shout, both of which have longer recharge and correspondingly higher base damage than the original versions in the ranged set. Yes, the ranged powers in Sonic Assault have lower debuff values. But, or balancing purposes they're also not considered to be the same powers as the ones ranged ATs get even though they share names and animations. The argument that the debuff value isn't consistent with what dominators get from other resistance debuffs holds a little more water, but without any other AT getting Assault sets to compare relative values with its really hard to say for sure if the lower -res values are an oversight or an intentional decision when balancing the set.
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Beam Rifle - Laser Beam Eye Animations
General Idiot replied to Troo's topic in Suggestions & Feedback
One of the other servers has an option for something like this that actually ends up looking really cool. Their answer to the 'where's the rifle?' question was to just rename the set to beam blast instead. It's still visually and mechanically distinct enough from other ranged sets to work just fine. Honestly in my ideal world every set would have options for firing from a weapon or not, but as I understand it the amount of work involved in making alternate animation options is quite significant. And yes I even include stuff like dual pistols and assault rifle in that statement cause it opens up options for a character with arm mounted weapons like what War Machine has in Marvel comics and movies. Edit: Also, the eye beam alternate animation they added to Energy Torrent in the melee AT epic pools is literally just Cutting Beam fired from the eyes, too. -
Hard mode MSR with new mechanics and upgraded rewards similarly to how they did for the Imperious and Lady Grey taskforces would be cool. Would probably have to only be doable in the instance version, and even then they'd need to put something on the UI for enabling it which as I understand it is a pain to work with.
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Envisioning such a set is one thing. Actually creating the whole new models and animations it'd almost certainly require is quite another. It'd be cool but I wouldn't get your hopes up.
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People are loving it precisely because it doesn't happen that often. If they made them a regular thing they wouldn't be nearly as special. And honestly, it's not like leveling on Homecoming is all that slow to begin with that it needs speeding up even more.
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If you want a specific name, you're usually better off doing a /getglobalname on it ingame and sending either a tell or an ingame email to that global asking nicely if they'll let you have it rather than just hoping they see a message on the forums.
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Looking at the numbers in your other post a little further back, I can't help but come back to the discussion we had previously about some powers receiving a base damage reduction and others not. Putting consistency with design formulas aside for a moment, at least of the two examples you provided the net effect of the current levels of overcap damage reduction appears already balanced, but only on powers which didn't receive a base damage reduction as well. And I just have to wonder if the harsh numbers on the overcap mechanic are an attempt at keeping those powers balanced overall, which then hits powers that did see a reduction in base damage too hard. Using your numbers for Axe Cyclone as an example a -1% to -11% difference to a brute assuming both hit target cap to me seems alright, given the relative difference in survivability between the two ATs. Tankers have more hp and higher resistances (But not defense - assuming IO builds, both are going to be defense softcapped if they build for it) so they survive slightly better, while brutes do slightly more damage overall. That seems fair to me. It's only in the powers that also do less base damage now where the overcap mechanic really seems too harsh, the -24% to -32% difference on your Frozen Aura numbers feels like way too much when the survivability difference between the two ATs isn't nearly that much in a world where IO sets are as easy to acquire as they are. At present at least from my perspective it feels like one of two things needs to happen. Either they roll back the radius and associated base damage changes and restore the radius buffs in Gauntlet, or they leave the radius changes in and significantly lower the damage penalty from the overcap mechanic. Of the two, the latter is probably more consistent with the design formulas but it then requires them to look at further changes to specific powers later, plus makes tankers feel weaker in situations where they're not hitting full target saturation. Which do happen, not everyone plays on a team or at x8 to be able to always have 16 targets available. So personally I'd like to see the radius changes reverted and overcap left as is, at least for now. Unfortunately, since the curent build is already labeled release candidate I doubt we're going to see any further adjustments for this page.
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Open Lettur from Disgruntled Player regarding Plant Control
General Idiot replied to Nayeh's topic in Open Beta Testing
Let's not mince words. Seeds of Confusion was always objectively overpowered. That it wasn't changed until now doesn't change that fact. It was overpowered the day it was first put in the game and it's arguably only gotten more so over the years with more and more sources of global recharge being available. It needed to be brought in line with other area effect controls, so the endgame enemies don't need to be balanced around its existence. The whole thing of control being useless at endgame? At least partly the fault of this one power being so, so much better than any other area control in the game. Balancing such that Seeds of Confusion isn't always an automatic win button renders all other control completely useless, and conversely balancing such that other control would be useful would leave every group completely trivialised by Seeds of Confusion. With it brought into line, they now have the option to design content where control will be more useful. And Carrion Creepers was objectively broken. Not just overpowered, but straight up broken. Invention procs are set up to only go off so often on average, but the way Carrion Creepers was made with pseudopets spawning pseudopets spawning even more pseudopets allowed it to have up to triple the proc rates it should ever have been allowed to have. As an upside, the creeper vines now do containment damage where they didn't before. Maybe try slotting it for damage rather than just procs and see if that makes up some of the difference. Also? No set should ever be reduced to one or two good powers while the rest are just filler. Any set that is, is an objectively badly designed set and needs to be reworked. No matter how long it's been left in its broken state.- 90 replies
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This is precisely the point I keep trying to make. Surely, if there was ever a time to bring this and other outlier powers into line it was in the patch that changes all the others in a way that now makes the outliers even more so by comparison. Because as I said previously, the net result of this patch is that the gap between the ones that follow the formulas and the ones that don't is now wider than it has ever been. And I thought the general goal was to make the game as a whole more balanced, not less.