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General Idiot

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  1. It also happens with ninja blade on stalkers, ninja training on blaster's and whatever the sentinel epic that gets katana powers is called. Everything that uses a katana, not just the actual Katana powerset.
  2. Something that might be related that I found today - when customising some powers, the available palette appears to have changed. I noticed it after editing a costume on my fire/devices blaster made all her secondary powers change to an apparently default pinkish shade. Upon further investigation it seems some of the powers in that set have changed their palette slightly - notably Caltrops and Smoke Grenade used to have black as an option but don't anymore. However it doesn't actually update and reset them until you view the power in the customisation screen or save and exit in the tailor. Going in and backing out again without saving doesn't change anything. And if you save a customisation file with the now invalid colours still present, it'll fail to show up when you go to load it. Likely more notably though - Hasten has this problem when set to no FX. That being a power a great many characters have, it could explain the loading issue a lot of people are having as the older saved files contain now invalid colours which presumably causes the game to reject them outright as invalid files. And since with Hasten specifically it happens when set to no FX, the colours being reset on saving in the tailor might not be noticed. Note that after going through all my powers on that blaster and setting valid colours for the ones with the problem I was able to save a customisation and it showed up again, while saving one from the same character before doing that didn't show up. Unfortunately I didn't think to keep the invalid file for comparison before saving over it, sorry. As to why some powers have had their palettes changed, I couldn't say. Side effect of the back end changes Korvin mentioned perhaps, though in my particular case this happened entirely on the live server.
  3. Finally got on to make a character and play around with the set a little. I was only soloing through the early Atlas Park arcs so most of this is subjective only. Shock: I have to echo the other feedback I've seen and say it feels weak, especially as the power other ATs won't be able to skip as a secondary set. Perhaps add a self recovery buff or endurance return, like many electric attacks have? Drain endurance from enemies and return some to you. Or make the recovery debuff larger, given it's the only source of -recovery in the set. Though given the debuff stacks (I think?) increasing it probably isn't the best possible option. Rejuvenating Circuit: Was able to sort of test this on Icedrone in Sondra Costel's arc, and on random players I saw running about. And I think it needs to be able to chain back to the user, somehow. Or something like if you use it with a hostile target it activates on you and chains to random allies if there's any around. Also is it a bug that the chain powers won't chain back to you? Or at least Rejuvenating Circult doesn't seem to, which is particularly odd as the original version of it in the Sentinel electricity mastery epic pool can and does chain back to you from an ally. Discharge: Seems to not actually do much? I was using it more for the health and endurance return from consuming static than anything else. The endurance drain isn't terribly useful without -recovery to keep it drained, and the only -recovery in the set is in the single target power that otherwise does the same thing Discharge does. Also is it possible to make the ingame detailed info display something other than 'special' for the effects? As is I know it does -endurance and -damage but how much? I can't help but feel like I shouldn't have to buy temporary power analyzers or look at sources outside the game just to find out what my powers actually do, that was the whole point of the detailed info window. Also in general, for soloing it just seems like a really bad set. Empathy level bad. Six of the nine powers are only usable with a teammate or at least a friendly target - that'll make it vastly better on Masterminds and to a lesser extent Controllers than on Defenders or Corruptors, which isn't necessarily a bad thing. Without a friendly target you have only two endurance drain/damage debuffs and the mez protection patch. Admittedly the patch is pretty powerful given it gives full mez protection on a support AT but really I still think there needs to be a way to use some of the other powers while solo or the set barely functions at all.
  4. Regarding potential electric controllers, can I just say that I love that the default two targets on the chain powers with no Static matches the number of pets an elec controller will have? Thematically matching sets also matching up mechanically like that makes me happy. And also regarding controllers (And also corruptors and masterminds) has a timeframe been given for the set being proliferated? Is it a case of once it's balanced it'll be proliferated within this round of testing, or are we looking more at Page 6 before the other ATs get it?
  5. It should also be noted there is already a targeted aoe set giving aoe defense at six pieces. Annihilation does this, plus of course there's the attuned winter set. Giving this new one ranged defense allows for more options in building a character which is always nice.
  6. So I copied my stalker over to beta, respecced her with the whole pool and did a few paper misisons. - The damage on Corrosive Vial doesn't seem to respect archetype modifiers on some ATs. Particularly, Scrappers and Stalkers both do significantly more damage than they should with it, and Dominators do slightly more than they should. If it wasn't the only power of all the origin pools added thus far to do this I wouldn't question it because ranged modifiers on Scrappers and Stalkers being off is a well known thing, but why does this one power ignore the rule all the other ranged pool powers follow? - Is it possible to make the colours customisable on the darts and the vial? The particle FX colour just fine but the projectiles used are suck as their default green no matter what, which is really strange to see if you've customised the colours. Throwing a green vial that bursts into a pink puddle just doesn't look right. I would suggest making one colour the FX and the other the projectile, if possible. - Speed of Sound is amazing and I love it, though the animation is odd becuase you zoom off and then about a second later get the sonic boom looking burst around you. Is it possible to adjust the timing on that effect so it happens instantly at the same time as you get the speed bonus? - Adrenal Booster has a 10 minute recharge and one minute duration. Sorcery's Rune of Protection, being a similar sort of power but more defensively oriented, has the same 10 minute recharge but a 90 second duration. Why the difference?
  7. Without having actually gotten on to test, one would assume you target someone as with most chain powers. The target gets full effect and it chains from them.
  8. Pretty much my reaction as well. New powers and some really cool QoL improvements in the same patch, what's not to love. I'll have to get on and do some testing of things tomorrow.
  9. Yoink.
  10. This is actually one of the larger reasons not to allow it. The base storage bins along with everything stored in them are encoded into the map data. Importing that data into a new base would duplicate everything in the storage bins as well. Of course the import process could be set up to strip that data out, but it does mean it's more work to implement than a simple copy/paste.
  11. Right next to the police van safeguard missions in that zone use. I believe he also shows up as a contact both on the map and in your contact list once you have him unlocked.
  12. So the Issue 26 Page 4 patch notes have this note: "Burn for Brute and Tankers should also accept Taunt Sets (note that any proc on burn will not pass through to the patch.) " Does anyone know offhand if that means all procs (Including all IO sets of any rarity as well as incarnate Interface procs) or if it's specifically referring to either the procs in taunt sets or the global taunt proc Tankers and Brutes have now? Because on my farming brute I always had the Fury of the Gladiator -res proc in Burn and now I'm wondering if that was doing nothing this whole time. Also related question, if Burn indeed doesn't get any procs whatsoever, do other ground patch powers like Irradiated Ground, Sleet or Rain of Fire behave the same way and not get procs at all or is that unique to Burn?
  13. Just noticed one in Storm Elemental Lore Incarnate powers. All variants that should mention a Tempest Elemental in their text in the incarnate window instead say Diviner. Core, Total and Partial Core Imrpoved and Core and Radial Superior all have the same exact text error. The text is correct in the actual power descriptions if you right click to bring it up, but in the Incarnate powers window where you craft them it has the wrong name for the boss essence.
  14. That's the forums. The suggestion is to be able to do something similar with the in game chat window. Which would be amazing if they could.
  15. With how often this exact question and answer has come up over the course of all the beta patches and now, perhaps the devs should just start referring to the stat as we players can see it, not including the base 100%. It'd save a lot of confusion.
  16. Impale uses the melee damage scale. All ranged attacks in melee power sets do, and always have. Also all epic pools previously used the melee scale as well, but that has changed in this patch so they now use the ranged scale. The end effect is no change in damage, but now the implementation is more consistent on the back end. The only exceptions are the few powers that were added when they gave epic pools a fifth power - those always used the ranged scale and thus did terrible damage. Those specific powers have gotten a significant damage increase with this change. Additionally, ranged pool powers in Sorcery and Force of Will have also gotten a significant damage increase on tanks and brutes. Just waiting for the same change to be made to scrappers and stalkers now, so those pool powers become worth having on those archetypes too.
  17. So does this mean the game can no longer be run borderless, or just that there was some buggy scenario in which it was trying and failing? I very much hope it's the latter.
  18. I've told people repeatedly that I have high hopes but low expectations for City of Titans. I hope it'll be finished, and good, and go forward in leaps and bounds. But with a staff of volunteers, most of whom haven't made a game before let alone one on the scale of a full featured MMO, I really don't expect the finished product to be all that amazing if it ever arrives at all. I very much hope to be proved wrong though.
  19. If you're looking for a specific name, do a /getglobalname on it and send an in game email to the global name of the person who has it. If you ask nicely sometimes people will let go of names, and it's more reliable to ask directly than to post here and hope they read the forums.
  20. If I remember rightly, the soldier and widow versions of Assault give taunt/placate protection rather than resistance. Or are they not currently giving that either?
  21. On the topic of mind reading there's also the Watchman accolade, which in either the badge text or the power description says something about you having trained yourself to resist Rikti psionics. How well that translates to other psychic characters and where the Rikti in general sit compared to player made psychic characters in terms of power level is open to interpretation but that accolade is obtainable by every character in the game, for those looking to justify their character resisting psychics with a power they actually have.
  22. Personally, I'm the kind of person who makes a build I want to try first and makes up a concept to fit afterward. That said, ive done it the other way around a few times too.
  23. If I remember correctly not only does the defense not suppress, the stealth doesn't either. Which is only occasionally useful, but it's still worth mentioning. Also, energy aura really doesn't need another long animation click power. Using energy drain is already painful enough.
  24. As I understand it, if you've engaged in combat recently you'll get a countdown regardless. Similarly, the countdown outside of day job areas is shorter if you've been out of combat for a while. So if you whack something outside the university's front door then go in and immediately log off you'll have a countdown despite being in the day job volume.
  25. The problem with +5 or anything higher is that level 55 and above mobs don't actually exist. They'd need to add some mechanism to grant level shifts to level 54 mobs instead, or actually make level 55+ versions of every enemy group available at max level. Which I assume would be somewhat more complicated than just changing numbers. Bosses as elite bosses in most cases would also require actually making elite boss versions of most bosses. More bosses in general might be more doable but I'm not sure I even want to think about what could be broken by changing the enemy spawning logic in such a fashion. As an alternative, I wonder how possible it'd be to add the 'enemies buffed' or 'players debuffed' options from Ouroboros arcs and task forces as regular difficulty options.
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