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Everything posted by FupDup
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It's definitely intentional. I confirmed it with Bopper in Discord. I still think it's a strange choice but they're not changing it back.
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What amusing thing in game elicits a real life cacke?
FupDup replied to FFFF's topic in General Discussion
Play the final mission of Scirocco's "Hammer of the World" arc. Use KB to fling enemies off the edges into the infinite abyss for a one-shot kill. If you have a -fly effect, you can even instakill Scirocco himself by luring him over the void and then grounding him (Storm Blast's T1 attack is good for this). I also did this to Ice Mistral when she came to his aid. It doesn't give much XP to kill them this way, but the hilarity makes up for it tenfold. -
The Incarnate system is needlessly complex and fussy
FupDup replied to FFFF's topic in Suggestions & Feedback
When it comes to building stuff with shards, waiting for shards to drop randomly then convert them to salvage is extremely painful and not recommended for anyone, ever. However, if you do very specific TFs/SFs you can get the salvage outright (i.e. Ancient Nictus Fragment from ITF). In theory this could be pretty fast but in practice some of the TFs aren't very popular (like LRSF/MLTF) so that knocks the wind out of the sails of that approach. IMO it's less trouble to just combine shards into threads and use those for everything. I don't want to have to either wait around for rare TFs or learn how to host them myself and wait for people to join. -
Improvements to Buff and Vanity Pets?
FupDup replied to Random Robot's topic in Suggestions & Feedback
I don't think the buff pets should be unkillable because then that makes them a mandatory for everyone. The bonuses are small, yes, but I'd still rather not have that. The vanity pets however pose no such risk so those being unkillable would be completely fine. I think the buff pets should just have similar health as an underling or minion. Enough to survive a sneeze so they can better fulfill their purpose of making the early game a bit smoother. And perhaps a reduced threat level or minor stealth or something because right now enemies like to prioritize them even when you're playing an AT with higher base threat level like Sents. -
IMO the pool should have a taunt aura on T2 or T3...it's kind of criminal that it doesn't.
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Elemental Blast, or Elementalist set
FupDup replied to Communistpenguin's topic in Suggestions & Feedback
For the first idea, that sounds like it wound require multiple different ability choices on each tier, making the total set around 30+ powers. The devs have stated that the mutually exclusive thing they did with Sentinel SR was a one-time thing so that's not happening at all. As for a change element toggle, that is possible in terms of coding but I don't like that it would step on the toes of DP (assuming similar elements like ice and fire). If there was to be another stance-change blast set I'd rather it have totally different damage types that DP doesn't have (en, neg, psi). Not very elemental though... -
A free respec is given every 10 levels, so you would have had 2 on that character. It's kinda hard to use up both of them so early, but at least the first respec trial is only 3 levels away (24). Opening superpacks with a more established alt can also yield you some extra respecs that can be used by any of your other alts.
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There are a few other missions that give you uber god powers. The two I know of are the last mission in Vincent Ross' arc (redside) and the last mission of Pandora's Box Part 5 (you have to kill the Warhulks to get it). As for making that permanent...gonna say probably not to that.
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Thank goodness, I was scared for a second that I'd have to re-engineer a bunch of builds in Mids. Crisis averted!
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Is it okay as long as the toggle stays active forever? Like let's say I were to put a Shifter proc in Crystal Armor (recovery toggle in Stone Armor).
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Tanker damage got buffed so much that they almost are. They clear faster than Brutes in almost all cases and in some cases can even clear faster than Scrappers.
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Sentinel Bio Armor Genomic Evolution/Efficient Adaptation
FupDup replied to Taveena's topic in Bug Reports
Looks like someone forgot a few zeroes while porting the set to Sents. Normally for max end you have to have the bonus in coding be 100x larger than what in-game displays. So for example a +10% max end (100 -> 110 max) would actually be displayed as 1000% in coding (according to City of Data). A 5% increase should technically be 500% in COD, but right now it's just plain old 5% (divide that by 100). Admittedly the set has very good endurance management even with this issue, but it's still offensive purely on principle. -
I generally don't like melee much because if your target walks 1 foot away you have to move to catch up to them, which can be especially annoying given that the NPCs' fleeing code is completely borked and causes them to cower in abject terror after you gently tickle them with your weakest attack. Ranged attacks have the versatility of letting me cut down runners from a distance while still letting me blast them in the face if they get close (even if they do less damage than melee). And for some reason I have a much harder time coming up with melee character concepts than ranged ones. Also, as someone else said, Battle Axe really needs more alternate models.
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Even if there was no coding issue, I don't think we should even have the ability to change primaries or secondaries. Those are supposed to be important choices with consequences. Jacking up the price to eleventy billion won't make it a good feature. We have 1000 character slots per server. Make another toon if you want different powersets. If you want to keep a similar name/theme, then what I like to do is use Praetoria to create "evil clones" (or heroic clones) of primal earth toons.
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For Cat 5, my main issue with it is that high-rank enemies (EB's and above) tend to immediately run out of its damage radius when I put it down, and as a level 34 Sentinel I don't really have mezz powerful enough to stop them. So that causes the theoretical max damage advantage to get negated in such instances. I really hate the avoid effect in general. The most war-hardened supervillains and superheroes shouldn't poop their pants in terror when hit by a stiff breeze. Enemies of boss rank or lower get obliterated pretty quickly at least, but its selling point of cutting down hard enemies doesn't seem to come into play (at least not solo) as much as it was hyped.
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Weapon based assault sets for dominators
FupDup replied to Communistpenguin's topic in Suggestions & Feedback
The Arachnos mace already has a ton of both melee and ranged attacks ready to go. The only issue is that it might be thematically a bit weird to have Arachnos-specific stuff on generic Doms but I can live with that. But then again, mace mastery as an epic pool is available to every AT except HEATs so... -
Weapon based assault sets for dominators
FupDup replied to Communistpenguin's topic in Suggestions & Feedback
You could borrow the pummel and bayonet abilities from SOA's for that, but those two would need some hefty buffs to actually make it viable in melee. -
Weapon based assault sets for dominators
FupDup replied to Communistpenguin's topic in Suggestions & Feedback
One of the other servers has "Gun-Fu," which combines DP with some Martial Combat melee attacks. -
It's not a bug. The devs did this intentionally, even including Sentinels (who weren't mentioned in the patch notes). The logic behind the toxic ammo thing is that it has a longer hold duration that can be stacked more easily, but ice ammo doesn't pay any damage penalty for a powerful mag-4 hold (albeit short duration) so I don't think toxic needs that big of a tax. Personally I don't agree with it, since DP isn't exactly a high-performing set anyways. But thank god that Fire Blast got buffed at least.
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I got an answer from Bopper on Discord. He says it was intended but he failed to convey it in the patch notes.
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The patch notes say that Standard Ammo on this power is supposed to have no change from live, yet Sentinels got a very massive change from issue 5 with it: Dual Pistols Suppressive Fire Cast time reduced from 1.67s to 1.5s. Recharge reduced from 20s to 8s for non-standard ammo. Incendiary: Scale 2 duration Mag 3 hold (stacks). Damage increased to 1.64 scale. Cryo: Scale 4 duration Mag 4 hold (replace). Damage increased to 1.64 scale. Chemical: Scale 8 duration Mag 3 hold (stacks). Damage increased to 0.87 scale. Standard: No change from Live. Still 20s cooldown.
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Illuminati confirmed!
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Calm down on the vigilante/rogue restricted storylines
FupDup replied to PresidentDSG's topic in Suggestions & Feedback
We should balance it out with pure blue and pure red story arcs so that there's some small gameplay reason (besides character concept) to not be Vig/Rog on every character. -
Bumping this thread because the issue still persists after the first bugfix patch of issue 6.
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Energy Cloak offers a larger defense bonus and it gets to keep the full value during combat, unlike Stealth which loses most of its def in battle. Also, Energy Cloak has a somewhat lower endurance cost.