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Everything posted by Greycat
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How do you deal with multiple alts running through the same storylines
Greycat replied to hyena69's topic in Everlasting
This kind of has to be the starting point. Honestly, I think either we kind of ignore the lore and overwrite relevant parts of what we're doing with our own headcanon, treat it as more rare than we do ("yes, six of the others on the team have run this but we'll pretend they haven't, or haven't in a long time," basically) or just ... shrug it off, like we do when we finish a cave mission and the next mission is in that *exact same* cave, but it's now a lab. -
The font should increase in size as you stretch the window to a larger size. But yeah, that can shrink to be pretty tiny.
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Then you're not actually looking, if I can be blunt. Currently I can slot a power with knockback however I want, within the confines of that power's accepted abilities - not just "damage," but (quite often for me) "ranged damage." I'm rather fond, for instance, of Thunderstrike, which throws some decent ranged defense in on the sixth piece, for single target blasts - it stacks quite nicely. You remove KB. I am now having to slot it in a *specific* way with *specific* IOs to get that functionality back. Which means, no, I don't get the same benefit. I now have to forego that full set in order to find my KB, which I use both offensively and defensively. If IO sets were not a thing? You'd have more of an argument for this. If the game had never been released and were still in beta? That'd be the time to have this discussion. KnockDOWN, frankly, is not as good in the characters I use it with as knockBACK. I have a Dark blast/Pain corrupter. It has a cone KD power. If I have that able to do knock*back,* I can knock away something that gets too close - not only are they knocked down but it adds travel time both for that enemy to finish getting knocked back, but (since they're often melee enemies) to get back where they can do extra damage. Knocking down? They're back up and in my face almost immediately. (This isn't theoretical, by the way. I've noted the character's much LESS survivable if I have that converted to KD.) You do when you pick the set. *shrug.* It's not like it just suddenly appears all of a sudden (April Fools Day attacks aside.) Frankly, the answer to "people don't like knockback" is "don't be unaware when using knockback." Just like you shouldn't use AOE immobs on top of someone else's (say) Ice Slick, or that people get annoyed with them when someone immobs a group in a strung out line instead of "as a group." You're not arguing for this in this one set, you're arguing for it *globally,* for *all* characters, unless there's some odd dialect of English where nerfing it for everyone, not just this set, isn't what this means: Short form, you're wanting to mess with a lot of characters. No thanks.
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It's not "lose a damage slot," it's "losing functionality I have to do something else to get back." On top of dictating slotting.
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Yeah. Seeing a team flop out the reactor doors on a failed respec when *your* team was about to go in...
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Which I'd give a hard no to, thanks. I should not have to slot to get functionality back I currently use. The only time I'd say "yeah, that KB should be KD by default" is when it's used by pets/summoned things you can't control (including MM pets.)
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I'd have to agree with "Leave states dead." I don't, and never did, hate the character. He just did nothing to impress - and honestly, I kind of liked the "OK, you can rest now" during his death. He'd been heroing for decades. That said, some "in the past" arcs where you're fighting alongside him or helping or something via Ouro? I wouldn't argue. He's in the middle of lore moments like the first Rikti invasion, the Nemesis invasion, discovering 'dyne's "see other dimensions" (at least what I gather from boomtown plaques) properties and more. Plenty to work with.
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I have to admit, my recollection in the early game was more "Oh, sure, statesman did stuff. Hmm? Yeah, he's ...er... around. Somewhere. I'm sure." Then you get to the 45-50 range and it's "Oh. Er, by the way, he's been captured by his evil double in Praetoria. Could you be a dear and go rescue him? Thanks." Basically a lot of tell and no show.
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I still say the all-Kheld Yin should just be referred to as a Kheldyin from this point on. (And it was a lot of fun.)
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... which is a strange thing to say after pointing out they're adding content... Regardless, remember. They're a small volunteer team trying to (and managing to) do a lot. We're not going to get 4 issues a year, packed with powersets, tons of arcs, etc.
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Well, if you do the arcs (working with Lt. Lovesick With A Tacky Hat,) you do - or work your way towards it, but I don't think there's a contact right after...
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Holds vs other controls (Is Sleep better than Knockback)
Greycat replied to Troo's topic in General Discussion
Hmm. Not sure where I'd put slow - though it's usually not just slow but -rech as well. I do like it as a secondary effect on my Warshades (with pretty much every attack,) and I certainly don't mind it on my ice or poison using characters. Good for both offense and defense. -
Mm. Definitely. Though I don't think they really expected it to be "rare," after all we've been using the same mechanic to update enhancements ... pretty much since the beginning. And combining *then* was as annoying as the boosting you're doing *now.* So it's not a new problem. For boosting (and for that matter catalyzing,) I'd love to be able to click a button and say "boost all" and/or "catalyze all" and just have it done.
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Both. They do different things. Aside from the previously mentioned -def, you can place Quicksand if (say) you're expecting an ambush - not only will it slow them down and give a nice bit of -def, but because the front mobs are slowed first, it'll bunch them up as they come in for AOE goodness, which both you, solo, and the rest of your team can appreciate. (Though, to me, it's more of a "take now" than mud pots.) Earth/earth? Drop QS, volcanic (keeping them there longer,) then head in with pots for damage. (Or, given the upcoming teleport changes, drop them all under you and yoink the enemies around you straight into them en masse.)
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I'm generally not a fan of illusion, honestly (... despite having a few,) but I've got to say Poison and Storm are my favourites to play...
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Seconding that. Not sure why that never got fixed. It's at least as old as Cimerora. (Issue release, not "back in ancient rome, computers had many problems and maps autozooming ... ok, wasn't one of them. But would have been if they had electricity and the internet.") I think the only other things that come to mind are that we don't really have scaling elements (or I'm missing them) - some of the small buttons were fine in the days of 800x600 or 1024x768, but with HD, 2k, 4k and above monitors, they're *tiny.* That and we don't have the ability to lock *trays* - we can lock powers IN the tray, but can't lock individual (or all) trays to keep from accidentally switching them with the arrows. Hmm. What else. Base storage. There's no easy "Set all" and/or "Change default" for storage items. You put down eight enhancement storage tables, for instance, you have to go to each one and set every rank (or whatever you want) to "get" and "put." Oh, yeah. My typical UI: Team or League tends to go on the left. If I'm a MM, minions go on the right.
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I don't know if there's a technical reason it's not there or it's just "they didn't get around to putting it in" (given how late Absorb came around, I'm suspecting the latter) but if possible, yeah.
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Holds vs other controls (Is Sleep better than Knockback)
Greycat replied to Troo's topic in General Discussion
I don't know that I'd rank them. They're all situational. For instance, I can Sleep the patrons/heroes in MLTF/LRSF in one hit. I can't do that with a hold. They ignore my KB. Sleep will also shut down a Dispersion field, and even if the enemy is immediately woken up by an attack, they don't put that out right away again - making it easier to defeat everything else (and not have it mez resistant.) People get so hung up on "but it's broken by damage" and ignore the other things it does. KB can help position, which a hold won't do (... well, telekenesis, but hold's just part of that power.) Confuse is more useful than others when faced with a buffer/debuffer - sometimes. Knocked up will take an enemy off the field for a few months, and may lead to some awkward questions, especially if the enemy is male and winds up in that state. (Let's not get into robots and ghosts.) -
Ever Made the same build twice... and not realize it?
Greycat replied to Gentoo's topic in General Discussion
WIth the hundreds of alts I had on live, and 100 here? Sure. Doesn't help that I play quite a few Kheldians... -
The only thing wind control inspires in me is comments about it being broken.
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SG night - nope, easy choice. Other than that? Depends who I feel like playing. I'll sometimes spin the (mouse) wheel and pick from my... hundred or so that way.
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Wall of Text HITS for 749 points! You are stunned and cannot comprehend anything you read for 2d8+2 min.
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I did say for the most part. That said, I've seen people come up with some interesting ways to make these "not the expected origin." Turning beam rifle magic's the most obvious one, alongside demons/zombies actually being tech or science constructs.
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Focused Feedback: Teleportation Pool Revamp
Greycat replied to Jimmy's topic in [Open Beta] Focused Feedback
It is not a wormhole replacement by any means. Wormhole's got longer range and flexible mob placement. This just yoinks whatever's in 100 ft to you. Epic, as used in terms of Epic ATs, means tied to a story - IE, Epic of Gilgamesh. -
I know in thUS, the thing right now is "Go Vote!" Right here? "Go test!" And unlike voting, do it often! 🙂
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