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Greycat

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Everything posted by Greycat

  1. Teleport does not need line of sight. THe macros may, but TP itself does not. I've teleported "Between" and "around" things frequently. Now, *YOU* need to be able to see a destination (like the other side of the wall,) since you're picking a destination, but there can certainly be stuff in the way. (For instance, I'll often use this on Warshades - who have teleport built in - to TP up on a catwalk right above them and mire/eclipse or stick a hold on something right away.) Also, the hover was put in because people didn't want to "have" to take hover to not immediately fall when using this as a travel power. If you want to get an idea of what this was like, get a stone tank/brute, get Rooted, and start teleporting through the air. Yes, it could stand improvement. Yes, it's a bit hack-y. But removing it is probably a bad idea. Maybe "if you're within a foot of a surface, don't activate" or something, though. And no replacing long range teleport. 😛 (Mostly because I don't want to lose it on my 'shades.) Wouldn't argue with replacing/combining recall/tp foe to make room in the pool though.
  2. I was riffing off of Smoke, from Fire control, with a touch of set flavor.
  3. From the understanding we were given, there are four things baked in so deeply that no, they can't be changed - AT, primary, secondary and origin.
  4. An absence of shadows: 12 merits
  5. The Peace Slayers:
  6. There were others on live. Right now, though -
  7. Think I have a lowbie PB for the first two. WIll try to remember.
  8. I'm sorry, I'm having trouble understanding this phrase.
  9. I think the main issue is if water is really a "surface" or the type of surface it is. While I wouldn't argue with it, I don't know if it's able to be done technically or not.
  10. I coudn't decide, so I figured... hey, graphics option. 🙂
  11. Might depend on time of day. I've seen them, mostly run by SGs, occasionally as an "I'm bored" on Everlasting. I don't tend to see as many announcements since I started covering third shift. 🙂 Even threw together a base for public use so they didn't have to worry about lighting from the time of day outside. (Stages-13625) Not sure if it's been used or not though.
  12. Ehhh. The difference between Perez and the Hollows, though, is that the Hollows has four arcs and a trial of content in there, plus repeatables. Perez has the occasional mission send you there, so it needs something "extra." And yeah, I know as a rationale, it's really inconsistent - Croatoa has two (or four, given you can have a singleton Jack or Eo as well as the fight up north at the same time.) It just doesn't really have a need to draw people there - people advertise for Frostfire, and the Cavern of Transcendence comes up as a WST often enough. I just don't think the Hollows needs one. If it *did* get one, then I'd prefer to see something dealing with the Minions of Igneous instead of a copy/paste of the Kraken. (Honestly, I'd prefer seeing something like the old KR event. *Stop* something from happening or the GM emerges.)
  13. For the heck of it, and something else "necro-"related ... Yeah, these would require a bit of work and custom animation, but it might be fun and open some character concepts for folks. For now, I'm calling it bone control. It does, admittedly, need a less grade-school-juvenile-snicker name. 🙂 Thinking damage would be lethal, possibly with "chance of toxic" as a side effect. 1. Ring Fingers - standard ranged, moderate DOT (probably lethal,) ST immobilize. Small bone spikes (or hands) hold your target immobile. 2. Bone Cage - standard ST hold. Cage made of curved bones (or, alternate, a skeletal hand) ST hold. 3. Bone Rings - TAoE group immob. Group of "ring fingers," standard targeted AOE Immob. 4. Grave dirt Fling grave dirt into the faces of your enemies. Either cone or taoe, -percep/-tohit, if we're doing the "chance for toxic," makes that chance 100%. (Potential disorient if it needs more?) 5. Turned Earth Turn the soil under your enemies' feet into freshly turned earth. -speed, -def, DOT (similar to caltrops.) 6. Grave chill Minor dmg, -speed, -dmg, likely a cone. (Might even throw -regen in there.) 7. Bone Prison PBAOE bone cages. 8. =Insert fancy name here= Toggle, PBAOE DOT. You're surrounded by a whirlwind of bone fragments which do damage to enemies in range. 9. Grave knights Thinking of snagging the two Grave Knights from Necro. Slight graphic change (bone-looking swords,) with of course lethal/toxic dmg on the attacks. Not married to the order or specific details, just felt like throwing a set together for the heck of it.
  14. How about "When RIkti drones were bugged and would just... keep...exploding over and over?" THat was amusing for a while.
  15. Or there was no auction house at all. >.>
  16. Huh. A post where I pretty much 100% agree with Zeraphia. This is a new feeling! 🙂 Especially about the confuse. That would be a serious nerf.
  17. ... appropos of nothing... I seem to recall either late in the game's life or maybe one of the AMAs, one of the devs mentioned we never did do Hami the way they intended. Did they ever say just how they intended for it to go?
  18. Finish the arcs, you'll have one more which will lead you to a portal - pay attention to who's there to see you off, it does change. That portal should ask if you're going to be a hero or villain and drop you on the appropriate side.
  19. One word. Swordchucks.
  20. Ha. Ha ha. Ha ha ha. There would be no farming. Oh, that's cute. As my empaths who were flooded with tells on hitting the early 40s in the early days would tell you, there would *definitely* be farming. The only thing that would change would be people complaining about "all these stupid lowbies in PI begging for battlemaiden/council/other mission farms" instead. And level-locking AE to 50+ would have killed it. My SGs used it for storytelling. Not everyone was 50, and it was used on the way up for relevant plot points.
  21. I ... honestly don't remember having double stamina. Unless that got patched out later, since I still had characters *with* original-stamina on a build (didn't want to redo them) when it shut down.
  22. Ehhh... I'd say they were "sort of" correct. I've joined teams - granted, many were SG teams - where the person still had it in *test* mode. So no AE tickets *or* regular rewards.
  23. Remember when you were young? You shone line the sun. Shine on, you crazy diamond. ... Remember "Death express" being a legit thing - the "original" fast travel from the Hollows (or sewers) back to Atlas to train? Remember the devs introducing Defiance 1.0? "Tell them not to heal you so you do more damage!" ... no.
  24. I ... really am not a fan of the current "in combat insta-snipe." Yes, yes, "snipes are usable in combat without being interrupted, etc, etc." I'd still love to either have them the old way (attached to ToHit) or just - have the ability to turn them off entirely. I've used snipes since I started playing. Long cast for more damage? Works for me. Now, though, if I'm in combat, if I'm setting something up, or something else even considers attacking me, the snipe goes "instant" and damage drops, even though I don't want it to. Example. Running the first SSA on a Dark/Dark corruptor. I'd like to hit the temple leader (for instance) with HT to stun him, then snipe. Except as soon as I hit HT, it goes instant and cuts my damage, so if I want to use it, I've got to wait for it to turn off. I've had it flash on and off as I go through a zone because things target me, even if I never see or get hit with an attack. I've had it flash on just seemingly at random. It's thoroughly annoying. So, yeah. I'd like the choice to just completely kill it. Give me the option of having my snipes back the way they were. If I'm in combat, I've got *all my other attacks.* (And yes, I've successfully used original long-snipes in combat, frequently.)
  25. So, just did a raid. Interesting. In zone: No tether. Attacked Hami - Tether. Flew out of Hami, while raid is still going on - tether. Hami dead - no tether.
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