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Everything posted by biostem
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TBH, I liked all the secondary characters more than the main one. Were there extensive reshoots with that one, because I feel like they could have played up the horror elements a bit more, especially involving Magik's backstory...
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IMO, he was like one of those GMs that did all sorts of dice rolling behind the GM screen, never really revealing what or why he was rolling them in the first place, and just expected the players to go along with it...
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The single target immob on trollers - Is it worth anything late game
biostem replied to rksr9997's topic in Controller
For me, the key is that it's a mag 4 immob, meaning you can stop a boss in-place with only 1 casting, AND set them up to take containment damage. I don't have the exact numbers, but IIRC, they do decent damage, but generally it's over time. In other words, use it to keep enemies away from you and to setup that yummy 2x damage! -
Hmm... DP/Nin seems like a natural fit, then. I find AR to be too "gimmicky", even taking into account DP's flashy animations. Have you considered a bane spider leaning heavily into the AR attacks? You could dip into the mace attacks if you wanted and leverage the rifle butt and bayonet attacks.
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I've been toying around with a few characters, but really haven't settled on anything definitive yet. Right now, I've got: Elec/Poison controller, who's also dipping into the experimentation pool for that mad scientist vibe. Dark/Psi dominator with an "evokes nightmares" angle to her. I have a couple of necromancy MMs already, but was thinking of giving /nature a try, since I haven't done that combo yet, (colored black/dark green/browns to give a graveyard or swamp/bog kind of feel).
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How strongly are you set on this character being a blaster? I have a 50 DP and a 50 AR sentinel, (dp/nin & ar/invuln, respectively). Further, I have a 50 "Crabbermind" SoA which also uses his AR, and it's a very formidable character. Could you elaborate upon what you are looking to get out of this character? Cheers!
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Do IOs unbalance the game? (Spoiler: by themselves, they do not)
biostem replied to FFFF's topic in General Discussion
IOs, IMO, have an ironic sort of dual-effect; They close the gap between what different ATs can accomplish, while at the same time widening the gap between someone using SOs or generic IOs, and set-IOs. The latter definitely give you a leg up in content that was designed before IOs were introduced, but any content that came out afterward still was under-tuned for how players ended up using the set bonuses and procs. -
My replies below IN ORANGE:
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The thing is, the power bars are "standardized" - they all have 10 spots, the indicator for which tray number they are, and a previous/next button. The notion of having non-standard trays came much later, AFAIK. Heck, many modern games offer far less customization than this. Either way, you can simply bind the keys directly, with no power bar necessary...
- 24 replies
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- control
- power trays
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(and 3 more)
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The "let's limit clutter" argument went right out the airlock when power customization allowed you to make your powers as obnoxious and non-uniform as can be. Some sort of simple indicator around an enemy's feet a la the sentinel AT ability, perhaps with a simple triangle pointing to whom they are aggro'd against, would suffice...
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What would be great is if all KM attacks had a passive chance at siphoning strength and/or speed from the target at all times, and power siphon simply bumped that up to 100% for its duration, instead.
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Does this just make those little slivers flesh colored? I mean, people have done something similar since like launch, by using other skin tones that are easier to match with the colors available...
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Some of my thoughts:
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Option to remove enhancement visual effects
biostem replied to Klaleara's topic in Suggestions & Feedback
I've encountered a few players who seem to think that if a power isn't available multiple times a fight, then it isn't worth taking. Trying to judge when best to use that power with a base 4 min recharge can be a bit too much sometimes... -
If it is clearly communicated ahead of time, and I agree to that by requesting to join the team, then I only have myself to blame if I do not like that it is a speed run. If it isn't communicated AND I don't ask, then it's kinda 50-50. If it isn't advertised, but I do ask, and I stay, that's entirely on me. I must say, though, that a "speed run" is no less playing than any other form - just because I don't want to sped an hour or more on a single TF doesn't mean I'm not still playing for an equal amount of time or in any less legitimate way...
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This would give you guns and a sword. Alternatively, if you wanted to be a little tougher, you could go with a dual pistols/something/ninja tool mastery sentinel to also get guns and a sword.
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I'm pretty sure it would affect you, but now I'm wondering if that would only be the case when you cast the gun drone, as opposed to while it is out...
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Option to remove enhancement visual effects
biostem replied to Klaleara's topic in Suggestions & Feedback
I don't disagree per se, but if we want to have some sort of indicator that the proc went off, AND we don't want a particular elemental depiction, what else is there? You could use the generic "struggling" animation that I mentioned, but I'm not sure if any other hold effects would override that. Maybe some flat indicator around the target's feet, like the sentinel crosshair effect? -
I want to roll up a horror-themed character in anticipation of this year's Halloween event(s). I have a few ideas, but would love to hear what you guys think. I'm pretty much open to any AT and powerset combination, but I tend to prefer non-repeating sets, (so while a dark/dark sentinel would be thematic, I'd prefer dark/something else or something else/dark, etc). Thanks for reading!
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Option to remove enhancement visual effects
biostem replied to Klaleara's topic in Suggestions & Feedback
They could have also added text prompts, like "DEVASTATION!" above the enemy when it procs. Heck, they could have gone with the generic "struggling" animation that holds like the on in plant control triggers, (sans the actual vines). -
Option to remove enhancement visual effects
biostem replied to Klaleara's topic in Suggestions & Feedback
The devastation one is a tesla electric cage/sphere. I use it on my DP/Nin Sentinel for a mag 6 hold when cryo ammo is toggled on. I don't mind it per se, but I get how it might mess with someone's concept. -
I didn't see any announcements; Is the ToT event even live now, or is this an anticipatory thread?
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The issue is that each power bar, as they are implemented, needs to have the tray # and back/next GUI elements. It would require a lot of work, but they could probably implement some sort of tighter layout which omitted the GUI elements - you'd have to right click then to do any management...
- 24 replies
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- control
- power trays
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(and 3 more)
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