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Everything posted by biostem
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Sure, it could be an oversight, or, as I pointed out with arctic breath, an intentional omission...
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Midnight Visage Temporary Power Should Not be Deletable
biostem replied to Astralock's topic in Suggestions & Feedback
If you drop the mission, can you go back to the contact and re-get it? -
There are some variations in how epic powers work. For instance, in fire blast, blasters get "blaze", which is a high damage single target attack, but sentinels get blazing blast, which has a repel effect added. Similarly, in ice blast, instead of freeze ray, sentinels get chilling ray, that replaces the hold with a sleep. Tanker arctic breath gets a -res component, but the sentinel version does not. In short, there is a precedent for epic powers differing from their other counterparts...
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The powerset you'd love, but you know will never be implemented
biostem replied to SteelR4t's topic in General Discussion
I'd love to see 3 sets implemented: 1. A single pistol set focusing on stronger, more accurate and less flashy animations. 2. Building on the above, a combination single sword and single pistol set. 3. A variant of shield defense for sentinels, even if you'd have to restrict it to not working with AR/BR/Archery/DP. -
I'd gladly take DFB requests over the incessant "sitter lff"...
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Seems kinda extreme if you ask me. No one is saying you have to run it over and over, but the buffs it grants are definitely helpful in the early game, and last up to level 22, so you can take your time with the other content without feeling a need to rush...
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I would rather we be given more options within the various incarnate categories we already have. For instance, I'd love to see some lore options, which while not as powerful, can accompany you permanently.
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That's not cool, and people definitely should be more patient. So not entirely? Don't get me wrong, play however you want, but if you're in a team environment and get separated or lost, it is incumbent upon you to use resources like the map to find your way back to the team. At the same time, a good team leader needs to know how to multitask and offer advice or provide instruction as needed. The problem as I see it is a clash between mindsets - those rolling up their umpteenth alt and trying to speed them to 50, vs a newly returned player looking to refamiliarize themselves with the game. I can't really call either right or wrong, though - just in conflict, sometimes. It's a neat sentiment, but I think a better resource would be if players were made better aware of the various guides on these forums...
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Is it that hard to just stick with your teammates? I mean, it's one thing if you have to AFK, then lose track of where everyone is, but for me at least, I tend to put off teaming until I get my sea-legs back, with regard to a game I haven't played in a while...
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Only if we also get a similar badge for never going to the same trainer twice, (are there even enough?). :-P I would probably say set it for 5 or 10+, trying to keep it to "all" just seems needlessly punitive. It's also something that no one already past like level 2 could never achieve, if implemented...
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Absolutely fantastic! In continuing to refine the costumes for my current favorite, here's a regal/more flamboyant less-armored look for "The Lithe Spectre":
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If you wanted to play up the fae/trickster angle a bit more, maybe something like a dark blast/super reflexes or ninjitsu sentinel could achieve what you;re after...
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Nah, it's more like telling your doctor that your leg hurts when you try to walk on it, and them telling you to just not walk, then. Take or don't take hasten, that's your choice, but if the question is "I DO have hasten, and I want to know how to get it and another power to keep firing off when they've recharged", then address that...
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Nothing is stopping you from roleplaying it with a new character. Heck, you could create an AE arc about it if you wanted.
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Would they need to be a defender? I kind of think something like a staff/sr or db/sr scrapper could play into the lucky aspect and smacking baddies with their shillelagh...
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So I've been having a really great time with my dark/super reflexes sentinel, and in keeping with her theme, I took stealth and stack combat jumping with a stealth IO to make her hard to detect. I was considering ninjitsu, but I noticed that stealth actually grants a higher degree of concealment vs ninjitsu, dark, or energy aura's respective powers. Is it because these provide some additional effects or have lower end costs? Outside of rolling a stalker, is stealth + a stealth IO the best route to get the most amount of concealment, (I'm not counting illusion's superior invisibility, because it's not the type of character I am looking to create at this time)? Thanks for your input!
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If you open the floodgate to this, restricting it to a "one time thing" wouldn't be enough - people would want more of them. Reaching 50 is pretty trivial nowadays, and you can get a pretty good feeling about how a character will perform in their teens or 20s. You get unlimited name changes, so you can even take that pre-existing character, change their name, then have the new one you create take their place...
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I think dual blades does have some nightsticks or billy clubs you can use, in lieu of the escrima sticks. I'm leaning more toward a super reflexes scrapper, with stealth and probably combat jumping with a stealth IO to stack on top of it...
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I don't dispute your premise but that wasn't the OP's question - his question was how to handle wanting to essentially have 2 powers on autofire...
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A simple fix would be to do something like binding S to move you backwards and to activate hasten. I'd rather make sure I have status protection up all the time, with hasten being a lower priority...
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You are again confusing design intent with player choice. You can play however you like, but it is a fact that the game treats being defeated as a bad thing. Heck, even the badges extol your unwillingness to give up after being defeated, as the good part, not the defeat itself. In a way, it is - it is a self-imposed limitation you are placing upon yourself. As I mentioned above, the badges signify you coming back despite being defeated, not in celebration of that fact. Nice strawman, there. I'm merely arguing that debt in and of itself is a punishment as outlined by the game and by intent. As I've stated multiple times, you can play however you want, but don't equivocate a player's choice with what the game considers a reward or a penalty.
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You are confusing game mechanics with design intent. Yes, it is a game mechanic, namely one that punishes you for being defeated. Badges signify some sort of milestone within the game, be it dealing X damage or accruing/paying off Y debt. It's no different than badges for day jobs, which you earn by being logged out. It still doesn't negate the fact that debt is a penalty against your XP gain. How do you get debt, again? By being defeated. I'd call that "doing something wrong" in the grand scheme of the game's design intent. If you personally place a lot of value on the debt badge(s), that's fine, but the game treats it no differently than if you randomly happened upon an exploration one. The XP rewards for earning badges is minimal, and outside of any personal value you may place on them, that is the ultimate gauge by which the game judges something as a reward, (excepting other reward items, like enh's or mats/components that badges don't grant in general).