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Everything posted by biostem
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Mastermind Pets need end game survivability buff
biostem replied to TheSpiritFox's topic in Suggestions & Feedback
I think the HC devs have addressed a small portion of this frustration via the now enhanceable def/res MM pets get via their upgrade powers. That being said, I think the level penalty for the T1 & T2 pets should be removed. Further, I'd love to see something akin to the different side of the hybrid support incarnate tree, where a MMs own buff powers have an increased effect on their pets. Further still, perhaps supremacy could be given an additional click ability, which essentially summons a fresh set of pets, which receive all upgrades that the casting MM owns, (recharge time can be adjusted for proper balancing). -
Could you post your system specs? Maybe we can provide practical solutions for you...
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Not a bad idea, but I'd rather it not be something tied to just that single power. Maybe tie it to the 1st melee power the scrapper takes, instead, (treat it like a short-term buff), since said power is mandatory.
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I'd love to see scrappers get a more reliable source of crits, kind of like how stalkers have their inherent 10% + 3% per nearby teammate.
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I keep meaning to delve into the world of 3D printing. So much potential there! Anyway, here's perhaps my favorite character: "The Lithe Spectre":
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I think part of the issue is that there was this notion that one would not simply focus on a single storyline/arc, and would instead take up other missions & arcs until they were of the appropriate level for the zone the next mission another contact was sending you to, at which point they'd resume said prior storyline/arc...
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Level in XP bar should show level shifts
biostem replied to Oklahoman's topic in Suggestions & Feedback
Don't tone police me. Grow a thicker skin. -
I don't generally play scrappers, but I have a 50 katana/ninjitsu scrapper which is very fun to play. He's quite durable and has some fun tricks in his repertoire to draw from, plus protection against some less-resisted status effects like fear.
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What they could do is make the powers duration much shorter, but give it a few charges before it goes on cooldown, kind of like jaunt from speed of sound. Then, while it wouldn't be a toggle, the player would have a lot more leeway as to how long and where they want the effect to last...
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Level in XP bar should show level shifts
biostem replied to Oklahoman's topic in Suggestions & Feedback
I'm not psychic, and I won't present myself as speaking for anyone else, but my intuition is that some people, (for whatever reason you care to chalk it up to), don't want to have to delve into the various mechanics of the game or how info is displayed, so instead want to have everything presented to them up front and without any obfuscation. For my part, I simply have the level shift displayed among the other stats I set to be visible and leave it at that, but then my introduction to computing was text based with no mice, colors, audio besides beeps, or even fixed drives... -
From my understanding, the issue here is that the power creates a psuedo-pet which renders things inside it untouchable; Therefore, you would not be able to maintain a connection/link to said entity in order to have the power function as a toggle.
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Unpopular idea - alternate group wide player buffing.
biostem replied to Zewks's topic in Suggestions & Feedback
Try pain domination - you get a HoT aura, (def/corr only, MMs get a regen one). You also get a +res/+tohit+dmg click that can kind of be made perma and just left to autofire, (may need the LotG global recharges and some set bonuses to truly make it so). You can also go with the various leadership toggles, or just roll a SoA/Widow who gets copies of them in their secondary. -
Level in XP bar should show level shifts
biostem replied to Oklahoman's topic in Suggestions & Feedback
Except a level shift is *not* your actual level. While it may make you con +1/2/3 to enemies, (vs if you didn't have said level shift), or be 51/52/53 for combat purposes, you are still only level 50. It is a combat mechanic and nothing else. -
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Lower all the settings and also try the /usetexenvcombine launch parameter if that still isn't enough. I've practically run the game on a potato using a combination of those settings. Maintaining separate active versions of the game as "live" simply isn't practical.
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New MM powersets I think would be fun!
biostem replied to Sharpshade's topic in Suggestions & Feedback
Are you forgetting about the various widows or Mu mystics you can summon with Ghost Widow & Scirocco's pools? -
New MM powersets I think would be fun!
biostem replied to Sharpshade's topic in Suggestions & Feedback
SoAs can switch alignments without issue, and if you take one of the PPPs, you can still utilize the associated pets without any problems. That being said, I think putting the energy toward MM pet customization, which could include various enemy faction minions, would be a better approach. -
Then maybe just a giant spirit shark or something.
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From a thematic perspective, it makes perfect sense, but from a gameplay perspective, you have to figure out a reward/incentive structure that would make players want to participate in such an event. To that end, I have a few ideas: 1. If we take your tornado idea as an example, you could make the tornado itself targetable, and perhaps attacking it can lessen its size or otherwise weaken the repel or other effects it may generate. You could also have people trapped under rubble and allow players to destroy the debris to free them, with each such successful rescue rewarding XP. Further, you could have some villains taking advantage of the disaster to loot stores, so you could defeat them as well. 2. We could do a similar implementation with an earthquake or landslide, where the epicenter of the disaster can be attacked to disburse or weaken it, while others can rescue trapped victims and you fight off looters. 3. You could have a flood, perhaps accompanied by waves of Coralax, and maybe the Leviathan makes an appearance that you have to repel. There could be civilians trapped on pieces of debris in the water, and you have to defeat some surrounding spirit sharks to free them.
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I think a more elegant solution, (which you may have suggested elsewhere), would be to have it where toggling the option to disable XP would affect patrol/rested XP while logged off as well.
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They could simply "add" the legacy sets back in under a new name, like call the set "Force Shields" and have it consist of the old force field powers, with the name appropriately changed if and when needed.
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I'd love to see some NPCs randomly replaced with the "glitched" mapserver enemies.
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Civilian character models as prismatick æther costumes?
biostem replied to Azari's topic in Suggestions & Feedback
Except the OP specifically mentioned the PAPs, not normal costume options. Advocate for whatever "pie in the sky" implementation you want, I'm all for new costume pieces. That being said, the outfits found on civilians have different geometries than player models, and could not be ported over - they'd have to be re-created. -
Civilian character models as prismatick æther costumes?
biostem replied to Azari's topic in Suggestions & Feedback
In order to make them player pieces, you'd have to re-code all those pieces to be compatible with said player models. The more pragmatic option is to simply add them, in whatever release schedule the devs deem appropriate, as holo-devices. It's not a matter of what *I* am fine with or not. I didn't ask for these, I'm just suggesting a way to get said models/pieces added in as timely and less labor-intensively as I think would be possible... -
TBH, when I do use it, I utilize a very simple bind: /bind lalt+lbutton "powexecname combat teleport" Then, you need only alt+left-click where you want to go, and you reappear there.