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Posts posted by Glacier Peak
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2 hours ago, Major_Decoy said:
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Oh shoot, sorry. Meant those summonable pets, not teammates! Good catch
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Light Form is a solid self buff, and Glowing Touch is actually a pretty solid pocket heal for
teammatespets/summons. Peacebringers are not the worst solo AT in my humble opinion (though I'll forfeit the fact that their inherent does rely on teammates lol). -
1 minute ago, srmalloy said:
We've got the example of the 'snow' in AP during part of the winter event, and the Instant Snowstorm power; it should be possible to create a similar 'rain' effect; even if it doesn't actually make things wet, it would still add a little life to the zones. Before playing with NPC dialog, though, you would want to fix things like the NPC talking on their cell phone and saying (working from memory) "Umbrella? No, there's not a cloud in the sky" with a mostly-overcast sky in the zone.
There is rain in a mission setting at the end of the Who Will Die story line.
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On 7/12/2022 at 7:32 PM, Starforge said:
I mean, there’s always a grind in MMOs. This isn’t out of the ordinary. It’s also for vanity costumes that don’t actually impact your character one bit. If you don’t want to play almost all available content for a shot at the salvage needed for the badges, guess what, you can even buy it on the AH.
You want an annoying badge, the final Damage Taken badge. These are nothing compared to that grind.
Damage dealt imo harder than damage taken.
Edit: I haven't had any concrete earning to time ratio to expand upon the rarity or cost to benefit. It would require a bit more time than I've got to spend at the moment. On the other hand, I see collecting these new costume badges as optional and I don't really care what the grind is because if I want it, I'll earn it.
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General feedback: I'm supportive of the incremental increase of Toxic/Psi resistance to melee archetypes. I'd like to see similar changes added to Kheldians as well via their shields. Peacebringers already get 22.5% res to Psi damage from Quantum Shield while in PvP zones (but not in PvE). Warshades already get 15% res to Toxic from Penumbral Shield in PvE and PvP (and 22.5% res to Psi in PvP).
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36 minutes ago, Dungeoness said:
Good point! Let's advocate for it to be added in to PvE content! (Also for our WS brothers and sisters comparable shield!)
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Actually, WS's already have Toxic resists in their Penumbral Shield
Maybe add the comparable for Psi resist to their shield (and mirror it to PBs comparably?)
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1 hour ago, Dungeoness said:
Where are you seeing a psi res bonus on Quantum Shield, the beta server?
Edit: just respec'd a copied PB onto the beta server and Quantum shield still has no psi res like always. Would be great if it did.
Is there a particular reason psi resistance wasn't added to any part of the Luminous Aura set?
I didn't see it in the in-game description on the live or beta shards or in the Combat Attributes Window (in PvE), but I see it listed here:
Looks like its PvP-tagged only Psi resists.

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12 minutes ago, Trike said:
What is that pattern? Is it from the test server?
Yeah just hit beta for testing. A couple new patterns actually.
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Are Toxic and Psi resists added to Kheldian shields on the menu or...?Actually looks like there is a healthy 22% psi res bonus on Quantum Shield for PBs. Maybe the in game description could get that added? Am I missing the WS equivalent?
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If a mob is stuck, truly stuck, and not actually somewhere on the map hiding, I'll give my friendly neighborhood GM a support ticket request and they come faster than most T9 powers recharge. The GM can help with stuck mobs, and are pretty awesome at it three years in to this volunteer project I might add.
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39 minutes ago, Appolaris said:
Nope. I do three Cathedral of Pain Trials every Saturday, and you definitely need to still take down all of the resonators within a fairly small window, or they will respawn. Even with just twelve people, it can be risky as you may not have enough damage depending on league composition.
Oh okay, good lookin out! I'll admit I've only ran it once on Homecoming, and that was in 2019 lol
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I could've swore they made this soloable.
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Sometimes I put my global handle in the player description, sometimes I write a good background. I've seen folks write anything under the sun, within the CoC guidelines.
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Just now, Troo said:
Do we have a guide on conversions?
150 Vanguard Merits can be turned into 1 Gr'ai Matter Incarnate component
1 Gr'ai Matter can be turned into 1 Incarnate Shard
10 Incarnate Shards + $1M can be turned into 10 Incarnate Threads once every 20 hours
10 Incarnate Threads can be turned into 10 AE Tickets
please don't do that..
Meanwhile at Luna in Ouro
10 Incarnate Threads for 1 Super Inspirations
pretty good deal if we've T4'd..
An excellent guide to Merits:
Can't say I've seen a conversion guide anywhere, but I've not looked too hard either.
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14 minutes ago, plainguy said:
Not grasping all the game lore some of it flies over my head.
I seen the screen shots and the emotes..
I understood the Cimerorean as I think that was already mentioned previously.
EG page 8 Nemesis reference, I don't get it.They're mostly veiled teasers in all honesty. The HC team makes a point of not over promising anything, but also recognizing folks are interested in knowing where things are headed try to ensure a few hints are given. Even when things hit the beta shard for testing, changes can still be made to revert it back and the HC Team wants to ensure there is expectation management for this. Best place to look for any updates is in the beta patch notes thread once they are released for testing before they hit the live shards.
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2 hours ago, plainguy said:
Regardless very impressed with 9 pages and still no real info.
Check pages 1, 2, 4, 6, and 8 for GM and Dev provided information on the upcoming content.
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It's worked like this for the life of the games, there hasn't been a compelling reason to change it.
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Sentinels are not Blaster. Sentinels are not Scrappers or Tankers. You shouldn't compare Sentinel's blast sets to Blasters and you shouldn't compare Sentinel armor sets to Scrappers or Tankers. Just looking at Dark Blast, your single target attack rotation should be Aim (+Range, +To-Hit, +Dmg) then Gloom, Abyssal Gaze, and Antumbral Beam. If you're interested in outputting more damage per cast, drop some procs in to them. They have decent to high proc rates and will add more damage to your single-target rotation. If you are more concerned with AoEs, there's Umbral Torrent, Dark Obliteration, and perhaps Blackstar - mind you that Blackstar recharges in 90 seconds and drops enemy To-Hit, so that could potentially be a part of your attack rotation if you have enough global recharge or recharge slotted in the power.
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3 hours ago, Ukase said:
Honestly, I don't notice a difference, aside from the battle with Apex taking a bit longer than otherwise.
Truth is, a good group, and there really isn't a difference. Now, when you're pursuing the badges, that's when things get tedious. If not, it's just like doing an Apex or Tin Mage.Correct me if I'm wrong, but I believe the Dr. Aeon SF is the only thing with unique Relentless rewards right now?
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There is a strategy involved and team work necessary to make the risk worth the reward. The auto hit attacks are only auto hit if you choose not to break line of sight, etc. Hamidon used to be the hardest challenge in the game, now it's a simple procedure with a league. I think the Relentless difficulty is a great optional addition for players who want more reward and more challenge. I'm excited to see it proliferated further.
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47 minutes ago, BurtHutt said:
It's too bad the new Dev team doesn't get creative. Add some unique stuff. The game needs a fresh feel. Adding on storylines from 2012 and before is not interesting to me. Add some new looks, stories, characters etc.
I see you post this same line or some variation of it a lot. Have the devs added content that wasn't brand new? All of the story arcs that Piecemeal added last year were from scratch. All of the content that Cobalt and the gang added, such as the Dr. Aeon SF was built brand new. Looking past the actual content, I could see thinking the updates to powers and QoL are considered updating old stuff that was there before.
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9 hours ago, Herotu said:
Hi there CR, I was talking to someone about PvP today, they said that there are big problems with the enhancement system in PvP.
For example- Procs are unresistable - wtf?!
There's a soft cap on control durations. Whilst I agree with this, it begs the question: what's the point in Controllers? That's a whole archetype that can't compete in PvP.
How are you supposed to gain new players with such expensive I-win buttons?
There's a lot to what you have just posted, so I'll take a swing and see what I hit.
Procs were never balanced for PvP. And they greatly contribute to the damage is king meta. That tends to create a meta that overlooks the Archetypes that don't directly drop fat numbers on heads. And that's just for starters - there's also the proc rate formula itself that tends to favor longer recharge single target attacks over AoEs, which itself narrows the meta further to Archetypes which have multi-effect single target powers (think Greater Psi Blade, Char, or Fossilize).
Controllers still have a role, it's just a bit different than in PvE. Crowd control is non-existent in PvP. There are short duration spikes which benefit from 2-4 second status effect durations to prevent players from mitigating incoming damage, but usually another Blaster on the spike with Bitter Ice Blast or Blaze will do the trick. That's not to say a single target hold isn't helpful in the right situation, just that crowd control doesn't exist because players are all over the map and AoE attacks are duds in PvP. Then again, that's from an 8v8 perspective - I haven't seen any Controller or Dominator only events, or really much of anything but Blasters, support, and disruption roles in organized arena matches. In PvP zone play, it's the wild west where pretty much anything can be good or bad depending on the situation.
As for the steep floor to entry, that's a challenge that needs to be addressed in the game. In the mean time, the community can continue to run events and leagues to make the barrier to entry minimal or at the very least easier.
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10 minutes ago, TheZag said:
Hero Ball
Or super soccer or whatever other name the kids are calling it these days. Its the game that several people made super bases to play back when super bases were PvP enabled.
There are 2 teams with a ‘Ball’ in the center and a goal at each side. Using Knockback powers, the players attempt to knock the ball into the opposing teams goal to score a point. Most points in the time limit wins. This game will rely heavily on the vectored knock system put in place by Number Six and detailed ‘here’. I believe that physics objects are processed client side so an actual bouncy ball wouldnt work and instead will need to be an NPC that just doesn’t move (and is preferably ball shaped).
Here is the first opportunity for a PvP game that PvErs may enjoy. This is due to the fact that players wont have their regular abilities and instead will only have a ‘Hero Ball’ powerset. Your normal abilities will be disabled and replaced by a power bar similar to what you would see in a ‘do so-and-so’s personal story’ mission. Everyone will be ‘equal’ as far as available abilities are concerned
The Abilities
Kick, 2 second cooldown – Knock the ball a short distance away from you
Punt, 5 second cooldown – Knock the ball a moderate distance away from you
Shoot, 20 second cooldown – Knock the ball a long distance away from you
Dash, 20 Second cooldown – Run faster for 5 seconds
Trip, 30 second cooldown – Knock down an opponent
Second Wind, 1 minute cooldown – Reduce the remaining recharge on your Dash and Trip by 15 seconds
The size of the field should be tuned so that Dash will last for no more than 2/5 of the field. Meaning a Second Wind Dash wouldnt cover the entire field. The abilities would certainly need tuning and could be removed or have new ones added as needed to allow players to remain engaged. Such as single target buffs and debuffs for allies/opposition. I could throw several more abilities in already but these hopefully give a feel for how the game would be able to flow.
Actually called Repel Ball back in the day 😁
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Focused Feedback: Temporal Warrior, Instant Level 50 PvP Characters
in [Open Beta] Focused Feedback
Posted
This is a great idea and glad to see it hit the beta shard for testing. Hopefully we can get some testing done to ensure no unintended shenanigans can be had.