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Tatterhood

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Everything posted by Tatterhood

  1. Clue in the last mission of Luke Larson's arc: Unnecessary apostrophe in "Destroyer's", and the last bit should presumably read "Paingod had taken Tunnel Rat". I'm also not sure if "Fixadine Den" needs a capital D.
  2. End of Hatchet's last mission as an undercover Loyalist: Should be either "some Seers" or "some of the Seers", not "some of Seers".
  3. Unlike most blaster sustains, Touch of the Beyond from Darkness Manipulation is an enemy-targeted click power. It also has a very short cooldown compared to the duration of the sustain effect, presumably to facilitate using it for its fear effect. Since you can't renew it between fights and it doesn't necessarily make sense to spam it on cooldown, it ends up being pretty easy to forget to use it once every two minutes. Thus I think it would be nice to have a ring around it as a reminder. (I know there have been posts in here suggesting more radical reworks of this power or Darkness Manipulation as a whole, but this seems like a simple QoL improvement that doesn't have to wait for that.)
  4. I keep my active contacts list sorted by relationship. This usually does a good job of putting the contact(s) that I'm "currently working with" near the top. However, when I finish an arc for a normal contact, I don't necessarily stick around to do every single one of their "kill 15 skuls" missions as well. The outlevelling mechanic is what prevents them from permanently staying at the top of the list. If outlevelling is removed there needs to be some way to tell the game I'm done with a contact other than doing every single mission they have available. (Actually I'd like this anyway. You already don't outlevel contacts if they have a storybook visible, so this problem already exists if you decide you don't like an arc midway through.)
  5. Maybe it's not enough reason to keep it, but the delay does help prevent you from having a bad time if you accidentally click it while flying.
  6. Enemy dialogue from Atlas Park safeguard mission: "heros" should be "heroes" and doesn't need to be capitalized. (I found that this same thing was reported earlier in the thread for a different bank and enemy group, but I don't know if that means that they're just drawing from the same pool of lines or if the mistake appears twice. Sorry for the redundant report if it's the former.)
  7. When you get your first tip on a character, a message pops up explaining how alignment missions work. This doesn't make a lot of sense anymore since the first tip you get is much more likely to be a tour guide mission. I know I was confused by this when I came back after being away for a while. I think that this message should either only pop up for your an alignment tip, or should say something about tour guide tips as well.
  8. Masterminds want in too, mercs come with an assault rifle after all.
  9. Clue from mission "Get over to Speilman's warehouse and defeat any of the Family you find there" from Christine Lansdale: there should not be an apostrophe in "euro's".
  10. Twilight's Son greeting dialogue: "you're" should be "your".
  11. Tip mission "Private Punishment": anther NPC misgendering me.
  12. "A Brutal Discovery" tip mission accept dialogue: "arachnos" should be capitalized. Also, NPC dialogue in the same mission: uses male pronoun for my female character.
  13. "A compromising photograph" tip mission: should say "blow the whole damned thing up".
  14. Newspaper mission (in Sharkhead if relevant): "and orderly" should be "an orderly".
  15. And in the souvenir for that same mission: "made experiments" should probably be "mad experiments".
  16. Marshal Brass's dialogue when you "fail" the mission to prevent the TV broadcast: "reign her in" should be "rein her in".
  17. So is Mighty Leap just strictly better than Super Jump? Its numbers are identical but you get Takeoff as well. With Mystic Flight there's at least the drawback of not working with Afterburner. On the other hand, Takeoff seems kind of useless, being an attack power that requires your endurance-guzzling travel power to be active. Given the long recharge I guess the idea is that you open with it and then toggle Mighty Leap off, but that seems kind of clumsy. I'd expected that Mighty Leap would be less powerful but lower-endurance than Super Jump.
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