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Drakwatch

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Everything posted by Drakwatch

  1. Can't you use the /enterbasefrompasscode from inside a base? Correct me if I'm wrong, but I don't think the command as it is now has a cooldown, so you could in theory travel to a SG base, use /enterbasefrompasscode and then pop from one base to the next without going back to a different zone. From there you should be able to travel to any zone that the base has a portal to. Is that not what you're looking to do?
  2. This is my argument to anyone who says RIP /enterbasefrompasscode. The command isn't gone - If you can place a base teleporter anywhere now, you can still use the command to go to your favorite warp base. Not only that, getting to a zone SG base is easier and quicker now. AND if your base teleporter is still recharging, you can use any of the OTHER teleporters available to you. You don't NEED to have the LRT Accolade to get around the game quicky. As a side note, the argument that fast travel is over-complicated is a valid one, but I think that mostly stems from the initial design of the game. This update is essentially a sweeping clean up of old teleport / fast travel mechanics while also removing what was essentially a dev command that was available to the public.
  3. I have a couple screenshots from Captain Mako Week back on live. The devs had fun that week.
  4. After completing the arc today with my mastermind, I must say, very well done! Awesome writing, cool villains and enemies, and fun set pieces. I think I like this arc more than the hero-side arc. I didn't come across any bugs, however I did take note of a few thoughts as I played. Spoilers below: Mission 1 1. This seems to be a running theme - the Freakshow fights on this mission are long over and the dialog has been expended before you can even make it to them. It would be nice to have them start talking / fighting when you're within earshot. 2. First ambush gets caught at the closed gate. Mission 3 1. Everything mostly worked as intended! The final room was a challenge, the small size made it easy for my pets to aggro the entire room. After a few trips to the hospital, I managed to take down all the enemies. 2. Rikti Eidolons spawning inside the tubes makes them difficult to target initially. Final Mission 1. Freaklok diversion team dialog happens all at once when you first enter. I didn't even get to see them fight after talking with Piecemeal! Kinda disappointing because they look so cool. I know they are fighting Longbow in the yard, but I can't target them and see what's goin on. I must see more of the Freaklok! 2. Escorting Bile from the Zig was easy enough, although the ambushes feel pretty overwhelming when you first exit into the yard. Perhaps sending the Freaklok to the sewer entrance of the Zig to help out, or have the ambushes spawn as you make your way through the yard would be helpful. Overall, very fun and straight forward. Made me really want to see more of the Freaklok! Here's hoping for more missions with them in the future.
  5. I know one of their long-term plans is to "complete" the Kallisti Wharf zone with full content. That zone is level 40-50 and Paragon planned it for being a stage for Incarnate level content on Hero and Villian sides. I don't think they are anywhere near completion to that goal, but the Homecoming devs have mentioned that they will be working on it. Gotta remember that all the content being worked on is by a very small development team on a part-time, volunteer basis with very little internal testing. I do think that would be a great idea for expanding on Croatoa - the Unseelie Court would be the natural progression of threat and they could be very dangerous enemies up close, perhaps even Incarnate level. They could do the Dark Astoria route - the entire zone of Croatoa enters the spirit realm and every magical entity within becomes a hundred times more powerful.
  6. Messing around with shoulder pieces, for some reason a bunch of the shoulder pieces get borked when on a huge body. They are *MUCH* bigger than their normal symmetrical counterparts and some of them, such as justice plates and valkyrie are kinda messed up. I tested this on some other upper body options because I was using robotic arms and this seems to be the same. See below. Here's how Justice Plates look by comparison:
  7. Has anyone reported on this yet? From what I have read and what I tested, Whirling Hands are not affected by energy focus. Also, cryptid @Jimmy
  8. Posting some thoughts and notes I had after 1 play-through of Graveyard Shift today. Overall, it played pretty well and I only had a handful of bugs, none of them game breaking. Spoilers below:
  9. Glad you're keeping up the tradition of giving redside WAY more interesting content (in my opinion). These Freaks are beautifully revolting.
  10. This update looks really fun! My costume creator addiction will become even worse now with asymmetrical shoulders, lol. Also, I just wanna say, I think this type of preview and communication is exactly what a lot of people were looking to see from the dev team. This is really exciting, and I'm happy you guys have maintained a level of professionalism and consistent quality with all of the server updates so far. Thanks for all the hard effort behind the scenes - I'm really excited for the future of this game and I think it's in great hands.
  11. I'm going to take this opportunity to re-post my idea for a Devices / Techy Control set: While coming up with these powers, I wanted to differentiate and make them stand out from similar powers from other sets, such a web grenade, flashbang, or caltrops. I think these would be unique and interesting enough to feel like you have a fully stocked utility belt - blasting and manipulating enemies and proving some good area denial. Devices Control - You are a master of various gadgets, tools, explosives, and techniques used for area denial, incapacitating foes, and controlling the battlefield. T1 - Electrified Bolas - You hurl a pair of electrified bolas at your target, shocking and entangling them. Ranged, Moderate DoT (energy), Foe Immobilize -Recharge, -SPD, -Jump, -Fly T2 - Flashbang Pellets - You throw a bundle of flashbang pellets in a wide cone in front of you, blinding and disorienting everyone caught in it’s range. Additionally, the explosives in the pellets burn over time. Ranged (Cone), Moderate DoT (Fire), Foe Disorient, -Acc T3 - Acid Foam Grenade - You toss an experimental sticky foam grenade at your target. The foam expands in a chain reaction to nearby targets, slowing and immobilizing them, while noxious fumes choke them. Ranged (Chain AoE), Minor DMG (Toxic) Foe Immobilize -Recharge, -SPD T4 - Sonic Locator Device - You deploy a device that sends a wide sonic pulse around you, pinging the location of hidden enemies. This gives you and your teammates a chance to prepare for attack, increasing accuracy, perception, and resistance to damage. PBAoE Team, +To-Hit, +Res (All), +Perception T5 - Sleeping Gas Pellets - You throw a bundle of gas pellets laced with a narcotic chemical. All affected targets may succumb to the narcotic effect of the gas and will fall asleep. The targets will remain asleep for some time, but will awaken if attacked. Ranged (Cone), Minor DMG(Smash), Foe Sleep T6 - Acoustic Hailing Device - You deploy a sonic device that sends ear piercing audio-kinetic pulses in a wide range. The sonic pulses damage the inner ears of those caught in it’s area of effect, incapacitating and throwing them off balance. Ranged (Location AoE), Foe Hold, Moderate DoT (Smashing / Energy) -Res, T7 - Electrified Razor Wire - You throw an expanding bundle of electrified barbed wire at a location of your choosing. Enemies caught in the wire are cut and shocked, immobilizing and slowing those who try to escape. Ranged (Location AoE), High DoT (energy / lethal), Foe -SPD, Foe Immobilize T8 - Guard Dog - You summon your trusty Guard Dog, a helpful canine companion who can knock down and scare foes, and help track down targets, increasing your accuracy. Bite (Melee, Minor DMG(Lethal), Foe Minor DoT(Lethal)), Resistance (Resistance (Auto, Res ( S25 L25 F15 C35 E15 N50 P20 T50 ), Res(Sleep, Immobilize, Hold, Stun, Knockback, Knockup), Charge (Ranged, High DMG(Smash), Foe Knockdown, Self Teleport ) Intimidating Bark (Ranged, Foe Fear) Tactics (PBAoE, +Acc, +Perception)
  12. This actually got me thinking - Controllers / Dominators could really benefit from a Natural / Tech primary power set to go with Martial Assault, traps, and trick arrow, IMO. Riot control police have plenty of crowd manipulating weapons and devices which would make for great powers. While coming up with these powers, I wanted to differentiate and make them stand out from similar powers from other sets, such a web grenade, flashbang, or caltrops. I think these would be unique and interesting enough to feel like you have a fully stocked utility belt - blasting and manipulating enemies and proving some good area denial. Devices Control - You are a master of various gadgets, tools, explosives, and techniques used for area denial, incapacitating foes, and controlling the battlefield. T1 - Electrified Bolas - You hurl a pair of electrified bolas at your target, shocking and entangling them. Ranged, Moderate DoT (energy), Foe Immobilize -Recharge, -SPD, -Jump, -Fly T2 - Flashbang Pellets - You throw a bundle of flashbang pellets in a wide cone in front of you, blinding and disorienting everyone caught in it’s range. Additionally, the explosives in the pellets burn over time. Ranged (Cone), Moderate DoT (Fire), Foe Disorient, -Acc T3 - Acid Foam Grenade - You toss an experimental sticky foam grenade at your target. The foam expands in a chain reaction to nearby targets, slowing and immobilizing them, while noxious fumes choke them. Ranged (Chain AoE), Minor DMG (Toxic) Foe Immobilize -Recharge, -SPD T4 - Sonic Locator Device - You deploy a device that sends a wide sonic pulse around you, pinging the location of hidden enemies. This gives you and your teammates a chance to prepare for attack, increasing accuracy, perception, and resistance to damage. PBAoE Team, +To-Hit, +Res (All), +Perception T5 - Sleeping Gas Pellets - You throw a bundle of gas pellets laced with a narcotic chemical. All affected targets may succumb to the narcotic effect of the gas and will fall asleep. The targets will remain asleep for some time, but will awaken if attacked. Ranged (Cone), Minor DMG(Smash), Foe Sleep T6 - Acoustic Hailing Device - You deploy a sonic device that sends ear piercing audio-kinetic pulses in a wide range. The sonic pulses damage the inner ears of those caught in it’s area of effect, incapacitating and throwing them off balance. Ranged (Location AoE), Foe Hold, Moderate DoT (Smashing / Energy) -Res, T7 - Electrified Razor Wire - You throw an expanding bundle of electrified barbed wire at a location of your choosing. Enemies caught in the wire are cut and shocked, immobilizing and slowing those who try to escape. Ranged (Location AoE), High DoT (energy / lethal), Foe -SPD, Foe Immobilize T8 - Guard Dog - You summon your trusty Guard Dog, a helpful canine companion who can knock down and scare foes, and help track down targets, increasing your accuracy. Bite (Melee, Minor DMG(Lethal), Foe Minor DoT(Lethal)), Resistance (Resistance (Auto, Res ( S25 L25 F15 C35 E15 N50 P20 T50 ), Res(Sleep, Immobilize, Hold, Stun, Knockback, Knockup), Charge (Ranged, High DMG(Smash), Foe Knockdown, Self Teleport ) Intimidating Bark (Ranged, Foe Fear) Tactics (PBAoE, +Acc, +Perception)
  13. Posted this a while ago, but I think this would make for a relatively easy to implement power set (no new animations at least) for Masterminds. I'll copy paste below: Time Gladiators “You summon forth warriors from the depths of time and the far future to fight under your command. Time Gladiators have a variety of training and fighting styles to counter nearly every situation and can be improved with additional armor and abilities.” Features a crossbow as a primary attack - could customize from wrist crossbow or full size crossbow. T1 - Crossbow Shot: Ranged, Minor Damage (Lethal) T2 - Summon Warriors: Summon 1-3 Warriors Calls forth one to three Warriors (depending on your level) to fight for your glory. These warriors will be a Samurai, a Viking, and a Cowboy. Samurai - Katana, Invuln. Viking - Battle Axe, Shield Cowboy - Dual Pistols, Frag Grenade (dynamite) T3 - Crossbow Volley: Ranged (Cone) Moderate Damage (Lethal) T4 - Armorer: Ranged, Train Time Gladiators Upgrades armor for smashing and lethal resistance and unlocks additional abilities. T5 - Exploding Bolt: Ranged, Area of Effect, Lethal, Foe Knockdown T6 - Summon Challengers: Summon 1-2 Challengers You summon two powerful Challengers to fight for your glory; a cyborg from the future and a Falconeer from the Roman Empire. These Challengers have various buffing abilities and can do various forms of damage. Cyborg - Nano Heal (single target heal over time) + Recov, Pulse Rifle Blast, Seeker Drones (?) Falconeer - Call hawk, Caltrops (?), Call ravens, Tactics T7 - Rally Gladiators: Toggle PBAoE Henchmen, +Dam, +Res for every foe defeated. Stack to 6 T8 - Summon Mecha Champion: Summon 1 Mecha Champion You summon an incredibly powerful robotic mecha champion from the future. This champion is massive and uses energy fusion attacks to obliterate foes. You can only summon 1 at a time. Mecha Champion - Fusion Smash, Fusion Crush, Fusion Blast, Earthshaker, Grant Force Field, Invuln. (See Gotterdammerung from Summer Blockbuster event. This is a less powerful version. It would also be melee focused in regards to Assault Bot from Robotics. Could also use Titan Weapons, and Invuln as well.) T9 - Pollice Verso: Ranged, Single Target Train Time Gladiator. You single out a gladiator of your choosing - This gladiator gains resistance to mez effects, increased accuracy, and a recharge and speed boost to all attacks, and gains a taunt aura. Depending on the gladiator, if the gladiator falls in battle, the Mastermind and all summoned henchmen gain this effect: T2 Henchmen, +Resistance + Recovery, T6 Henchmen, + Dam, + Acc, or T8 Henchmen, +Heal +Resist Mez +Def +Recharge. Edit: Looks like @ZorkNemesis had a similar idea with crossbow attacks. Steady shot sounds like a cool attack too, so kudos to them.
  14. But why? It was nice to have a place to duel people at mid lvl 20s -30s on hero side. I guess we have learned to get by, plus, there is the arena in Pocket D that anyone can access. But I just don't see any true gameplay reasoning behind the change. Is this an inside joke? Are they gonna replace it with a cool building? Explain yourselves, devs.
  15. Here are some costumes I'm pretty proud of that I've made recently. Arch Mortis: Demons/Time MM Blademancer: Katana/Invuln Scrapper Gradivus: SS/WP Brute Swift Echo: MA/Ninjutsu Scrapper
  16. So many good tracks, but I definitely have a few where I'll turn up the volume as I pass through the area. Brickstown, The Crescent: https://archive.paragonwiki.com/w/images//5/5d/Brickstown_TheCrescent.ogg So smooth. So jazzy. Recluse Victory, Sector 1: https://archive.paragonwiki.com/w/images//a/a9/J10_faded.ogg PERFECT music for exiting the hero base. Galaxy City, Nebula District: https://archive.paragonwiki.com/w/images//6/6f/GalaxyCity_NebulaDistrict.ogg BIG nostalgia. Crey's Folley, Carnival Town: https://archive.paragonwiki.com/w/images//0/0d/CreysFolly_CarnivalTown.ogg Remember when you first found carnival town? Siren's Call, Randalls Ruins: https://archive.paragonwiki.com/w/images//9/91/SirensCall_RandallsRuins.ogg Flying through the ruins while keeping an eye out for Stalkers? The music just works.
  17. It's always fun seeing you around Everlasting! Such a good character concept and a simple yet powerful design.
  18. Hey guys! Sharing the base I have on Everlasting that I've made with my brother. It's kind of a mesh of tech and arcane stuff. We've also made it smaller and wanted to show a lot of detail. Check out the full gallery here: https://imgur.com/a/6gHXjcv See below for some highlights:
  19. Bumping this thread - I still have this issue after the katana animation changes. It's strange, everything looks fine on my end, and when attacking, people can see the sword. But when I'm standing still with the sword out, it disappears.
  20. I think this would be the perfect opportunity for a Back Alley Brawler TF. He's still in recovery and can't go after Deadlock himself, so he starts up Task Force Regulators to combat the remaining Skull leadership who have now teamed up with the Trolls. It would be a nice finish to the story threads, BABs would get his revenge on Deadlock, and we could have a sweet AV battle with him at the end. On the flipside, it would also be a good opportunity for a new redside TF. The Trolls and Skulls start hiring Rogue Isle villains as shock troops in Paragon? They need some muscle to keep the 'Dyne flowing, and they need Back Alley Brawler off their back. Any new TFs for under lvl 20 would be awesome and give some much needed team content variety for lower level characters. The Kings Row story arcs are wide open and well written enough to make them a good jumping off point for new content.
  21. Nova would be amazing for this LMAO. The Fallen Gunners around Prometheus Park would be good place to start - try to get them onto the pedestal under the statue.
  22. I'll do some further testing tonight, I was trying it out with base unenhanced lvl 50 run speed and then with speed of sound. The sentinel seemed to just be slow navigating around the Atlas globe - choosing to go around objects rather than over and took about 5-6 seconds to catch up with me after I stopped. However, I've seen other pets do the same thing before now that I think of it.
  23. Does anyone else feel like Galvanic Sentinel is pretty slow? Just running around Atlas with it, it feels like it has some trouble keeping up with me. Seeing as it's a floating ball of energy, I just feel like it should be within 10 meters of me at all times and easily fly over objects.
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