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Everything posted by gameboy1234
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Making the T1 summon also Teleport is kinda weird, imo. It feels expedient rather than thought out. What about making Supremacy into a click power? Make it do everything now as a passive, and also if you click it it brings your pets to you? That might be just a bit more "user friendly" to make teleporting your henchmen a separate power and not make the T1 henchmen summon also a teleport. Could also just add a new power / macro to do the same thing. Not a priority, just something for future consideration.
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Ancient player returning - Any guides for solo play?
gameboy1234 replied to DWRoelands's topic in General Discussion
Fixed it. Anyway, welcome back, have fun, and don't be afraid to ask for help here or in game. Personally I solo a lot too, it's fun reading the mission text. Some of the missions are pretty interesting if you do read, the problem with teams is you always feel pushed to go quickly, and so never actually read up. There's also a permanent XP increase. You may have to shut off XP to complete mission arc chains, say in the Hollows. I regularly do this. You can also just start a new character and go for the missions you miss, which is fun too. I'd start missions Atlas and Mercy and just run those to exhaustion, get a few toons to do it, and then progress up from there as you like. The "new" content (from the old dev team) and some of the new HC content is rather cool. Some of it is a little over-tuned so be prepared to chug inspirations or ask for help. Also solo or not, most servers run plenty of task forces, and there are free XP boosters on the START vendor (née P2W), and you might want to jump in and power-level yourself up, just to have a couple of higher level toons to play with. Mothership Raids are also good for this, Rikti War Zone is accessible by any level now, even level 1. And again, welcome home. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
I actually agree with this. The original idea behind Rage was that it was like the Hulk, once in a while you get really mad and are able to do some extra damage. The huge crash at the end was supposed to be like the Hulk coming out of his mad. Gameplay, I think these big boost, big downside -type powers are just not fun, and probably should be reworked to have less of a boost and less of a bonus too. Personally, the Rage on test right now is fine, but I think we're just used to it. I don't know yet if the toggle is actually a replacement or not, just tried it once so far. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
gameboy1234 replied to The Curator's topic in [Open Beta] Patch Notes
This seems like a huge set of change! I'm still digesting it all frankly. Tho a lot of stuff seems rather nice. -
Noob question: crafting enhancements at level 22
gameboy1234 replied to out51d3r's topic in General Discussion
Basically you need Mids to calculate this stuff or it makes no sense. There are just too many numbers to add up. For a good or top performing build, anyway. If you don't care, buy yellow recipes/IOs and just use vibes. You should probably check out your archetype on the forums here for build advice, you'll notice a lot of those posts use builds from Mids to calculate and to show other posters exactly what's being done. Here's Mids: https://midsreborn.com/ -
Making all inspirations work like team inspirations on Henchmen would fix this! Seriously I think it's a good idea. Using the 40% modifier I think would help keep things in check. Or maybe some divisor based on the number of pets you have out. But I've noticed for a long time now that Henchmen just won't accept an Inspiration while in combat, it's really annoying, and used to work on live. I do understand the "spaghetti code" issue, but also fixing stuff that's not working should be a bit of a priority.
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Noob question: crafting enhancements at level 22
gameboy1234 replied to out51d3r's topic in General Discussion
There are also a few IOs that can be slotted individually and still have a good effect. The Performance Shifter +End proc, for example, as well as Steadfast +Def and Steadfast +Knockback. While I usually do the 25 Common (generic) IOs at level 22, there's a few exceptions I like to start early on. -
The text menu of the powers trays overlaps with the button used to select 1, 2, or 3 trays. My UI Scale is set to about 85% and my text (chat) font size is set to 13 point. This makes it very difficult to select either the button or the "+", you never know what you are going to get. EDIT: I suspect this is caused by hard coding the location of the button. At least for me you could buy yourself some additional space just by moving the button closer to the right edge of the trays. This would give a little bit more leeway for folks choosing to change their UI Scale.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
The animations are fine, but long term I wouldn't mind seeing alternate animations. One set that's all punching, like hitting people with your sonic fists, and one other that's all hand based but might be more "wiggle your fingers at them", sort of like Kinetic Melee, which might imply some other type of power besides just punching. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
Small issue on the latest patch, if I'm understanding correctly. Brutes (at least) get Attune as a T2 power. Which means someone starting could pick the power as their first attack at level one, and it doesn't really do any damage on its own. Might be better to move it to T3, that way everyone starts with at least one damaging power and at least one that can interact with Attune. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
gameboy1234 replied to The Curator's topic in [Open Beta] Focused Feedback
New villain name, for sure. -
First, this is great. I really appreciate the work and attention to simple QOL issues with legacy systems and the UI. Second, for the future, but it would be really nice to be able to search badges. For the Badge title, for the text that you see after you get the badge, and for the text you see before you get the badge. Would really speed up finding them when you need to look for one particular badge.
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Stalkers I just don't get. I don't think I've played one past level 12 or so, and I think I've only tried one. Keldians are hard. I have a couple but I don't play them as much. Likewise not a fan of Defenders, I prefer Controllers or Corruptors for support as these have a more beneficial second power set. Again I think I have maybe one or two defenders. The other classes are OK, I play them a fair bit, but those three I seem to avoid.
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I can't reproduce this. Tested Sat morning 11/15 around 7:30 am Pacific Time. The button on the Pet window labeled "All Pets" works. The key bind I set up years ago to issue a "/petcomall att agg" works. Typing "/petcomall att def" on the command line works. What you describe sounds like a rare issue I've seen before and I think some others have reported also. The pets are "stuck in a loop" with some issue on the server AI. They're stuck pathing, or some other problem, is causing them to be "doing something else" and not accepting commands. It might be related to geometry on the map. Not sure, but try logging and testing again, it probably will just go away.
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Game froze, character inaccessible
gameboy1234 replied to cohRock's topic in [Open Beta] Bug Reports
Same, my character Maxine Pain tried to load into Cimerora about an hour ago (around 6:15 pm Pacific Time) and the loading screen froze. An hour later I'm still getting "The character Maxine Pain is still logging out." I assume the zone has crashed or something, just chiming in to let the devs know. The Cimerora instance on Brainstorm is borked. -
This basically mirrors my own ideas for late game content. MMs should have their powers nailed to their backs and cart them around with them personally, treating the Henchmen more as a visual SFX of the powers rather than autonomous critters on the server. Probably a lot of work for an edge case, but would be really really nice for MMs. Might require an optional "power" to toggle on during, say, any incarnate content, or anytime level shifted up to 50+1, otherwise the "power" is disabled.
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I've been asking for this since live. Even if the Recharge bonus was capped at say 100% to 100% damage bonus, it'd still be something to help out. (100% recharge should halve your recharge timers, meaning at least in theory you should be doing double damage, the same as a 100% damage bonus. The recharge formula is non-linear but 100% "feels" like it sits at a good break point. You could slide the cap up or down to tune it pretty easily. There's also animation times and network delays, but it's still close. And most players I think have well beyond 100% recharge late in the game, so capping it at 100% "feels" like it should provide something without being totally game breaking.)
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Just thinking out loud here, but I'm sure back on live MM pets had a much larger recharge time. Like 1 minute for the tier one, 1.5 minutes for the tier two, and two minutes for the tier three. If that prevents a "zerg rush" and allows us to have passive pet upgrades, I'd be all for it. This was certainly a thing back on live, I remember having to break a few hot doors by exiting to allow pet powers to recharge. This was in reply to Captain Powerhouse talking about allowing the pet upgrades to be passives:
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Maybe add inspirations to that? Keep it at 40%, but let me pop inspirations and the henchmen get 40% of that (each!). Basically inspirations on a MM work like team inspirations, just only for the henchmen. (Which I don't think makes using inspirations on a MM overpowered.) Would make inspirations easier to use on a MM and also more intuitive for newer players.
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This is my biggest concern. The idea behind having pets be lower level than you was to always give you one pet tier that was even level, and without the power reductions we have now. Leveling Bots on Live was a slog until level 26 or so, and the past buffs to MMs were much needed. Now it feels like we might be taking a step back for new players. I haven't tested, and finding the time to do so is difficult. But as others pointed out MMs are not close to "the meta" so it seems like the reduced to-hit and damage shouldn't be needed.