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ZorkNemesis

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Posts posted by ZorkNemesis

  1. The Arachnos Agent Day Job badge description has the incorrect text for both the progress meter and after earning the badge as a Villain/Rogue.  The progress meter's description is currently using the description the badge should have after earning it as a Villain/Rogue while the description after earning it is using the Hero/Vigilante description instead.  The progress meter as a Hero/Vigilante and the description for the badge after earning it are both correct.

     

    Villain Progress Meter

    image.jpeg.4eac6de4afb2e0028d170b786421d1ef.jpeg

     

    Villain Earned

    image.jpeg.c1e6e54bf3173066bdeba9ccdce74de6.jpeg

     

  2. The 5th Column Nightwolf guarding the scientist at the end of the mission "Track Down Your Clone" From Dean MacArthur has the BOSS_DISPLAYINFO placeholder for a description.

     

    image.thumb.jpeg.cb6d808e0637afd73dec1a38ac593264.jpeg

  3. I think I recall hearing this has to do with enhancement availability at certain levels.  I think Attuned enhancements convert at their lowest available levels to prevent the possibility of "upgrading" to a set that's not available until later.  There's at least one Ranged AoE set that has this issue as well from what I remember.

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  4. If this is "Take the ledger to Carla Brunelli", Carla tells you to go hunting in Perez.  If you talk to Lorenzo while the mission is active he'll also tell you to hunt in Perez.  There are many missions that the compass won't tell you what zone to fight in and the devs expected you to read the mission details a little bit.

     

    https://homecoming.wiki/wiki/Lorenzo_DiCosta#Take_the_ledger_to_Carla_Brunelli

     

  5. One thing I discovered while playing around with multiple Dual Pistol users that I found interesting: while they're not taking extra damage from it, Malta Operatives are technically weak to Toxic damage,  I kept checking Power Analyzer on most of their goons, they all have standard SL resistance and Gunslingers and Titans are resistant to most everything but every enemy had a flat 0 for Toxic resistance, even the Titans (though the Gun Drones dropped by Op Engies resist everything).  Pretty helpful discovery really, especially since my main Blaster has /Plant for a secondary and gets bonus Toxic damage in place of Build Up.

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  6. This is a known issue and I believe it was stated to be due to Blasters having access to more holstered weapons than any other AT at once (five?  I don't actually know how to get five at once).  The number of weapon causes problems with some combinations with Dual Pistols and Assault Rifle being the most common victims, especially with left-handed weapons like Archery or Ninja Training.

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  7. I can't think of any QoL changes I would revert since nearly everything is beneficial and I can choose not to use them.  The only one that really bothers me is the ease of access to team teleport, as stupid as that sounds.  I'm accustomed to older MMOs where long travel was part of the experience (Final Fantasy XI comes to mind).  I prefer to hoof it to the next mission most of the time, you'll see me hitting Long Range Teleport before someone calls for a charter flight if I know where to go next.

     

    As for best QoL change, for me it's probably the improvements to Day Jobs and that they are much faster to earn the associated badges.  Four days in change is way better than the twenty-one days required back on live, it really helps my badge addictions.

  8. 4 hours ago, Greycat said:

    I don't get why they were changed either. Honestly more annoyed at the "have patrol XP for it" than any location swaps, though.

     

    Rookie and Silent Sentinel were swapped so that new Heroes were much more likely to find a badge out of the gate (which now has a popup explaining what they are and nudging you toward Long Range Teleport), as otherwise the nearest badge was Top Dog which isn't immediately obvious and can't just be walked over to.  Compared to Villains and Praetorians who are practically guarenteed to find The Next Big Thing going to the Arbiter or Civic Minded when heading to Marauder.

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  9. I often considered ideas for a Water Armor and a couple powers that came through my head included an offensive power called Vortex which was intended to be a knockdown and draw foes in like Axe Cyclone or the Singularity when used (I see you put that in the Melee set instead).  The other idea was calling the T9 Fluid State which, in addition to whatever bonuses it provided, could also temporarily disable collision like Speed Phase to give the impression that your body has become water or whatever liquid you're made of.  I also had other thoughts, such as the status toggle being something like Soothing Currents where it would provide some Regen in additon to status protection and a Bubble Shield of some kind.  I was hoping also to make it a bit more offensive oriented for variety (hence Vortex) but was a little stumped on ideas there.

     

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  10. I'm sure this is a popular suggestion but something tells me that disabling cutscenes in missions that have them would probably break mission scripting and cause all sorts of issues without making additional changes under the hood.  For instance, while it's not a TF the last mission for Dark Watcher has you fighting Hro'dhoz (was that the name?) and halfway through the fight is interrupted by Nemesis making his grand appearance through cutscene.  I suspect the Nemesis ambush and spawn would probably break things without the cutscene somehow, the code is held up with scotch tape after all.

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  11. Zone: Grandville

    Location: [3470.2 -449.7 2289.6]

     

    This angled support structure doesn't seem to be fully aligned with the wall next to it.  You can see through a crack behind it that seems to get wider the lower to the ground the support structure is.  I can also use location powers through it, so I assume you can teleport through it if you had it.

     

    image.thumb.jpeg.ab4fe0083299f942bc8599972b457ecf.jpeg

  12. Passing through Grandville doing some Flashback missions for badges, I noticed that Arachnos Flier Gamma was stuck on a rooftop constantly spinning back and forth trying to get unstuck.  The location was roughly at [1035.4 -336.8 1042.1].  It was shielded and untouchable, unable to be killed.  I watched it for about 5 minutes and it didn't free itself but at some point it suddently despawned, either it was forced despawned (I mentioned it in Help on Indom in case anyone else had ever encountered it) or it has a failsafe to do so automatically if it's caught on something.  Either way if it's getting stuck there it might be a potential issue even though next to nobody bothers to fight the Fliers in Grandville.

     

    Here's what was going on: https://imgur.com/a/Yqpx7QK

    • Like 1
  13. 12 minutes ago, biostem said:

    What's also weird is that Praetorian Clockwork can also be taken over via DE/Hamidon infestation, which may point to some sort of biological component(s)...

     

    Not to mention they're also susceptable to Psionic control, Metronome does this in many Praetoria missions and if you look at their combat stats they lack any form of Psi resistance which nearly any sort of machine has 50% or so, even Rikti Drones which take more damage from everything are resistant to Psionics.

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  14. 57 minutes ago, KaizenSoze said:

    You should have stuck around. I kicked that person, they were firing Ican every two minutes.

     

    This is why "Promt Team Teleport" needs to be the default.  So many people don't have it on and complain about being teleported against their will.

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  15. Maybe i'm not fully versed in the Gauntlet/Fury taunts but aren't those taunts baked into the powers themselves and not a simple proc, similar to Fiery Embrace?  If so, Lore Pets inheriting Gauntlet/Fury shouldn't be taunting since the pets' powers wouldn't have the associated taunt effect as part of their attack.  It's like how the pets can also inherit Domination if its active but any controls they would have won't be boosted since the Domination bonuses are part of the powers themselves (however inheriting Domination probably gives them the status protections).

  16. Adding to Herotu's report, Freezing Touch in the Ice Manipulation set has the same inconsistency in the level up description where it states both Minor and High damage.

     

    image.thumb.jpeg.b6a098a055d493e9415f5fea951189a7.jpeg

  17. No experience with Stone Armor, but I have an Ice Armor Scrapper that's super fun.  Very well rounded defenses, immune to slows, hardly ever have endurance issues, and decently thematic with Spines by combining Quills with Icicles for dual-needle damage auras (plus stacking extra slows).  Hoarfrost is perma so i'm hard capped on HP at all times.  Defenses are fairly high (minus Fire/Cold) but resistances not so much (besides Cold).  Can be a bit fragile at times, Icy Bastion helps for soaking up alpha strikes and I dipped into Leviathan Mastery for Hibernate as a panic button.

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  18. 12 minutes ago, Purrfekshawn said:

     

    Because citizens carry the better thing with them - Phasic Self-Preservation Device. This device works both ways, making citizens undamageable and unable to damage anyone other alike. Don't believe? Try to splash an enemy next to them or force the emeny use its AoE - the citizen will just ignore the explosion without getting even a scratch.

     

     

    You can kill civies in Mayhem missions, there's even a badge for killing 1000 of them.  Additionally there's a number of Praetorian civilians you can attack for no reason in Nova Praetoria.  So much for peaceful protests.

     

  19. Can't remember if a Level 30 check in was necessary, I feel like it was previous years.

     

    Anyway, the Necromancy/Empathy Mastermind is working out quite well.  A little too much Empathy, Immoral Practitioner hasn't quite realized her paitents have been long dead, but that doesn't stop her from using whatever means necessary to secure her funding.  She's been a lot of fun to level, I didn't realize the Necromancy pets were pretty tanky and being able to heal them certainly helps.  Fortitude on the Lich and Grave Knights is pretty good and Regeneration Aura makes them all near unstoppable for the short time it's up.  Probably really good on a team but I typically don't team, soloing through 30 has been pretty nice though.

     

    I'm still in the camp that Pain Domination is more effective than Empathy, especially on a Mastermind where Adrenaline Boost is wasted on pets (they don't get the benefit of Recharge bonuses).  Always fun to try new things though, which is also why i'm using her for the new Villain Striga arcs that I haven't touched yet.

     

    screenshot_240404-21-43-35.thumb.jpg.2a18fcac9b89bb1b2a629e43783190f1.jpg

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