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Everything posted by ZorkNemesis
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Male > Head > Standard > Hair > Exposed Brain Similar to the above issue, if the Cranium Width is set to the highest value, the hair on the Exposed Brain style clips a lot into the left side of the head. Interestingly enough the Exposed Brain Spiked style doesn't have this problem. Male > Head > Standard > Hair > Ponytail The Ponytail hairstyle also has slight clipping into both sides of the head if the Cranium Width slider is maxed.
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Male > Head > Standard > Hair > (multiple, see below) Some hairstyles aren't completely attached to the head when the Cranium Height slider is low, leaving a visible hole between the head and hair. I initially noticed it with the Average 2 preset under Shape and the Resistance hairstyle, but noticed a few others also have this issue. It's also a lot more visible with the Brute and Square presets. Affected hairstyles: Mohawk Spikey Resistance Topknot (seems to not be fully attached to the head regardless of sliders) Cybertech 1 Cybertech 2 Post Apocalyptic 1 Post Apocalyptic 2 (more visible from the front then the side)
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Beast Mastery/Savage Melee, take the "raised by wolves" concept further by fighting alongside your pack. Martial Arts/Devices or Martial Arts/Traps, for the not-Batman in you. Martial Assault/Ninjitsu, a more throwing star focused ninja master. This might be a violation though since both sets are secondaries. Savage Melee/Martial Combat, if only to combine Savage Leap with Burst of Speed to make a super agile apex predator. Spines/Plant Manipulation. The thorn attacks are a bit redundant but the two together might be thematic with a sentient plant monster. Toxins with Spines being poisonous also go together allowing a more lethal dose of the venom to be delivered at once.
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Are you sure Hover is the culprit? I've seen cases where Elec Blast and Energy Blast/Assault cause their animations to go screwy after using the fast snipe if the alternate sniper attack animation is set. Typically the animations correct themselves with a slow snipe.
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Health Proc Pieces Bugged in Toggle Powers
ZorkNemesis replied to LordRassilon's topic in Bug Reports
Check to see if it activates when something is in debuff range. A bunch of the "offensive" sustain toggles only proc when enemies are close, such as Performance Shifter in Cauterizing Flames only proccing when foes are in range. -
I saw that picture, that was from a PDF of the manual that appears to be from after a certain point in the game but not the original release. That manual also had mentions of the Council instead of the Column and had the Sturdy line of inspirations which were not originally in the game. While that picture does have the Cone Range enhancement, it also has the combined Endurance Mod which was originally split into a Drain and Boost category. Also no mention of jump height but I'm not sure I remember an enhancement specifically for height. According to the old Paragon Wiki, there was also at one point two separate Defense Buff categories, one for "Team Defense" and another for "Self Defense." Would be interesting to find icons of those because I don't remember that at all.
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It generally boils down to "kill everything before they can kill you" but I've found that slotting sets for ranged defense helps a lot too. Staying mobile and out of range help a lot; hovering away from melee or rapid repositioning with combat jumping will keep you up and shooting longer. Also take advantage of whatvever controls you might have access to, helpless targets aren't fighting back.
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If I recall Cone Range used the wider arrow present on powers like Shout, Lancer Shot, and the DUST Ranger day job icon. End Drain used the typical endurance icon but with a downward arrow underneath like Short Circuit and Discharge. End Boost had the arrow above like Adrenaline Boost. Intangibility used a graphic similar to Stealth or Phase Shift, but can't remember exactly what. The original instruction manual had all the icons if I recall, but I can't find it anywhere, either my own or a pdf version.
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Does anyone still have the comics?
ZorkNemesis replied to Shadow Raven's topic in General Discussion
They're in storage but I still have a handful of them. I actually found a few issues in a comic shop not too long ago in Mass. They had a lot of old stuff and I found a few among their collection. -
Bug report: crafting IO badge won't complete
ZorkNemesis replied to Apricitas's topic in Bug Reports
Basic IO badges require crafting them at different levels. For example the level 45-50 Heal badge requires making nine of the level 45 and nine of the level 50, plus one more of either. This is never mentioned anywhere in the game and you'll only notice if you monitor your badge meter while crafting. Check this page for each badge and what they need of each level: https://hcwiki.cityofheroes.dev/wiki/Invention_Badges -
I tried this myself. I put the Obliteration damage proc in my Blaster's Trip Mine and watched the pet combat logs. When the mines went off they reported their usual Lethal/Fire/Knockback but I never saw the Smashing proc fire on anything I had set them up the bomb. I assume the Force Feedback proc works correctly since that seems to be an on-use trigger rather than an on-hit. Tornado from Storm Summoning procs FF on you when you summon the tornado, so it only seems right that placing a mine would do that too.
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Do regular BP mobs go above 30? The group that's attacking you in the screenshot are the ones usually found in the new Dark Astoria incarnate stuff. I wonder if it's just pulling the next lowest level possible and it pulled DA BP instead of normal BP. Also DA BP can spawn at level 40?
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Incandescence not teleporting entire league/team
ZorkNemesis replied to MsAligned's topic in Bug Reports
If this is the case, would anything with Teleport protection cause Incan to not work? There's a couple status toggles that block it (Energy Aura for sure) and the Sturdy line of inspirations also stops enemy Teleports. -
What are the worst powers in the game?
ZorkNemesis replied to Bionic_Flea's topic in General Discussion
KB>KD proc, accuracy IO, Perfect Zinger proc, Explosive Strike proc. Ends up doing decent damage then and rechsrge is long enough that procs are almost guarenteed. -
What are the worst powers in the game?
ZorkNemesis replied to Bionic_Flea's topic in General Discussion
Personally I think Kick sucks because of that awful animation, both the time it takes and how janky it looks (try kicking like that in real life). But if you actually need an extra attack Boxing is pretty nice. It's quick, comparable to most melee T1/T2s when slotted, gets stronger if you also have Kick and/or Cross Punch (and Cross Punch is also viable if you need another melee AoE; good for Super Strength and Kinetic Melee for sure), can stun weaker mobs and flows well with sets that don't need weapon draws. I took it on an Ice Brute as an attack since Ice Melee kind of lacks decent early attacks beyond sword and frost. Am I also reading CoD right in that Boxing's stun benefits from Domination? -
Scrappers get this power too with their variant of Ice Armor, and both ATs can also still take Hibernate if they go with Leviathan Mastery. I did a Spines/Ice Scrapper a while back. Lots of fun with ice needles flying everywhere and the extra slows from Spines made it tricky for enemies to get away even without the taunt aura. Spines' animation times could be better though but the combo is pretty fun. Had no trouble fighting +0x6 without Incarnates, I assume incarnates would only make it better. Also worth noting, Ice Armor grants near immunity, if not outright immunity, to Slow effects as long as you add at least one Slow Resist IO set if you take both Wet Ice and Permafrost. The Winter's Gift unique is enough. Laugh at those Knives of Aritemis as you walk over their caltrops as if they don't exist.
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What are the worst powers in the game?
ZorkNemesis replied to Bionic_Flea's topic in General Discussion
Pacify is pretty junk, single target Placate with none of the extra Stalker benefits. Scrapper Confront, it's a taunt sure, but a single target taunt. Far less useful than a Tanker/Brute taunt (on purpose) and even less effective than Provoke from the Presence pool. I don't think I've ever seen anyone take it. Time Bomb, no comment needed. Liquefy isn't the worst, but it's a location AoE that causes foes to run from it and has next to no means of keeping them in place (no mez, no slow, it has a knockdown, but it's not very good). If you don't have an AoE mez to throw in with it all Liquefy does is scatter the mob. It also has an enormous recharge for no good reason. Clarity is another one that's not inherently bad, but feels kind of redundant. You already have some status protections with Sonic Dispersion as long as allies hang out with you. Clarity can cover a few that Dispersion doesn't, like Sleep, but still feels unneeded. And another Sonic pick, Sonic Repulsion, but only if you don't give it a KB>KD enhancement. You want to turn your tank into a walking crowd scatter, go right ahead. Black Hole and Dimension Shift aren't bad but far too situational, same with Detention Field and Sonic Cage. Setting a group to Only Affect Self usually just serves to make your team angry that they now have to wait to continue their steamroll. Fly (if you're a Peacebringer) and Teleport (if you're a Warshade). Your AT already has those powers you dummy! -
On a newish character I went to go pick up my police radio. When checking in with the detective I had the option to dismiss my detective as if he was a tip mission, noted by the "Dismiss this contact" option in the bottom right. I was allowed to dismiss him, but he refused to speak to me again until I changed zones. I checked other zones and this option seems to exist there as well. This doesn't seem like normal behavior at all.
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Here's a new one I thought I did a pretty good job with. Pix-Ex (pronounced Pix-E-X), Willpower/Titan Weapon Tanker Joining the ranks of yet another fairy themed character, this one was forcibly augmented with cybernetics to create a magic-machine hybrid creature of sorts. She's not exactly happy about it and is more than willing to smash off your kneecaps with her plasma blade to vent her frustrations.
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Atlas Park [60.2 6.7 544.6] - Outside of the Vanguard DPO This isn't really a geometry error, but a bit of a funny quirk and error involving the reflections on the building. Most of the reflections in the windows are of Atlas Park, though they reflect from above City Hall. That can be overlooked. On the other hand, if you look at the door to the building, a keen eyed Hero might notice the the reflection in the doors is that of Nova Praetoria instead of Atlas Park. Has the Vanguard been compromised? And stranger yet, the window right next to the door reflects Atlas. Looking just right, you can see both Atlas and Nova in the same view. Strange. On a related note, the doors to City Hall also reflect Nova Praetoria. What dimension are we really in here?
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Weapon suggestionm for Titan and Staff: SCYTHE
ZorkNemesis replied to Voltor's topic in Suggestions & Feedback
The Demonic Axe for TW is already pretty scythe looking, but I know what you're saying. Though maybe not have scythes for Staff. Spinning a scythe like a propeller isn't exactly safe. Also a number of staff animations include stabbing motions that wouldn't mesh with a scythe too well. -
There's no bug. World of Confusion isn't meant to confuse foes for extended periods of time, it's meant to confuse them just long enough that their next attack possibly doesn't target you. It's also low magnitude that it only applies to minions without an extra source of confuse. This power is working as intended. See also: Arctic Air in Ice Control which has pretty much the same confusion effect. Also in regards to experience, the amount of exp awarded by enemies who are hurt by confused enemies is proportional to how much damage they took from confused enemies. If a confused foe deals 100% of the damage, no exp is awarded. If it's split 50% you directly and 50% confused, you'll get about 50% for the target. This is also working as intended.
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The First Ward arcs don't follow this rule. Katie and Noble don't remember you if you were a Warden. Katie will remember you if you completed First Ward then did Provost Marchand's arc in Brickstown, as will Nadia, Makawa, and Anna if you check in with them (don't think Night Ward is necessary). Not sure if Pendragon will know you if you did BV's Primal arc first though.
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Actually a lot of characters in some late story arcs do recognize former Praetorians. Provost Marchand, Mr. G, BV, and Number Six all feature characters that will recall your actions if you worked with them at some point. Marchand has different opening text depending on if you were Loyalist or Resistance when you left, Cleopatra's body may or may not be present when you rescue Marauder, The New Praetorians will reminisce about their times with you, BV is pissed if you captured her, Reese will have a bone to pick with you if you crossed him. I have a feeling the writers were aiming for more unique Praetorian dialogue during the Battalion era story arcs, but seeing as how that never happened...
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What is the dumbest way the game has confused you?
ZorkNemesis replied to ninja surprise's topic in General Discussion
To be fair, you couldn't always do that. Kheldians weren't allowed to take the Fly or Teleport pools on live servers since the powers came with the ATs out of the box.