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issue 27 [Beta] Patch Notes for May 28th, 2021
ZorkNemesis replied to Faultline's topic in [Open Beta] Patch Notes
Probably some mandela effect, but I could've also sworn on Live that you couldn't start the LGTF until you had conpleted Dark Watcher's story arc anyway, akin to how you can't start Katie Hannon until you finish up with Buck Salinger. In fact Dark Watcher's arc still mentions something along the lines of "check with The Lady Grey as she has an assignment for you" once you wrap up his storyline. -
It only apllies the +Regen once. I have a bunch slotted in one of my Defenders to help mitigate status since she has no natural status protection and Clarion Radial can't be full timed.
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I have a beer themed Corrupter. I colored the water effects more like a golden brown so it looks like she's tossing ale or mead. For bonus points, she's /poison and her poisons are a darker brown like a stout.
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Current state Hover and Combat Jumping
ZorkNemesis replied to wjrasmussen's topic in General Discussion
Yep, they can be used together and they stack. For an added bonus Combat Jumping also improves flight control (not as noticible with Hover but you'll see it with Fly/Mystic Fly). -
Fog table in Port Oakes failed to render. The view overlooking the shipyard is actually pretty good on a clear day. I know the purpose of the fog, but seeing the world without it sometimes, could there maybe be an option in the future to disable it? I'll accept the world looking incomplete at a distance if it means I could potentially get some scenic shots.
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In the costume editor, it seems that if you have your upper body style set to Robot Arm (any variant) on the standard male build, equipping the Gunslinger shoulder pad (the cow skull) to the right shoulder will place one on the left shoulder as well. This can result in some bad clipping, or some interesting combinations like combining it with Sinister Left Shoulder. This also doesn't happen if you equip the Gunslinger to the left shoulder. No other shoulder option produces this same result. Attached is a quick MS Paint collage showing what i'm seeing. The bottom right combines the Right Gunslinger with a Left Retro Sci-Fi. EDIT: Removed image to save upload space. This issue was resubmitted through the costume error megathread.
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issue 27 [Beta] Patch Notes for May 25th, 2021
ZorkNemesis replied to Jimmy's topic in [Open Beta] Patch Notes
Why not have the seal of Paragon City on the Atlas door (similar to how Sharkhead has the Cage Consortum logo)? Given that city hall is in Atlas it would make sense. -
Keep in mind that list is over a year old and things have changed. We're still holding out for Jimmy to drop this year's stats at some point.
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honoroitisfantastic Imma healer, honest - Pain Dom heal toggle bubble procs
ZorkNemesis replied to honoroit's topic in Defender
To the best of my knowledge, Panacea is the only heal proc that will affect the target of the power. Regenerative Tissue, Miracle, and Numina's Convelescense will only affect the caster, as will Preventitive Medicine which doesn't require the power to be used to work. As a result, Panacea can be a bit more useful in other powers and not something that always has to default to Health. Notably it works in Triage Beacon (Traps) and Tree of Life (Plant Control), allowing those otherwise "useless" powers to act as a beacon of endurance while active. -
issue 27 [Beta] Patch Notes for May 24th, 2021
ZorkNemesis replied to Jimmy's topic in [Open Beta] Patch Notes
My two cents: i'm ok with adding Pocket D entrances to Atlas and Mercy, though I would rather they don't come at the expense of Founders and Marital's entrances. I do use those doors fairly often, and they are the highest level exits to PD, not counting the RV gate. At the same time, I also don't see why the new doors are necessary, the doors in King's Row and Port Oakes are not difficult to reach. Even if the main reason is to make Echo Plaza easier to reach after it's taken out of TUNNEL they aren't a massive trek to get to. I do approve of a new door in Nova Praetoria. Compared to Kings and Oakes, getting to the Pocket D door in Imperial City is a lot more difficult and annoying. As for the rest of the update, indifferent. Cool to see more bug fixes. Also my Gravity Rogue laughs at the city council's attempt at reprimanding the heroes for messing with the rocks. I'm no hero, so i'll keep lifting them up all I want! -
For my next costume: this instance where my costume failed to load on the login screen! (this is Bar Maiden who I already posted a while ago, I just found this rather funny)
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Hey, how has it been two days without any new costumes? Lets fix that. Outland Warrior - Assault Rifle/Trick Arrow Corrupter I like the idea of there being pockets of humanity beyond Praetoria living Mad Max style in environments so harsh that even the Hamidon doesn't bother with them. What if one of those people made it to Praetoria expecting the city to be a fabled utopia? Here's one such take, a scavenger armed with whatever tools he could find and hardened by a kill-or-be-killed tribal lifestyle who was strong enough to reach Praetoria and find the legends were nothing like the reality. On a side note, I kind of wish the Resistance Rifles were options for Assault Rifle customization and not just Beam Rifles. They would do better portraying a scavenged weapon since they actually are scavenged weapons according to the Resistance profiles. Hammer Panzer - Titan/Invulnerability Brute Inspired by a combination of Warhammer 40K Space Marine and Reinhart from Overwatch, here we have a man in a power suit that makes him somewhat invincible and gives him the strength to wield a giant rocket hammer. All he needs is a shoulder charge but sadly we do not have that. Electromagnesis - Gravity/Electric Dominator Using his dominion over electricity granted by his suit, he can generate and manipulate magnetic fields to both shock and crush his foes. Desert Djinn - Earth/Storm Controller A wrathful genie who can encase his foes with the very ground beneath them and conjure sandstorms on a whim.
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/release_pets will also dismiss all pets, though that will also dismiss non-henchmen as well.
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Did you slot any procs into it? Procs will cause aggro when used in powers that don't cause aggro.
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Less of a typo and more of an inconsistency. In Timothy Raymond's mission to Eliminate Kit'Vul (the Exterminator badge mission), Kit'Vul is a Rikti but when he attempts to flee he says "I've gotta get out of here!" That's generally not how Rikti speak and presumably Kit'Vul doesn't have the MK3 Translator in his armor. Perhaps he should say something more along the lines of "Current status: must flee." or "Retreat: Survive." or something to that extent.
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Warburg, spotted at [-301.3 16.0 126.7] however this is persistent in many locations in the zone. The pay phones used for the patrol mission all have their doors misaligned and are off the hinges. Perhaps if they were corrected maybe they wouldn't be as easy to get stuck in? As an additional note, I checked the payphones in Bloody Bay. Those phones have their doors mounted correctly and additionally have physics enabled allowed you to walk into them and smash them off the hinges which prevents getting caught inside them. Why can't the Warburg phones be that sophisticated?
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Controller pet comparison - are some better than others?
ZorkNemesis replied to malleable1's topic in Controller
No need to do that anymore. Back during the live days it was 2 per shard, plus any more slots you bought. VIP subscribers could make 12 per server, plus any more slots purchased. 1000 slots out of the box is a lot more than we used to have. Happy alting! -
I always say "Super-a-deen" or something to that effect. Also "Fix-a-deen" for the Praetorian alternate.
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Controller pet comparison - are some better than others?
ZorkNemesis replied to malleable1's topic in Controller
I've never really looked at pet numbers, but I always take them because they do more damage than the Controller naturally does. Here's my takes and other can feel free to correct me. Fire - Imps: stronger than they look. You basically have three Rikti Monkeys running around with Fire Punch. While they don't do anything else if you keep them all alive they put out good damage. Electric - Gremlins: not terrible. Only two compared to the imps. They do their Charged Brawl but they can also use the chain knockdown power that the Controller may also have so they can keep things floored. Dark - Umbra Beast: pretty good. Annoying sound effects but will keep foes immobilized and afraid. Pairs well with the Haunts. Also virtually immune to any form of control. Dark - Haunts: The Haunts only last a minute or two. You get two, they use Shadow Punch and an ST fear so they'll keep whatever they fight afraid. They have a unique quirk where they will remain and keep fighting if you die and I believe if you can get enough recharge you can double up on them. Their damage is weak, but they are primarily meant to fear foes and draw aggro. Earth - Animated Stone: basically a literal pocket tank. The damage it does is middling but it has taunt effects on its melee attacks and is extremely resistant to all damage (and outright immune to one type, I think Toxic) Plant - Flytrap: Pretty good. A balance of lethal and toxic damage between the spines and bite. It can also immobilize. Its damage may be tuned a little higher than others since Plant Control was first designed for Dominators before it was made available to Controllers a little more than a year later. Hard to target for single-target buffs though without clicking the window; the Flytrap's model is very awkward to click on. As for the others, Singularity, Jack Frost, and Phantasm, I have yet to level a Controller or Dominator to the point where I have them so I can't provide opinions. I have heard the Singularity can be made amazing now however, especially if you pair it with Sorcery's Enflame given that the Singularity is now a gravity vortex. -
I think I saw someone mention that Jimmy has used the knife reaction a couple times. What that actually means though...
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They still have the upgraded powers and icon, they just lose their upgraded clothing, such as the Enforcers' coats and the Aronist's bag of explosives.
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There's a similar Stealth that's used in Agent G's arc in Faultline, however that Stealth has a 20 minute real time limit. Use it all you want during those 20 minutes though, including sneaking through a Sky Raider base dressed as a Wolf Spider.
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Gonna add more information since I noticed it too. It's specifically the Shadowed Path at [1047.8 43.0 -2051.0], directly southeast of the Survivor Compound/Midnight Mansion. It occurs in both First Ward and Night Ward that this specific path doesn't have the graphical overlay/effects. You are still in the path however as Dimensional Shunt is still available. Other Shadowed Paths are working correctly but this one seems to be an anomaly, er, moreso than the paths already are. Here's some footage: https://imgur.com/a/YQorsk8 There's also a little bit of irony here as the Night Ward path also contains the Follow The Light Badge...
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On my Staff/Elec Scrapper i'll go between Body and Soul depending on my End needs. That's really it. If I can keep my end up without Soul's end discount, I don't need it and will instead just go for more damage from Body. Thankfully with /Elec's Power Sink and Energize it's not hard to keep the blue bar up, and throwing in Cardiac Alpha is overkill.
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Ouroboros missions scaling SOs too aggressively, down to TO levels
ZorkNemesis replied to JelloMold's topic in Bug Reports
This makes sense, but not everyone is going to have full IO sets during Ouro content, especially those who aren't at max level.