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arcane
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Everything posted by arcane
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Is there really a massive proc nerf just around the corner?
arcane replied to Azari's topic in General Discussion
Nah he probably has. Masterminds are atrocious outside of niche scenarios. -
Yes, added cost would make a difference. It’s this pretending that a couple of pieces of common salvage is a substantial cost that is just ridiculous to me.
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I don’t understand why people keep claiming that visits to their base are a negligible activity. That undercuts your argument, not mine. If it’s so negligible then just visit the damn base. I, on the other hand, don’t find the visits to the base to be negligible; they’re the only meaningful cost these buffs have. I think it would cause a very small amount of power creep that is completely unnecessary.
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I don’t pick up temporary buffs that often, but a couple of nights ago I did. I’ll have those buffs for 1.5 hours because of that action. I probably won’t bother to re-up any time soon, so 1.5 is it for me. If this proposal were reality, I would have those buffs for 8 hours instead. The current cost is irrelevant because you can earn the funds for 8 hours of 20% +recharge faster than you can sneeze. Why is that not a buff?
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I guess I can’t possibly be arguing in good faith and must be the evil forum boogeyman you accuse me of being, because I can’t wrap my head around how an 8 hour buff for the same player input as a 1.5 hour buff is not more power.
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I think temp powers/buffs are already a bit overboard, and allowing 8 hours of base empowerment buffs would be worse than the current state of play, yes.
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If a player stops at the base once every 8 hours before vs after the proposed change, the proposed change literally increases their power beyond what they currently have…
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I see getting an 8 hour free buff instead of a 1.5 hour free buff as power creep. (I’m going to call it free until we can at least agree on it costing more than 2-3 pieces of pocket lint.) I genuinely do not understand claims to the contrary. You can argue it is a very small amount of power creep, but not power creep? Help me, remember Sai said I’m stupid.
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“Power creep hasn’t completely ruined the game yet so more power creep must be good” is what I’m reading.
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Bio Armor Ablative Carapace Removes Its Own Absorb
arcane replied to Monos King's topic in [Open Beta] Bug Reports
I don’t see how this could possibly be working as intended. It’s literally comparable to if heals did damage to full health allies. -
Proc rates are unaffected by range changes because proc rates rely on radius, not range. A power’s internal radius value doesn’t change when you enhance its range.
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“Increasing its cost by 1.5” you realize it costs pennies right? This is such a disingenuous point from everyone who’s tried to make it. Nothing x 1.5 = Nothing, people. Don’t lie.
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You are correct on both counts. - Disagreement is not bullying. Multiple posters dogpiling someone with ad hominem attacks is though. - Disagreement doesn’t render someone entitled. Getting aggressive towards others over expanding your access to free shit does though. - I have never reported you nor was I even talking about you.
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Null the Gull minor change?
arcane replied to FundamentalyConfused's topic in Suggestions & Feedback
This has always worked well for me. Just position yourself so that you can click on Null again without closing the window. -
Honestly the recovery and resistance ones are nice but I bet I’d have no objections if it weren’t for +20% recharge. Having that for 8 hours at a time AND basically for free unlike Amplifiers… seems like too much.
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Because some of the buffs aren’t negligible at all.
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Again, multiplying a cost of near-zero by 1.5 still yields a cost of nearly zero, so that argument is meaningless to me. Literally the only meaningful cost of these buffs is the time it takes to re-up them.
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Idk what the number should be but that’s moving in the right direction, yeah.
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Thank you both, that settles it. And I found the extra slot I was hoping for anyway; I completely forgot that Howling Twilight is AutoHit and doesn’t need an Accuracy IO.
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And if some of the buffs weren’t so good for their already non-existent cost, you’d probably get 100% agreement here. But with buffs like +recharge in the mix, a little bit of tedium seems appropriate if there’s not going to be any other meaningful cost. Common/uncommon salvage is not a meaningful cost on its own. Maybe if the best ones at least required one piece of rare salvage I could see myself moving a bit on this.
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Yeah this is why I ask on the forums, those CoD tags confuse me when it comes to pseudopets and other weird powers. Shouldn’t be too hard to test though. Thank you.
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Just to clarify, that means one Tar Patch per caster right? Apologies for my confusion lol
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Thread title. Does Tar Patch stack from the same caster aka can I double the -res debuff if I have the recharge for it? Drafting up an alt build and wondering if there’s any point to enhancing Tar Patch beyond the base slot. I’ll probably just slot it with either one or two recharge reductions based on the answer to this thread, but I could definitely use that 2nd slot elsewhere…
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And the current cost is almost zero in influence terms so that doesn’t do anything…
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I wouldn’t be in favor of this unless the costs were increased to something meaningful. Right now the annoyance of re-upping these buffs is the only thing this mechanic has resembling a cost, so for now it must stay IMO.