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Dungeoness

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About Dungeoness

  • Birthday 01/01/1004
  1. I wasn't aware of this "Game return" option that closed all "non essential" windows. Since you didn't explain what it was or how to use it, I took a stab in the dark and typed /gamereturn in-game to see if that was it, which it was. Neat! Here's my solution for you. First, get every window and UI option set just as you like it, then type /wdwsave. Now every position is saved to a config file in your game folder. Then create a macro, or a bind, that says this: gamereturn$$wdwload Instantly, windows are closed, and your previous config is restored. I'm going to use this on all of my toons now as well!
  2. It's not about simply unslotting an IO to move it - everyone is aware of that functionality. The part that makes respeccing such a drag is being forced to start from level 1 all over again, simply because the devs didn't want to/didn't see the benefit to create a better, different UI capable of a more granular approach to choosing powers and slots. Chances are, whatever you're changing, 75% of your power and slot choices will remain the same, IO's notwithstanding. It makes more sense, to me, to rearrange the It's WAY too much clicking, across a full screen UI that blocks all view and interaction of the entire game, including chat. I can't be the only person playing this game that experiences some form of mobility or pain issues that repetitive mouse clicking exacerbates. I would literally pay for something that functioned more like Mid's, with power dragging to rearrange, and clicking to remove slots from powers. And I don't see why an improved process has to be any different than it is now in terms of checking whether or not powers and slots are placed legally. Code already exists that keeps our choices within these limitations, so you simply can't finish the process until these conditions are met. Of course, I don't believe these changes will ever make it into the game, because it would still be a lot of work to implement, but folks can dream.
  3. Throw almost every travel or movement related power into one key, in an execution order that makes sense regardless of which character you're on. Commands execute from right to left. This is how my command looks in my keybinds.txt file: BACKSPACE "powexectoggleon jump pack$$powexectoggleon ninja run$$powexectoggleon shadow cloak$$powexectoggleon hover$$powexectoggleon combat jumping$$powexectoggleon mighty leap$$powexectoggleon super jump$$powexectoggleon super speed$$powexectoggleon sprint$$powexectoggleon fly$$powexectoggleon mystic flight" Tap once to activate whichever flight power you have, since you don't need other movement powers active with those. If you don't have flight powers, one tap turns on Sprint, the bare minimum start for ground movement. If you already have Sprint on, which is likely, it skips through to the next power activation, needing one less tap. Tap twice for Sprint + SS, the classic fast runner. If you don't have SS, tap twice for Sprint + whichever long jump skill you have. If you don't use long jumps, tap twice for Sprint + whichever combat defense toggle you use - CJ or Hover. If you have both CJ and SJ, or both Hover and Flight, further taps will toggle back and forth between the travel power and the defense power. Great for between mission travel, and inner mission combat alike. Three taps turns on Sprint, SS and CJ, if you're a speeder with a little vertical maneuvering. Two taps gives your fresh noob Sprint + Ninja Run. Ready for DFB or Positron runs. Two taps gives your Warshade Sprint + Shadow Cloak for stealthing. Insert any stealth power here that you typically use instead. Lastly, the command falls back to your P2W or temporary travel power. There's probably a lot more you could add to this, depending on your AT and needs. You probably still want these powers on your bars somewhere for de-toggling (though I have another bind to tap de-toggle virtually everything as well), but it makes the act of getting moving quickly a lot smoother for me.
  4. This isn't some thing I've messed with on Homecoming, but I would assume the formatting described on this wiki page should help you. Text in the game's chat window channels can't be changed, just your chat bubble text and background color.
  5. Dungeoness

    Water/? Duo

    /Cold is a pretty late bloomer as far as getting powers that feel really impactful in combat - Sleet at 35 and Heat Loss at 38 - so keep that in mind when determining how much time you intend to spend below those levels. It also has 3 powers you cannot use on yourself. That is fine if you dig buffing and support, but it would be better, IMO, if your partner was playing a set with similar skills, so you would both have more similar survivability. You do get 3 easy spots to throw LotG recharge IO's in your build, which is nice. /Rad at least is a pretty equal opportunity contributor in both buffing and debuffing. That's always an enjoyable set to play alongside. /Time is an undeniably strong set with a more even spread of solid powers across the level ranges. For whatever reason, I've never stuck with any of the many toons I've rolled with Time Manipulation. I just get bored with it, not sure why. It's worth a try, though, as I'm likely in the minority here.
  6. I don't want to muddy up this thread with end-user commentary so early in the process, but this sounds like the kind of improvement to Mids that I've been strongly desiring for a while! Am I correct in inferring that the "real world application" for this process is planned to do the following? 1. Choose slotting, power choices and IO sets within a pre-selected build (AT/primary/secondary already chosen) from scratch in order to match desired parameters for bonuses (defense, accuracy, recharge etc.). 2. Rearrange already placed slots and IO sets in a build in order to match desired parameters for bonuses.
  7. I have been disheartened in teams many times due to excessive use of Judgements and Lore pets. Sure, it's enjoyable to use them yourself, a lot of the time, but magnified by a 6-8 person team, and now you're left wondering if you should even bother targetting a mob in the next pack with one of your actual AT powers or not, figuring whoever's cooldown is up will just pancake everything within 3 seconds. I just think everyone should be able to feel individually powerful and contributory in a team setting, IF that's something they desire, and I feel that giving players options to better enable this goal wouldn't be a negative thing. Not sure if it's been brought up in this thread yet, but why not implement more options for the leader of a team to set? The full enjoyment of this game really comes through when you cooperate with others, so let's make it a more impactful (and even RP rewarding) thing to be the team leader. I would personally love to see the notoriety settings that adjust mission level and group size get a better UI. And with it, add options for the group leader to allow, or disallow, active Incarnate powers such as Judgement nukes and Lore pets. Restrictions would be off by default. Everyone in the team would get a pop-up prompt, like when you have prompt for teleport enabled, when you join a team with any restrictions in place. There should also be some sort of prominent notification, perhaps in the system channel in chat, that tells you when the team leader has changed any notoriety or power restriction settings. The restricted powers would simply be grayed out and unusable, as if you were exemplaring below their level threshold. Team members can make up their own minds whether or not they want a team with the given restrictions in place, and everyone involved has a better understanding of how the leader would like the given objectives to be accomplished. Tailoring your experience within the world shouldn't just be relegated to your costume and power choices.
  8. Just in case this point hasn't been clarified, this is my understanding of it. Soul Absorption auto-hits defeated enemies within its radius. No accuracy check whatsoever. A bit cheekily, it also shows the proc damage from the Cloud Senses set hitting nearly every already defeated enemy. Only enemies still conscious when it fires off will trigger the Accuracy check - for the team regen and recovery, the to-hit debuff, and any procs you might have in the power.
  9. That sounds like a pretty rough patch to go thru for such a Good Seed! I hope you have a speedy recovery, and keep in touch when you can 😊 This is Champion Pangaea, and I've had a blast on both of the weekly runs I've been welcomed to with you guys! A great bunch of weeds I'd leave in my garden year round! Looking forward to the next meeting of the Vines.
  10. Thanks Healix 🙂 October is best tober! Mine's in 6 days, and this damn heat had better chill the eff out by then 😠
  11. Panacea affects the targets of the heal because it was made to, with a power description to match. The other heal procs do not, so only affect yourself.
  12. +1 PLEASE adjust the graphical anomalies with this skill, it's a great buff, but I just got it and I am remiss to even cast it in this state.
  13. I can see flickering, on myself, nearby PC's and NPC's both, regardless of shadow distance settings. The frequency of the flicker does change, flashing less often the lower the shadow distance setting is, and the further away you are from another PC/NPC with the effect. I have yet to find a shadow setting that completely eliminates the issue. I'm on Nvidia driver v430.86.
  14. I just took this power and discovered the flickering as well. Took a quick snap of it with my phone, looks like this. For everyone that receives this buff, their character model flickers like that. It's very distracting and looks terrible :(. There is no minimal FX option for Fade, nor does it have a "Soul Noir" graphics option like most of Darkness Affinity has. Both original and color tintable options flicker. Would love to see a fix for this!
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