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Rudra

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Everything posted by Rudra

  1. This is a weird one. I made a new character today... again... and got said character up to 5th level. Then when one of my friends logged on, I asked her for feedback on the new character. At her recommendation, I removed the chest piece my character had for clashing with the rest of the costume. Having made the change and gotten her to review the character again, I logged off the character and alted to the character I have paired with her new MM for us to run around with. That was about 6 hours ago. Just now, I logged back in the game and selected my new character. However, the character now has the original look with the chest piece still attached. I opened the costume window and all available slots are the original costume, which should not be. Now, the character is still only level 5, so I can make the change again for free... but I shouldn't have to make the change again at all. Edit: If it makes a difference, I used the tailor in my base and I logged the character off in my base.
  2. Got ideas for an Overwhelming Control or Overwhelming Support set? * - Names subject to change. The overwhelmingness of the sets varies by person. Consult your doctor if overwhelming persists for 8 or more hours. Use as directed.
  3. Can't the Winter packs be gotten year round too?
  4. Oh God! Please no! I hate when real companies advertise in MMOs. Then everything gets cluttered with their ads.
  5. The "summer set" is technically Overwhelming Force. It just isn't named "Summer".
  6. Aren't the late night ones, my local time at least, in the Abyss on Everlasting? I know the more conveniently timed ones on the weekend are in the Abyss on the weekend and in the Hive on weekdays, but I would swear there are daily ones in the Abyss too. Just really, really late.
  7. Odds are, it will be a change you won't notice and the HC Launcher will be the official launcher. Just with some new tweaks.
  8. Thank @General Idiot. If not for his/her/their explanation, I wouldn't have thought about it.
  9. It looks like you are. Your comment is that Pummel does more damage than Slice, but it doesn't except from Cloaking Device. If you are using Mids, turn off Conditioning/Hidden, and the damage is the same giving Slice the advantage for having a 1 second animation to Pummel's 1.667 second animation.
  10. At this time, while Tequila is forecasted to no longer be supported, it does not have a timeline reported to us players for when that will happen and is still getting support. Per the NCSoft licensee post, the devs are working on a dedicated launcher that will render Tequila obsolete, and that was the purpose of the HC Launcher being developed, though I get the impression a new launcher may be in the works, probably a refined version of the existing HC Launcher, but that was the most recent bit of information I saw.
  11. Are you talking new power sets like Longbow Officer, Carnival Leader, or Arachnos Commander? Or just new skins for existing pets? (The new skins have been asked for multiple times, as well as PPD, Security/Cage Consortium, Crey, and others. As well as full pet visual customizations for players.) (Also, technically, we do have Arachnos pets available. The Crab Spider branch of the Soldiers of Arachnos can get 3 Spiderlings, 2 Arachnobot Disruptors and 1 Arachnobot Blaster or Mu Striker or Blood Widow.)
  12. I don't get it. After reading your post, I logged in and changed my UI scaling as well. Even at 185%, it didn't change the readability of the badge names. (Edit: Well, that isn't technically true. Everything became so over-sized, it was hard to read anything because everything overlapped each other. The brightness of the badge names didn't noticeably dim on my screen though. Were you using the same monitor on those two computers by chance?) Edit again: Ding ding ding ding ding!!!!! It IS the UI scaling. Get off 116%. Go bigger or go smaller. Around 116% for some reason, the badge names dim. The names are dim between 101-145%. (Yes, that needs to be fixed, I agree. Just trying to give a means of dealing with it until then.)
  13. I don't have that problem. The badge names when I do that are the same color, except much, much brighter. If you've tried everything else in the game, it's probably the new laptop. Try another game that may have something similar in the way of displays and see if it is also faded out/dim. If so, check the owner manual or call tech support to see if there is a setting on the laptop to fix it.
  14. Considering the current meta is to out-spam your teammates' nukes and Judgements with your own to fast clear spawns before anything else can happen or be done? I personally don't view that as a valid argument. It is a perfectly solid power as a solo player and it is still perfectly usable when the team runs into something they can't just insta-nuke into oblivion. Would I complain if the recharge on Omega Maneuver was reduced? Not in the slightest. I just don't see a good reason to do so when you add in the 6 pets Crab Spiders can get plus their own attacks and their near Tanker/Brute level caps for resists.
  15. Thanks for the explanation.
  16. Considering Blizzard and Inferno are the two most powerful nukes in the game? No, that is not a good comparison. If you compare Omega Maneuver to the median ability of Defender nukes? Omega Maneuver may have a longer recharge, but it also does more damage, has a taunt that keeps up to 10 targets (in a 10 feet radius) preoccupied with attacking it and not you for 5 seconds, and still has the 9 second Mag 3 stun (with apparently up to a Mag 5 stun against players) after the 5 second taunt for 14 seconds of targets not doing anything to you, at less than half the END cost of Defender or Blaster nukes. It is not in a bad spot. It isn't doing as much damage as a typical Blaster's nuke, but it also really shouldn't be either. And then you need to look at the other powers the Crab Spider gets to use with Omega Maneuvers. Crab Spiders get up to 6 pets before you go incarnate. And Omega Maneuver means those pets have 14 whole seconds to tear into the opposition without them fighting back just like you do. Edit: And here's a reason why you shouldn't compare Omega Maneuver to Psychic Wail. Crab Spiders get 3 armor powers to the Fortunata's 0. (They get the same Tactical Training: and Combat Training: powers other than Vengeance, but Fortunatas get a very weak Hide power in the form of Mask Presence.) Crab Spiders are basically hybrid MM/Tank/Defender characters. Fortunatas are basically evasive Blasters. So the Fortunata's nuke should be more damaging.
  17. I think Channelgun's closest contemporary is Mace Beam. Same damage value, same damage type. Except Channelgun has better range and animation time, whereas Mace Beam has better accuracy. Slice has a 1 second animation to Pummel's 1.667 seconds. Slice is guaranteed to reduce the target's defense whereas Pummel has a 66% chance to stun. (Edit: Also, Slice and Pummel do the same damage. The difference is Pummel gets +37.0753 if kmeter is the source. Whatever that means.) (Edit again: And if you look at their damage per animation/cast, Slice has the better damage even with Pummel getting both damage values added [for that 60% value you are pointing out]. If you add in the recharge for the DPS? Slice gets even better.) Longfang does more damage to players than Burst, but the same damage to critters. Otherwise, you are correct. Omega Maneuver includes 20 seconds of Mag 4 Taunt with a duration of 5 seconds before it explodes. (Edit again: So targets need some seriously high taunt resistance to not be taunted to the bomb until it explodes.) It does have its benefits compared to Psychic Wail. Including a 60 feet range to Psychic Wail's 0 feet range. And both have the Mag 3 stun.
  18. I'm guessing that is a separate bug then. Every time I fought my duplicate, the duplicate never exhibited powers higher than my current level that I noticed. However, my Crab is now level 49 (and slogging through tips to 50), and every time I fight my duplicate, the duplicate unloads with the Wolf Spider rifle attacks (both ranged and melee attacks), the crab backpack attacks (both ranged and melee attacks), blasts me with the Arachnos mace, swarms me with the Spiderlings, the Arachnobot Disruptors, and the Arachnobot Blaster; inundates my location with thrown grenades and launched grenades, drops an Omega Maneuver on me I immediately jump away from if able, and heals up with Serum when health gets too low. It's like "Holy WOW! That is a sweet Crab Spider!!!". If I take all the attacks the duplicate evidenced in battle? I would have 1 power slot left to pick up 1 of 10 EAT secondaries. (Edit: Or 1 power from a power pool.) (And I'm pretty sure my duplicate has those secondaries as well.) Don't get me wrong, as long as I can maintain distance and keep the bots from overwhelming me, I win. (I have most of my enhancements slotted.) It just seems like Arachnos duplicates get every power available to them, beyond the 24 we as players can get.
  19. I don't know if this is intentional or not, so I'm treating it as a bug. Anyway, every time my Crab Spider has to fight a duplicate/clone, the duplicate/clone exhibits every Wolf Spider and Crab Spider power in the game as well as most (probably all) of the Mace Mastery powers. And I do mean all of them. While that is ridiculously cool and I wish my character could do the same, I'm not certain the duplicate/clone is supposed to have all those powers. If they are? Then I'll shut up and press on. Same with if the powers are randomly selected and it just looks like the duplicate/clone has every power because of how often we face off. If they aren't? Then maybe Arachnos character duplicates/clones need to be looked at.
  20. And here's another thought. For the proposed mechanic to maintain the kinetic theme of the game, if you siphon attack speed from your target(s) to boost your character's attack speed (as opposed to recharge), then the target(s) have to have their attack speed reduced. It is what the kinetic powers in the game do. You siphon damage to boost your own? The target does less damage. You siphon speed to boost your movement and recharge? The target loses movement and recharge. So absolutely every power in the game used by mobs or players would need to have a slowed alternate animation created. So just for Kinetic Melee, that entails two new sets of animations. The sped up one for having drained attack speed from the target, the slowed speed for having a player or mob with the set having drained you, and the current set for no modifications and draining to counter being drained.
  21. Yes, but whole new animations would need to be developed to do so, and as has been pointed out every time this comes up, Kinetic Melee is not a slow set. The appearance of it being slow is due to when the damage and effects from the attacks are applied. For instance, Concentrated Strike has an animation time of 2.833 seconds and an Animation Time Before Effect of 2.533 seconds. Whereas say Eagle's Claw from Martial Arts has an animation time of 2.533 seconds and an Animation Time Before Effect of 1.3 seconds, or Lightning Rod from Electrical Melee has an animation time of 2.567 seconds and an Animation Time Before Effect of 0.867 seconds. Kinetic Melee is not slow. Players only think it is because they have to wait longer through the animations before the damage and effects are applied. Edit: My preference for a fix would be to delay all melee attacks' damage and effects to almost the end of the animation. Then everyone would have a better reference for what attacks or sets actually are slow. However, that won't happen, and if it did, the player base would be in an uproar for "the new slower animations" which would not be new or slower.
  22. From what I see? No, the game does not have such a mechanic. Having Momentum on your Titan Weapons character enables "Fast Mode". https://cod.uberguy.net/html/power.html?power=pets.titan_weapons.set_momentum That tells me the set has two different animations per attack, and the mechanic activates the second animation. Edit: And if you look at the powers themselves? They have two modes. So Titan Weapons works like snipe attacks, swapping between the two available versions depending on what is going on. Example: https://cod.uberguy.net/html/power.html?power=scrapper_melee.titan_weapons.crushing_blow&at=scrapper (The stacking effect looks to be defense.)
  23. How would that work? For instance, the confusion resistance empowerment only needs 1 Luck Charm. There are 5 other recipes, but they also only require 1 item. So would you need a Luck Charms for each character you want to be affected? Would the AoE require all characters to be affected to be within 10 feet of the station? 20 feet? 30 feet? What if there are other characters also within the AoE that aren't part of your team, would they also be affected? How would the game differentiate between available characters for the AoE? Especially since it is so much simpler to simply have everyone that wants the buff to use the empowerment station.
  24. You're not going to get a power that shortens the animation time of attacks. (That would require sped up animations to be made. And how many different variations for speed would you need for siphoning off multiple targets or faster than the previous siphonings went away?) And if you use /Kinetics (Siphon Speed) as a reference, then it will slow your target (edit: movement/recharge), improve your recharge, and improve your movement speed.
  25. They just feel slow. For instance, if you were to reduce the animation time on Kinetic Melee's Body Blow, Quick Strike, and Smashing Blow by 1 second, you would have animation times of 0.07 seconds, -0.17 seconds, and 0.2 seconds respectively. Repulsing Torrent has an animation time of 2 seconds currently. Burst is 2.667 seconds. Focused Burst is 2 seconds. And Concentrated Strike is 2.833 seconds as the nuke. What makes them feel slow is that they apply their damage and effects almost at the end of the animation whereas other sets apply their damage and effects shortly after the start of the animation. (Edit: I have Kinetic Melee and Radiation Melee characters. The reason I don't normally play them or make more is because in the case of Kinetic Melee, I hate the sound effects. And in the case of Radiation Melee, most of your effects and ability is reliant on the target having the Contaminated debuff applied. And I usually kill my targets before they ever get the Contaminated debuff applied to them. Particularly bothersome when I need my heal to work and nothing is getting Contaminated for the heal to actually heal.)
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