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Major_Decoy
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Everything posted by Major_Decoy
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Dark Armour COF KB Protection
Major_Decoy replied to KR Dumpster Diver's topic in General Discussion
It looks like it's mag -1.0 knockback lasting 5 seconds with tics every second, so you should be able to get four stacks per enemy, which would be -4. -
Do the animations need to be changed to do the damage earlier? Is Kinetic Melee mystical enough that the damage could hit before the impact? Like the damage is done with an implosion and then your fist is drawn forwards to fill the gap?
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But we could make Kinetic Melee do what it does more. Turn Power Siphon into Build-up and include Power Siphon's effects into Concentrated strike?
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Have you read what Power Siphon does?
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I didn't miss the purpose, I don't accept the premise. The first paragraph was about your experience about one power not working as expected on the BAF. The second paragraph was about taunt not working on Director 11 (which is not my experience with Taunt on Director 11), the +10000% afraid means he moves around a little, but I've found it entirely manageable, and controls not working on Director 11 which is not unique to trials (It is more of a problem on Director 11 because he's got magnitude 30 immobilize protection and most AVs don't). The purple triangles just lay waste to controls, but that's a problem across the whole game. Saying "Director 11 and Battle Maiden are hard to control" does not mean that signature class abilities are disabled any more than "Mitochondria Antibodies have such high defense that blasting them is useless" means that blaster's signature ability has been disabled in the hamidon fight. It could trial challenge is currently only achieved by shutting down signature class abilities. There could be a very compelling argument made for that, and how most incarnate powers supplant existing powers rather than enhancing them. But you're not making that argument. The question you're asking is apparently entirely unrelated to the examples you start with, if I am to trust you.
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I have a Dark Armour/Kinetic Melee tank that's a blast to play, though with the recent changes I'm thinking of dropping Whirlwind and picking up Oppressive Gloom and Cloak of Fear.
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Power Armor: How Would You Build It?
Major_Decoy replied to The Witchfire's topic in General Discussion
Honestly, I'd probably do Bio-armour. The effects aren't the best, even set to minimal effects, but ablative armour is one that actually looks kind of wrong on power armour. But you've got the different modes, which I feel lends itself to a power armour theme. Honestly, I wish they added a technological theme as an option for Bio-Armour. -
Got some non-travel powers travel power confusion...
Major_Decoy replied to Story Archer's topic in General Discussion
I'm not positive on this, but I think that the +Jump and +Run increase the maximum values, so the cap increases, but if you aren't at the cap, it won't do anything. -
They're fine with it. I mean, just look at the bioluminescence options. Edit: It's not like skin tone costumes are going to start adding genitals to characters, so there might be "nudity" that reveals nothing. Though Tops: Tight: Leather Straps does add pierced nipples to both Men and Huge. (it is not available to female characters)
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It's a hold over from a bygone era that you cannot make these characters.
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A de-backpack costume power for Crab Spiders
Major_Decoy replied to Talen Lee's topic in Suggestions & Feedback
I did read your comments. An invisible backpack does not need to be removed. A backpack in a pocket dimension doesn't necessarily have to be summoned to your hand, it could be summoned directly to a mounting point on your back. Just because you don't immediately think of a reason why there wouldn't need to be a delay doesn't mean there couldn't be one. I am also not arguing for invisible weapons, but I believe there is plenty of in-game explanation for it. (and, to be entirely honest, I get kind of annoyed when my illusion dominator's assault rifle just disappears whenever I cast something from illusion control, even though it's really easy to explain using illusion powers) -
A de-backpack costume power for Crab Spiders
Major_Decoy replied to Talen Lee's topic in Suggestions & Feedback
This is not an unreasonable request. You don't like it, you don't have to use it. It does not have to impact your game play at all. You feel like it's lacking Watsonian explanation: There is invisibility technology, there is dimensional warping technology. There is magic. There is hologram technology that can make you look like a tiny version of yourself, with all of your powers emanating from knee height. I am not saying you are wrong for having your preferences, but you are presenting a very weak argument. -
A de-backpack costume power for Crab Spiders
Major_Decoy replied to Talen Lee's topic in Suggestions & Feedback
You can shoot laser eye beams from a headless character. -
Vampire powersets, what powers would you choose ??
Major_Decoy replied to smnolimits41's topic in Archetypes
So, I've done: Bio Armour/ Dark Melee: The carapace is a large scab, but I do go minimum FX with red energy Storm Blast/ Dark Armour: Because controlling weather is one of Dracula's powers in Bram Stoker's Dracula. I've considered: Mind control Beast Control: Dracula never met a problem he wouldn't throw a wolf at. (You'd have to skip the cat powers) Dark Control: Dracula never met a problem he wouldn't throw a wolf at. -
A new Archetype (The longest of longshots)
Major_Decoy replied to Billbailey96's topic in Suggestions & Feedback
I think Dominator Secondary/Blaster Secondary would be interesting. The inherent would have to provide some form of mez protection, I think. Blow Out? if you spend enough time mezzed, you violently escape? -
You can do that with Infamy turned off and a 2x experience boost active. I am talking about the information that you get by "sacrificing" 2x experience gain. By playing at level 39 instead of level 50 you're effectively taking a 65% infamy gain penalty. But yes, a person familiar with the game and the market can make ten times more infamy just by visiting badge markers and the auction house on a level 1 character than someone can earn running content from level 1 to 12.
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I'm still stuck on this. If you level from 1 to 12 with information gain on, you'll get somewhere around 84k infamy. At level 12, that's enough influence to get four or five single origin enhancements. 84K infamy is about 6 bosses at level 39 and about 1.5 level 54 bosses. It's not like fighting a boss is any easier at level 8 than it is at level 50, so influence is not awarded for effort. And you don't get infamy from grey enemies, so it's not like information is awarded for the status of the enemy. There is neither Doylist nor Watsonian explanation for why influence is awarded the way it is. But at any rate, turning off infamy at low level is no sacrifice not because infamy is so easy to get, but because turning it on doesn't really get you more information anyway. At level 8 you get 433 influence for a Lead Brick. A level 10 Visor (Accuracy Dual Origin) is 4,214 Information. A level 10 Awakening: Improved Accuracy is 12,672 Information. A level 50 Insight of Grey (Accuracy Single Origin) costs 57,852 Influence. Influence costs do not scale the way Influence does. I would argue to either give everyone level 50 influence gain no matter what the level or make Single Origin Enhancements free.
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Well, I'd argue that the downside of the double xp booster is ignored not because infamy is so easy to get but because both information and experience scale with enemy level, but only experience costs scale with level. I'd argue that if you got the same information for defeating an even con enemy at level one as you did at level fifty, then more people would second guess turning it off. Having more infamy at lower levels would make them less painful (Single Origin Enhancements are available, but who can afford them) and perhaps people would spend more time playing those levels rather than trying to breeze through them.
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MiDs continues it's years long downhill slide
Major_Decoy replied to Snarky's topic in General Discussion
As I recall, there as a mids update that was so bugged that you couldn't just "uninstall" you needed to go into your files, find the folder that it created, and delete it to make sure your computer had no memory of that installation at all. -
To get more AoE defense from Aegis I'd need to free up five slots to put into Indomitable Will (I'm not going to drop Steadfast Protection +3% defense from my build to add Aegis). Dropping the Blessing of the Zephyr only gets me three slots. If I drop both heal slots from Pain Tolerance and move Steadfast Protection there, I've got that. Then I can swap out Hecatomb for Mako's Bite and get to 46m, 45r, 48a. If I then swap out the four slots of Blistering Cold for four slots of Superior Spider's Bite, 6 slots of Superior Avalanche for 5 slots of Armageddon, and 2 slots of Power Transfer for 3 slots Synapse's Shock. I'd still be at 100% slow, 88 second recharge on Mindlink, and 46%, 45%, 46%. I'd only lose about 100 health from Pain Tolerance and about 160 health per minute from Power Transfer. Gloom is not a good option because it is, critically, not a psionic attack. I took Soul Tentacles because I needed another Ranged AoE for Frozen Blast and I was sick of dart burst. If I could have taken another psionic attack instead, I would have. I might end up dropping Smoke Grenade because, as it turns out, I forget to slot the Spider's Bite: global chance for Toxic Damage somewhere, and I can't just stick in in brawl.