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Major_Decoy
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Everything posted by Major_Decoy
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You don't get special badge for soloing it, you don't get a special badge for soloing all content. You can still solo it, you just don't get the "master of" badge for soloing it with incarnate abilities. I don't see what's changed really aside from one badge that didn't really frame your achievements properly anyway.
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Beyond that, it would kind of take going through every character model in the game and drawing the grapples in. You can't use the same animation for your Eight Foot tall Tiger to grapple a targeting drone and the Kronos Titan. Or devouring earth swarms, eminators, and Mitocondria. Every game I can think of that uses grapple mechanics has rather limited character creation options. (Yes, wrestling games have costume options, but from what I can tell, the height ranges are between 5 and 7 feet).
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Honestly, I think it'd be better as an opt in system. You flirt with him and he starts flirting back. Edit: As long as I'm suggesting an opt-in system, Dean doesn't care if you're a ghost, a robot, a lizard, an elemental incarnation of wind or fire, or a child, he hits on everything with the female body type. I think the "opt-in" system should also allow him to hit on men and huge too.
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As I recall, the replacement has a shorter duration, but the last time I went diving through patch notes, the only documentation I found about "powers with reduced strength through flashback" were the Bees and Creeper from Vernon Von Grun and stuff like that, and it didn't offer a particularly detailed breakdown.
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The wedding band can already be replaced. You just have to re-run Peeble's arc in Ouroboros.
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Yes.
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Eco-Friendly Powerset Recycling!
Major_Decoy replied to Alchemystic's topic in Suggestions & Feedback
Someone asked to rework this into a debuff set, Same set of animations as discussed above. Hip Fire: Very low damage, just a quick shot, debuffs damage on a single target Single Shot: Poison Round. You take a moment to load a special round, debuffs regeneration on a single target. Covering Fire: You spray a cone of bullets a certain direction to make people duck out of the way. to-hit debuff, does no damage Focus Fire: Your attacks are most potent when targeting single enemy. Every attack that hits an enemy stacks Focus, making your debuffs more effective, wearing off over time. Aimed Shot: You aim carefully to incapacitate your target. Target - resistance, -special Rapid Fire: Minor damage, but adds multiple stacks of Focus quickly Wild Shots: Random shots to make the aimed shots harder to detect and react to. defense debuff does no damage Empty Clip: clears Focus stacks on main target, a number of targets within a radius of your target all get debuffed with -resistance Ricochet: As described above, a chaining projectile, but only does extreme lethal damage to the first target, moderate damage to other targets, and has a pretty high chance to stun and a damage debuff.- 792 replies
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1-10 Keys Targeting Team Members, Not Powers
Major_Decoy replied to Milk Sheik's topic in Bug Reports
So, Shift+#1-8 will target your team members. If you're hitting just the number and targeting your teammates it could mean your shift key is stuck down. If your shift key is not stuck, alt+tab is usually enough to fix the problem. It might have something to do with window's "Sticky Keys"? -
Trying to decide what AT for my DB character.
Major_Decoy replied to JnEricsonx's topic in Archetypes
You might try pairing Dual Blades and Stone Armour. The proc on Brimstone scales with cast time, not recharge, and Stone Armour really only has Earth's Embrace as a click, so there isn't a lot to interfere with your combos. There are a couple of stone looking options for blades if you don't want to just play a variant of "The Sword in the Stone" where the stone becomes the one true monarch. -
The request for a melee/support class (specifically, I recall mostly "I want a melee kineticist") dates back to the live servers.
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An Issue of Defense (Force Field suggestion)
Major_Decoy replied to Faeriemage's topic in Suggestions & Feedback
You've made an assertion, but I've seen no data. But from abstraction, it is accepted that 45% defense is equivalent to 90% resistance. Regeneration is more effective for lower incoming DPS. High defense means you get spikes of damage, but ten seconds of regeneration is ten seconds of regeneration. If the defense character is taking the same amount of damage as the resistance character, then they're getting the same benefit from regeneration. The advantage of resistance is that it's more regular, more predictable. As to force field, the power I consider to be redundant is Insulation Field. Combine all the effects of Deflection Shield and Insulation Field into one power to free up a power slot. -
An Issue of Defense (Force Field suggestion)
Major_Decoy replied to Faeriemage's topic in Suggestions & Feedback
I feel like your analysis is ignoring a number of facts: 1) Defense is stronger than resistance against debuffs unless the resistance has an equivalent amount of specific debuff resistance. Defense is also better against enemy attacks like Dark Regeneration, Siphon Life, and Follow-up. 2) 45% defense is roughly equivalent 90% resistance by the math. Every archetype can hit 45% defense, only tanks and brutes can hit 90% resistance. 3) Defense characters benefit from regeneration too. I'm not saying that your suggestion for Force Field is bad, I'm just saying that your section on Resistance vs. Defense is poorly argued and ultimately unnecessary to your point about improvements to Force Field. -
I like it.
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Arachnos Soldier: Combat Training: Offensive
Major_Decoy replied to Faeriemage's topic in Bug Reports
Check out the page 3 patch notes: -
There should be one in that room, near the doorway, talking to a customer. The first time I did that mission, I had so much trouble finding that teller.
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I'd still argue that it's unintended behaviour for the enemies in the mission, even if it is unsurprising behaviour. According to the story being told, there shouldn't be quantum gunners standing there while all their allies have been defeated. Your explanations are unnecessary. I didn't express any confusion as to why this was happening, my argument is that in the mission it shouldn't be happening. That all of it is contrary to the intent of the story.
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I'm not opposed to a Giant Robot attack, I'm just opposed to it being triggered by Hess. Maybe Citadel? "Oh no, Vandal's been captured, release the Giant Robot to free him"
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It doesn't seem too hard. I feel like I could get there with some adjustments to this build. This Hero build was built using Mids Reborn 3.0.5.9 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Mz. Oblique: Level 50 Magic Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Invulnerability Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Dual Wield -- Apc-Dmg(A), Apc-Dmg/Rchg(15), Apc-Acc/Dmg/Rchg(31), Apc-Acc/Rchg(31), Apc-Dmg/EndRdx(31), Apc-Dam%(33) Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(15) Level 2: Pistols -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(11), Dcm-Build%(13) Level 4: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(5) Level 6: Suppressive Fire -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(7), SprSntWar-Acc/Dmg/Rchg(7), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(9), SprSntWar-Rchg/+Absorb(11) Level 8: Swap Ammo Level 10: Super Jump -- WntGif-ResSlow(A) Level 12: Bullet Rain -- Rgn-Dmg(A), Rgn-Dmg/Rchg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39), Rgn-Knock%(39) Level 14: Durability -- Heal-I(A), Heal-I(40), EndMod-I(40), EndMod-I(40) Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(17) Level 18: Executioner's Shot -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(19), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Acc/Dmg/EndRdx(21), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Rchg/+Opportunity(23) Level 20: Environmental Resistance -- ResDam-I(A), ResDam-I(42) Level 22: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27) Level 24: Kick -- Empty(A) Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(29) Level 28: Invincible -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(50) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46) Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34), Arm-Dam%(34) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), DefBuff-I(36), ShlWal-ResDam/Re TP(36), Rct-ResDam%(37) Level 38: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(50) Level 41: Mass Hypnosis -- CaloftheS-Heal%(A) Level 44: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(48), LucoftheG-Def/EndRdx/Rchg(48), Rct-Def/Rchg(48), Rct-Def/EndRdx/Rchg(50) Level 49: Unstoppable -- UnbGrd-Max HP%(A) Level 1: Opportunity Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(43) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(42), PwrTrns-+Heal(43) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 10: Double Jump ------------
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There are medical supplies destructables scattered throughout the map that, if you destroy them, will give you a buff to cancel outthe debuffs, damage, and end drain. I did not discover the purpose of those until my third run of the arc.
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So, in the mission "Report to Councilman Hammet" all of the family when you enter the mission spawn defeated, they're just lying on the ground, except for the Quantum Gunners who spawn perfectly fine and are just standing around by piles of corpses. When you attack the quantum gunners, the rest of the spawn stands up as if to aggro you, but they're still defeated and untargetable.
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I don't actually want this fixed, but when the maximum level of skulls was increased, Quantum gunner levels was not. Even in a level 17 mission, they're still spawning at 14s.
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Yeah, a Giant Robot at the end of Hess makes no sense. But there's a badge about a Banished Pantheon thing called "The Unnamed"...
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Discussion: Improvements to the Warriors
Major_Decoy replied to Piecemeal's topic in Developer's Corner
I just did the Scroll of Tielekku arc again, and it reminded me of the Blade King Caesar and that's a rank that never show up before or after. Also, it made me wonder what the Warriors would have done if they had been able to trap a god. -
Just a Bunch of New Ideas for Weapon Appearances!
Major_Decoy replied to AspieAnarchy's topic in Suggestions & Feedback
Finger guns for dual pistols- 1 reply
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