Major_Decoy
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page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
You've got a really weird idea of what constitutes "Lazy". -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
Major_Decoy replied to The Curator's topic in [Open Beta] Focused Feedback
By game math that 20% resistance debuff is the same as a 10% defense debuff, so dropping the 20% defense debuff to a 10% defense, 20% resistance should result in roughly the same numbers. And if you say "Well, a defense set just needs to go 20% over cap" the same works for resistance. You just need to go 20% over cap. If you get to 110% resistance you won't see a drop. -
As I recall there was a time when not having alpha unlocked meant your character suffered a debuff. That was removed a couple pages ago, but not everyone reads patch notes. By lore, Tin mage and Apex are beginner stuff, and I'm opposed to the idea of higher difficulty levels for it.
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If you're going to say that Dark has animations without skulls, then psi has animations without skulls too. Because the only power in Dark armour that has the screaming skulls is Cloak of Fear, and the only power in Psionic Armour with the skulls seems to be memento mori. With Dark Armour, if you have cloak of fear active, you are CONSTANTLY shrouded in skulls. It is so annoying. There are customization options for cloak of fear, but they all have the screaming skulls. There is no escape. "You want knock-back protection? Fine, but you get to have these uncanny faces screaming at you at all times. Have fun with that."
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Ski Chalet operating hours and maybe more
Major_Decoy replied to Display Name's topic in General Discussion
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How about a Kallisti S/E train station?
Major_Decoy replied to ninja surprise's topic in Suggestions & Feedback
I think they could turn the police call box in the South East into a pocketr d door without too many lore conflicts. -
With all of the tanker powersets what are they good and bad for?
Major_Decoy replied to DougGraves's topic in Tanker
But Radiation Therapy does have have a -150% regeneration debuff with a thirty second duration, and it's absolutely trivial to get that permanent against a single target. And the Endurance resistance means I can start fighting a sapper, tab out to type this sentence, and not have lost any endurance by the time I tab back to the game. (the sapper was dead too) -
I tend to skip the one set without a recharge bonus on my dominators.
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With all of the tanker powersets what are they good and bad for?
Major_Decoy replied to DougGraves's topic in Tanker
It kind of does. Right Click on a power in the power list, you'll then have that power locked in the display when you stop hovering your cursor over it. You'll see a "Targets" option set to 0 by default. You can adjust all those up to their max if you want. Left click [Unlock] to unlock the display. The other thing to be aware of with bio armour is that adaptation gives you three options to choose from. I'm showing these with defensive active. -
Okay, important notes: 1) Yes, Grant Cover is an important Source of Defense Debuff Resistance. ~17% 2) I would not recommend slotting Phalanx Fighting for defense. The 5% base ignores enhancements, the enhancements are just for the 3% you have for having an ally within 12 feet of you. So, with your slotting, you could have 19.18% defense (all) instead of just 14%, but there are other places to put those slots that could be more helpful. Especially since (if you're skipping taunt and Grant Cover) I suspect teaming is not forefront in this plan. 3) I agree with Warshades about Spirit Ward unless you're going to slot out and use Arcane Bolt. 4) I would recommend slotting Winter's Gift: Slow Resist instead of whatever Blessing of the Zephyr you've got slotted. 5) Slotting Active Defense and stacking it is another important source of Defense Debuff resistance.
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Look, without tequila, how do you run Patrón missions?
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This is my Lore Theory. It is mine, belonging to me.
Major_Decoy replied to Curveball's topic in General Discussion
My pet theory is that Ice Drone is primal Reese. -
This is my Lore Theory. It is mine, belonging to me.
Major_Decoy replied to Curveball's topic in General Discussion
I thought Ricochet was praetorian Twinshot. -
When should the Winter Event start?
Major_Decoy replied to Glacier Peak's topic in General Discussion
The Winter event should start in winter: June 21st. -
Without the ability to ride a bike, what's even the point of Angel Summoning?
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Empty Clips and Bullet rain both have a 40' base range on a Sentinel. Piercing Rounds has a 60' range (which is the same as the single target attacks) Edit: (Psionic Blast seems to have 50' AoE and 75' single target ranges)
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Game froze, character inaccessible
Major_Decoy replied to cohRock's topic in [Open Beta] Bug Reports
I had this happen to a character in the tutorial. (It's already been deleted and re-made) But yeah, got a "lost server connection" message and couldn't log that character back, tried a few times over the hour, and then deleted it. -
It's especially annoying if you go the Officer Field's route where you are forced to fight a eidolon with a stun aura at level 4.
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There is famously a song about what you can't do to a hedgehog, and it's not punch. Also, Sonic Melee is more like ice skating doubles than it is boxing sonic.
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Yeah. As I recall, there was a statement to the effect of "Even if it reset your level to one and you had to re-level yourself all the way to fifty so you'd still learn the set by playing it, we don't know how to allow those to be changed."
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But if you get up to 257 hit points they roll over to -1 and then every enemy that hits you is technically healing you. You can solo hamidon that way.
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Halloween event up a notch on Halloween
Major_Decoy replied to Zappalina's topic in Suggestions & Feedback
Halloween does go up a notch on Halloween, but it's because players go harder on their base stuff and other events. I think this is a good thing. If players want to spend their Halloweens in game and reward other players for playing on Halloween, that's great. I love it. I'll probably spend some time in game on Halloween too. But I don't think that the developers should introduce content that's only accessible one day of the year. -
Why have Incarnate switch cooling times?
Major_Decoy replied to MsSmart's topic in General Discussion
They could treat it like switching builds: You have to wait one minute between switching builds and all of your powers need to fully recharge right after switching. -
Posion - Venemous Gas Suggestion
Major_Decoy replied to Castiel777's topic in Suggestions & Feedback
Traps' Poison Trap is not the same as Poison's Poison Trap. Traps' Poison Trap has a -1000% regeneration effect. Poison's Poison trap has a -100% recovery effect. Poison also doesn't have trip mines or the ability to front load damage the way Traps does. Gravity/Traps sounds like a pretty cool pairing because not only do you have the ability to fortify an area to prepare for enemies, but you also have a way to get them there. Venomous Gas is a nice power if you build for it, grab as much defense as you can (it needs to be defense because if you get mezzed Venomous Gas detoggles). It's great for defenders that like to be in melee. You get an auto-hit debuff that you don't need to activate on every spawn, and poison trap is useful as a PBAoE hold (I mean, it's 100% chance of a mag 3 hold when it goes off). As long as all your enemies are within fifteen feet of you, they're held and debuffed, you've got paralytic poison for bosses, it's pretty good. The problem with Venomous gas and Poison trap is that they the last two powers in the set and the only powers in the set that can't be used at range. All the rest of the set is training you to stay at range. Envenom and Weaken have small enough splash radii that if you shoot at someone to your left, you won't hit a target on your right. Neurotoxic Venom is a narrow cone with a sixty-foot range. And it has no self-buffing powers, so all that defense you need comes from set bonuses and pool powers. It's just not a set that meshes with itself well. If you want to keep range poison trap and venomous gas are useless. If you want to melee then you're probably using almost only venomous gas and poison trap, and just using envenom and weaken on the hard targets. If you know the set when you start building the character, venomous gas and poison trap are really useful. If you're learning the set from playing the character and you pick a blast set that likes to stay at range, like Water Blast, then venomous gas and poison trap just seem worthless.