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StarkWhite

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Everything posted by StarkWhite

  1. They do not. Tankers have no access to Instant Healing either. The entire point of the branch, in this case, is to allow people who had Instant Healing to keep it if they want to. Neither Sentinels nor (obvs) Tankers had Instant Healing.
  2. They're primarily in specific Praetorian story arcs.
  3. As I understand it, heal resistance is how, well, *resistant* you are to healing. There are some debuffs (points at Hamidon) that can make you harder to heal by increasing your resistance to healing. A couple of new things in this patch are that various ATs have new caps for how resistant they can be to healing. Frex Tankers have a cap at 75%, they can never be made more resistant than that; and certain powers (mostly self-heals but also a couple from Empathy and Pain) now ignore resistances (making the heal stronger).
  4. @Cobalt Arachne Having thought about it a bit more, suggestions for a bit more color coding, based on how the Phantom and Commander have their signature colors on their goggles and shoulder pads, respectively. * Medic - as I mentioned on Discord, maybe a red glow for the teleport pack instead of white * Ballistier - some yellow on the wings? * Neutralizer - maybe some orange on the weapons pack if possible, or maybe orange weapon effects The Coordinator is the least accessorized, but as you mention the FX already kind of make them stand out.
  5. Personally I really like the colored arm bands/shoulders idea, for some reason it's giving me a Starfleet uniform feel and I'm not quite sure why but I'm not mad about it.
  6. Someone's psi armor was making me hallucinate that I posted in it an awful lot, then.
  7. IIRC they are looking at (or at least thinking about the topic) making combat float text more customizable in options; the topic comes up a lot in closed beta.
  8. The original plan for the zone by the Paragon dev team was to be an endgame zone (and IIRC it would have been Incarnate-focused like Dark Astoria is). So if anything the HC team made it *more* accessible than it was "supposed" to be.
  9. The superhero genre has *always* had a political stance. Superman's first foes were corrupt slumlords. The X-Men are and always have been a thinly-veiled allegory about bigotry. Black Panther is a statement on racism and colonialism. If you're used to pretending that element isn't there, just...keep doing that, I guess.
  10. I've been playing the hell out of it for ages and enjoying it, so it's clearly not unplayable.
  11. I think I saw a dev say that Creepers currently has a bug related to spawning and will be addressed in the next patch, but now I can't find it/don't remember if it was here or Discord.
  12. My understanding is that every enemy group you run into in KW is there for a story reason. This Page is only the first part of what is planned to be a continuing story in the zone, so even if it seems like certain groups are just there to be there, there are plans for them.
  13. They can randomly turn up in that Hollows mission that has you rescuing PPD officers. I apologize for not being able to be more specific than that, but yeah, they exist for sure.
  14. Sorry to sound like a broken record, but again: Hypnotizing Lights can confuse a maximum of six targets out of those 16. It is primarily a sleep power, and even with Deep Sleep, it self-limits (the confused targets are likely to start immediately hitting the slept targets, which won't wake them instantly but will in a short while).
  15. This is a buff; you're looking at it backwards. The *fewer* enemies they affect, the *faster* they become. It allows you to drop your giant holds on single targets like bosses (for mez stacking) without feeling like you're "wasting" something you won't get back for two minutes.
  16. Not a dev, but yeah, CPH said in closed beta it was intentional (that example was all mine, though).
  17. Those were definitely the two states of the original Regen scrapper! 😄
  18. Keep in mind Hypnotizing Lights can at best confuse 6 targets.
  19. Versioning error! No change to Hoarfrost IIRC, just the addition of Rime as an alternative option.
  20. Yes. (Edit: and of course the +MaxHP in the autopower is permanent with no need for slotting shenanigans)
  21. The current iteration basically has two use cases: pile up a mass of minions and lieutenants so your team can AOE, or take a specific hard target out of the fight for long enough to recover when things are going poorly. It's a huge improvement over the previous version.
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