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Luminara

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Everything posted by Luminara

  1. Options -> Controls -> Mouse -> Camera Shake -> Disabled. Yeah, I don't know why it's under Mouse, either, but there you go.
  2. I just finished sneaking through a mission filled with Rikti drones, using stacked Stealth IO (in Sprint) with Infiltration and capping it off with Flash Arrow. Same thing works on Nemesis snipers (finishing up the Division: Line arc on my Grav/TA, so i had the displeasure of dealing with both kinds of I SEE YOU AND I'M TELLING EVERYONE critter). So they do have perception limits.
  3. I forget the details of this mission until I reach the last room and try to pull the Honoree. Then I remember. And by that point, it's too late for strategies or plans, so I resort to AAAAAAAAAAAHHHHHHHHHHHSTABSTABSTABPEWPEWAAAAAAAAAAAAHHHHHHHHHHH. Fortunately, that usually works in this game.
  4. The Force can have a strong influence on a weak mind.
  5. I've been aware of the growing surveillance in the world for a while. It hasn't really bothered me, despite having social anxiety disorder. If anything, it's just bringing the world into the same perspective I've always lived in, the feeling that someone's always watching. If anything, I've always promised myself that if we ever did reach a point where I felt that my privacy was being infringed upon, I'd "give them a show". Well, today, that happened. See, I have the Google Rewards app on my tablet. It's paid for a couple of mobile versions of old favorite MMORPGs. Four minutes after I searched for something online, using google.com, a survey popped up on Google Rewards... and one of the options in the first page of the survey was what I'd just looked up. The second panel wanted to know what I was interested in, in regard to the search I'd just conducted. So I answered, "Porn". The fourth panel asked what results Google could display that would interest me. I typed in, "Porn!". Somewhere, someone's reading that survey. I'm having a wonderful day. How about the rest of you? Who's up for some porn? Google? Porn? Porn! 😁
  6. I think a list created by someone who spells friends as "frens" isn't something I'd give the least amount of credence.
  7. Something like a police dispatcher/snooping snitch, sending occasional updates to a chat channel, was what I had in mind. Let's take the troll raves in Skyway. Instead of one message when a rave begins, and one message when it ends, something like the following would be more helpful: "Trolls passing Sixth and Newcombe, headed toward rave." - each time the rave refills with regular trolls "Supatrolls seen exiting building, moving <direction> toward the train station." - each time Supatrolls spawn "Ravers appear to be wearing themselves out." - when the event reaches X% completion Simple messages, not enough to qualify as chat spam, but they'd do so much to inform players on an ongoing basis.
  8. Thank you. Thank you so much. ❤️
  9. Lack of proper notification is part of the problem. Yes, the game will send an alert to a specific channel when an event begins, and a notification when the event has ended, but that's really a minimalist approach. There's nothing to ensure that players actually see the information. Furthermore, there's no information at all about the current progress of events, nothing to keep prompting players to participate, nothing to catch players' attention if they missed the single "Hey, something's happening in zone X" line of text in a chat tab that they may not even be paying any attention to, or could have lost in a flood of conversation or combat spam... the game doesn't actively encourage players to participate in events, it simply tells them that they exist. A "Current Events" channel which continually updates players about the state of events, even if it's only when an event starts a different phase, like, "The Rikti Drop Ships have ceased their bombardment and begun transporting troops to the ground", would go a very, very long way toward attracting more players to events. Another problem is that some of the events have no clearly defined location. These Rikti invasions, for example, don't encourage players to gather at a particular spot, people either see other people and huddle together, or they wander around aimlessly and separately. A simple "Go here" marker would make it a lot easier for people to know what they're expected to do. And on the subject of what they're expected to do, that's also not often clearly defined. After all of this time, I still have absolutely no fucking clue what the whole zombie invasion event is supposed to be about, or what I'm supposed to do at those flagged spots. Yeah, it's on the wiki somewhere, but I'm not looking at the wiki when I'm playing, and I'm not interested in looking it up when I'm not playing, so I never learn anything about that event. For that matter, why should I have to go dig up the information on the wiki? If the game wants me to participate in that event, it needs to give me the relevant information - go here, kill X of Y to spawn Z, poke Z in the eye, get badge. Instead, it just drops a waypoint on the map. In-game information about events doesn't have to be filled with spoilers or give the player the exact process to complete the event, but it has to do something more than make a colored dot on the map and call it a day. Not much point going to a different zone to participate in an event when the game works so hard to discourage participation.
  10. The Dark Astoria and Pandora's Box arcs address some of that. And to leave room for expansion of content.
  11. Zeus. The Erinyes, what we now refer to as the Furies, were from Greek mythology. In the Pandora's Box series, you release the power of Zeus. In the Dark Astoria stories, you resurrect one Old God (Tielekku) to help you fight another (Mot). There are mythological references scattered throughout the game. Some of them, you've probably seen ten thousand times and never paid attention. Magic origin enhancements, for example, have several * of Hermes. Hermes was one of the Greek pantheon. Others might be slightly less obvious - a mention in a mission dialog box, a plaque in an out of the way place, a line of text in an NPC's description - but they're there. As I recall, the Banished Pantheon's worship isn't constrained to only Mot, there are other Old Gods they revere, and reading some of their info or listening to their chatter reveals some of those other Old Gods.
  12. I fiddled with the new Singularity a bit on my Gravity/TA controller. Found that if the pet was above critters, it would pull them underneath it and trap them there. They weren't Held or Immobilized, but they couldn't escape the reverse Repel. Not quite as beneficial as actual mez, since it didn't enable Containment, but it has me thinking about respecing the build into the Flight pool just so I can leverage this aspect of Singularity more effectively. That makes two aspects of this update which are prompting me to take travel powers. And I can't say I dislike it.
  13. I replied to a post by highlighting the prejudicial attitude of telling support archetype players to find a big, strong non-support character to protect them rather than allowing them to use the same rules as other archetypes, and he/she, along with a dozen other people, deliberately misrepresented the analogy as an accusation of misogyny and inability on my part to distinguish between reality and video games, despite two separate sentences stating that it was only an example intended to emphasize that the attitude was similar, not that the poster was being misogynistic or that misogyny was being conducted in practice. This lead to the discussion being side-tracked, then redirected by Kaiju. Different day, same shit. 👍
  14. Stealth maxes out at ~16% fully slotted on defenders, and ~12% of that suppresses. If you're losing ~20%, then it's suppressing part of the Defense from other powers as well. I'm not seeing that behavior on the characters I've tested. Take a screenshot of your Combat Attributes with Defense showing while at full value and after being suppressed and post it here.
  15. The aggro cap provides near perfect parity for comparison on that front. You can pull aggro from multiple spawns, but since debuffs only have target caps, not total limits, they're functionally comparable (by which i mean i can Flash Arrow one spawn, then Flash Arrow another spawn and the first spawn's debuff is not removed. this can be done to as many spawns as can be debuffed within the duration of the power). A theoretical self-affecting FF trifecta could protect you from hundreds of foes, but so could Flash Arrow.
  16. There are more than enough tangible, directly comparable effects to provide accurate and reasonable comparison points. Using Calvinball rules doesn't change that. The debuffs I listed in those examples are autohit. Every debuff I listed has a significantly longer duration than recharge time. Two of them are flagged to set one half as irresistible. Three have additional components which alleviate aggro issues. All of them are superior in strength when compared to click buffs like FF/Cold/Sonic shields, some so much stronger that reducing them by half (+4 foes) still leaves them at a higher value than comparable click buffs. And that was just a quick list. It does if you actually know what powers do. Let's cut this short. You're going to disagree with everything I said, make up new rules, accuse me of saying something I didn't or not saying something that I did, then throw out another deflection. You're too obvious, and I'm not going any deeper down your rabbit hole.
  17. Flash Arrow: 18.75% -ToHit, autohit, 15s recharge, 60s duration Weaken: 37.5% -Damage, autohit; 18.75% -ToHit, autohit, 16s recharge, 30s duration Poison Gas Arrow: 50% -Damage, autohit, 45s recharge, 60s duration Hurricane: 37.5% -ToHit, autohit, 8s recharge (if detoggled), 10s duration (per tick, 0.75s interval) Deflection Shield/Insulation Shield/Ice Sheild/Glacial Shield/etc.: 15% +Def (not all) Sonic Barrier/Sonic Haven: 20% +Res (not all) The facts, not impressions or guesses or hearsay, based on this sampling of defender powers, don't support your assertion.
  18. That's not what I said. I said they haven't been improved in the same way all of the other archetypes have been improved, by which I mean there are basic problems inherent in how support archetypes interact with the game, problems which were resolved on all of the other archetypes, and the same solutions could be given to support archetypes. Those solutions have been categorically denied to support archetypes to date, with the reasons given (by players, never by developers) that "it would be overpowered" or "but mah power creep". The buffs the support archetypes have received have never addressed the disparities between click debuffs and ally-only click buffs, between non-damaging debuff/control toggles and self-buffing toggles. There are glaring differences which have been left untouched for the entirety of the game's life. I'm not calling for status protection for all support archetypes, or piles of +Def/+Res, or increasing damage caps. I'm saying that the mechanics, the functionality of powers, should be equivalent throughout the game. Suppression for all non-damaging toggles, and the ability to use ally-only click buffs on oneself. Basic mechanical functionality that support archetypes have been denied, and shouldn't be, because of all of the archetypes in the game, they're the ones most in need of those mechanics. I don't give a shit about damage buffs, set improvements, snipes, nukes, proc builds, hot dogs on sticks or anything else. I'm extremely concerned about, and entirely focused on, the mechanical discrimination leveled at support archetypes and rationalized with comments about being overpowered or power creep. Forcing support archetypes to wait out recharge times on debuff/control toggles, then go through the animations for them because they lack suppression, isn't keeping power creep under control, it's keeping the archetypes less enjoyable to play. Restricting them from utilizing their own buffs might aid in reducing power creep, but realistically, we're right back at those shitty damage scalars and shitty HP totals and not only are they still heavily restricted in progression speed, it just doesn't make sense to say "No, you can't be safer while you're slogging through content at half the speed of other archetypes", especially when it's hypocritical in light of click debuffs. "No, you can't be safer, unless you're playing a set with click debuffs, in which case, it's all good, dawg!" - that's the kind of bullshit that has me up in arms. The inane and completely unbalanced restrictions which are all over the place in how they're actually interacting with players, and completely non-existent for players of other archetypes. I'm not angry with you, @PeregrineFalcon. I'm angry with the attitude that's become prevalent regarding support archetypes, that it's okay to sweep their problems under the rug, that they should be ignored if fixing these issues might affect the game in any way, that a status quo which grew out of Cryptic's casual disregard toward support archetypes is somehow right, just or proper. I'm angry because no-one wants to stop and consider how drastically different click debuff sets play compared to click buff or toggle sets, how much the current situation favors those click debuff sets and how easily parity could be restored with a couple of simple changes. I'm angry because everyone defaults to "it would be overpowered" without really stopping to analyze the situation and variables and realizing that it's not true. Ultimately, we're not just talking about archetypes, we're talking about people. People play support archetype characters. Human beings. We shouldn't be blindly accepting that some of these people "need" to be kept down for the betterment of all, that some people have to suffer so everyone else can be happy, because, goddamn it, that's just wrong. If the game can't survive without this kind of classism, it doesn't deserve to survive. And as far as power creep goes, everything the HC team has been doing has been aimed at eventually addressing it. The only reason they'd buff something like TA, or spend time rebuilding Sorcery, or nerf TW, is to create a general baseline in which all are roughly equal, so they can do whatever it is they have planned to either alleviate power creep (general buffs to critters?) or justify it (new hard mode content?). They're not just buffing their favorites and nerfing the stuff they don't like, they have a defined plan that they're following, and they are going to do something about power creep. That's obvious from looking at their work to date. So everyone relax on the power creep freak-out parties, HC will deal with it.
  19. @arcane, still need support for your bizarre claim that I ever said that.
  20. Stealth IOs are unaffected in any way. They still stack with Stealth, and they stack with Infiltration. Tested on several of my characters.
  21. Infiltration is a clone of Athletic Run (which is a clone of Ninja Run), so the base speed is identical. Half of each added together would equal one whole Infiltration or one whole Athletic Run. Slotted Infiltration would be faster, by itself, than half of slotted Infiltration plus half of Athletic. Even with the math in this game, half plus half doesn't equal two.
  22. Considering that everything, up to and including glancing sidelong at the keyboard while briefly considering taking an action, causes the 19' buff to cancel itself, perhaps the appropriate name would be "Invisibility", with the quotation marks, and the icon changed to a couple of hands doing air quotes. "Invisibility"
  23. Support archetypes have been strictly constrained by multiple restrictions devised to complement toggle mutual exclusivity and promote teaming (low HP, low damage, ally-only buffs, vulnerability to mez, lack of suppression on their non-damaging debuff/control toggles) since the day the game launched, and power creep is not only here, but has increased with every Issue from release to now. Every other archetype has been buffed, improved and upgraded over the years, culminating in tankers engaging brutes in dick measuring contests, but not the support archetypes, not in the same ways the rest have. They're still restricted to pre-creep rules and forced to play ten times as hard, because "it keeps power creep from becoming a problem". Instead of kicking support archetypes in the teeth over and over again, blaming them for power creep or holding them back in a mistaken belief that doing so restrains power creep, address the power creep itself by bringing these archetypes up to a point of parity with other archetypes so we can see what's actually causing problems in the game and deal with those problems properly. Make all non-damaging toggles suppress, rather than drop, including debuff/control toggles (if click debuff/controls like Flash Arrow and PGA aren't overpowered, then suppressed toggles wouldn't be). Remove the ally-only flag on click buffs, or make them caster-affecting PBAoEs/AoEs. Support archetypes aren't going to crash the servers if they can self-buff or skip a few seconds of animation time every spawn, they're still restricted by low HP, low damage scalars, low damage caps and lack of status protection comparable to other archetypes. The game didn't collapse when toggle mutual exclusivity was abolished and tankers/scrappers received a huge buff simply by being allowed to use multiple toggle buffs simultaneously. Nothing was ruined when blasters were given the ability to use their T1/T2 attacks while mezzed. The world didn't end when Containment gave controllers 2x damage. Tankers being bumped up to solid damage output and unparalleled AoE more recently hasn't destroyed anything. None of the improvements to non-support archetypes have made the game worse. So allowing support archetypes to move forward with the rest of the game isn't promoting power creep, it's promoting equality. Power creep has been here since the game was released, it's going to be here until we're all in our graves and Co* is a footnote in gaming history, and given the massive restrictions imposed on support archetypes, it's clearly not their fault, so why don't we stop abusing them and start treating them like the valued members of the game that they're supposed to be so we can get on with the business of fixing real problems?
  24. Stealth is still called Stealth because it's still in the power pool position occupied by Stealth and it doesn't behave exactly like Invisibility did. Stealth provides varying levels of -Perception and +Defense, dependent on the player's actions and the current situation, as opposed to Invisibility, which was always a set -Perception distance and 50/50 in/out of combat +Defense split. It's not Invisibility, it's Stealth + situational bonuses. Renaming it to Invisibility would have only caused confusion amongst experienced players who were accustomed to the way Invisibility functioned.
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