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Luminara

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Everything posted by Luminara

  1. It's a bog standard forum design, identical in layout to millions of other forums. One main page with all of the forums listed, nested links for related sub-forums, all neatly categorized and indexed. It's no harder to navigate than any other web page. You scroll up, you scroll down, you click things. If that's a nightmare, the entire Internet is, because that's the whole damn thing in a nutshell.
  2. Post is perfectly formatted, uses punctuation correctly, displays impeccable grammar. Kind of a giant, flashing neon sign in this case.
  3. Everyone thinks I'm just a cat.gif bot. I'm used to it.
  4. Maybe the problem is that people keep putting things where they don't belong. For example, posting feedback about the forums in General Discussion, instead of in Website Suggestions & Feedback. Hm...
  5. Dude's repping his own posts with his other alt account.
  6. You can. Talk to the starter zone contact (they're no longer automatically introduced to you, but they're not locked and not gone) for your origin and follow the chain.
  7. And I've been taking advantage of it since you made that post, so thanks, homeskillet.
  8. That build needs to be taken outside and shot.
  9. I was going to total up the primary/secondary combinations, but you threw in pools, and now I'm all "Nope, too much work." https://cod.uberguy.net/html/index.html You do it.
  10. Move those 4 extra slots out of Stamina and into attacks, slot for EndRdx.
  11. It wasn't "most NPC attacks", it was a comparative few. Some Arachnos, a few Council, a power here, a power there, not everything in the game. The majority of NPC powers were unchanged. Player testing during the beta proved that the net effect of the changes were negligible. And in the two years since the changes, there's been no hue and cry over it, no uproar about typed Defense toggles like Scorpion Shield or Heightened Senses being neutered, no hullabaloo. Most people didn't even need to change anything in their builds or play style. It was also "common knowledge" that ED would "destroy the defender AT". It was "common knowledge" that it was "impossible to play without travel powers". It was "common knowledge" that teams needed a "healer". It was "common knowledge" that S/L is "heavily resisted by everything". "Common knowledge" tends to be about as reliable as homeopathy and parapsychology, and just as easily disproven.
  12. There's been no nerf of any kind to Scorpion Shield. The only documented change was to the power icon, in 2019, and there isn't a single post anywhere mentioning an undocumented change. It never was. Defense is an absolute, it mitigates everything an attack does. Resistance is a variable. it mitigates damage but allows debuffs and controls, and it's dependent on other variables, such as HP, Regeneration and/or Healing, Debuff Resistance and Control Resistance or Status Protection, to be as effective as Defense. That's why hybrid mitigation sets like Willpower use such a wide variety of effects to protect the character, rather than simply slapping together X% Defenses and 2X% Resistances.
  13. There is an inherent difficulty in the game, but how it's exposed is dependent on the player. I think the dominator archetype is the best representative of this. If you're playing with SOs, saving Domination for "big" fights, and focusing on concept over combat efficiency, it's in the combat that the player feels the difficulty. If you're building the way most players appear to (based on posted builds and advice), you're juggling Hasten and Domination, plus Ageless or Barrier, following build patterns and selections according to "common wisdom", then it's the act of playing the character where the player feels the difficulty because it's a lot of extra effort to keep that character rolling. If you're building for perma-Domination without Hasten, piling up damage mitigation so you don't need Barrier, squeezing every bit of performance out of IO sets, then the difficulty is in building the character to work that way. Each approach represents a comparable investment of time and energy. In the first case, the player's time and energy are spent almost exclusively in the act of defeating enemies. In the second, the player is capable of defeating enemies more easily, or tougher foes, but the time and energy not spent on enemies is instead spent on maintaining the character. In the third, the player is spending almost all of his/her time and energy overcoming build restrictions beforehand, so there's no build maintenance required, and only as much effort defeating enemies as the second case.
  14. I'll be outside, setting up the explosives to guarantee the NPC ain't makin' it out in one piece. Anything that restricts me to 14.92 mph deserves to die.
  15. It's a scripted event, there's nothing you can do to hurry it along. Just wait.
  16. No-one's obligated to start, lead, join or even remain on teams, so there is no "their share" for leading *Fs. Nor should there be. A lot of people don't want to lead, which is why they wait for someone else to do it. Many people can't lead, and trying to force them to do it would result in losing them as players. Some people shouldn't be allowed to lead, because they're martinets, or trolls, or so grossly incompetent that putting them in charge of other people would be disastrous. And as you adequately demonstrated, there are already plenty of incentive to participate in *Fs (accolade power, badges, reward merits, drops, XP, inf*). If the horse doesn't want to drink, it's not going to drink.
  17. The Regeneration bonus has always been Unique. What you may be remembering is the bug (which isn't actually a bug, it's an oversight that still hasn't been addressed) that allows the Regeneration bonus to stack if you change maps, which you can exploit to stack as many times as your ping and load times allow (i built up over a dozen stacks one night, entering and exiting a mission just to test it). July 24, 2007.
  18. The direction of the arrow indicates a buff. It should point down, as it's a debuff. It's also missing the semicircle at the bottom, which indicates debuffs. This is used for Common IOs and TOs. The graphic for uncategorized Accurate ToHit Debuff sets uses the same upside-down graphic, and also has no debuff semicircle at the bottom, but I don't know if that's used anywhere in the game (these images are from CoD, which uses in-game data). The color is also problematic, it's nearly identical to the yellow used for Accuracy, with a hint of shading at the bottom. It should be diagonally blended, with enough contrast between the colors to make it easily distinguishable. Both of these should be flipped to follow the game's iconographic conventions, the debuff semicircle added and Accurate ToHit Debuff's coloration adjusted.
  19. In other words, you had an incentive to form teams for *Fs. And apparently that incentive is working. I thought of three ways this can be exploited before I finished reading the sentence. It also occurred to me that it would encourage selfish players to try to lead when they didn't know what they were doing, refuse to relinquish the star to someone who did, and have an adverse impact on others. Unnecessary, and, frankly, unrewarding for most players. Leading to a glut of uncommon and rare salvage on the market, bottoming out prices and significantly reducing potential income for players who don't farm *Fs. Counter-proposal: make friends, play with them, no more drama and no need to pile potentially problematic extras on top of the incentives you already admit to having.
  20. The streak breaker finally forced a hit.
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