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Everything posted by Luminara
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Is there really a massive proc nerf just around the corner?
Luminara replied to Azari's topic in General Discussion
- 165 replies
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- 10
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Character was reset...due to copywritten costume? WTF?
Luminara replied to Niizzy's topic in General Discussion
- 105 replies
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- 18
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Is there anything that increases the radius of buffs?
Luminara replied to Pekiti's topic in General Discussion
Sphere. -
Is there anything that increases the radius of buffs?
Luminara replied to Pekiti's topic in General Discussion
Both. The radius increase added to Gauntlet has been controversial, to phrase it gently, and the HC team is very unlikely to do something like that again because of the balance problem it created. -
SG issues, recruiting, storage, retention, socializing, teaming
Luminara replied to Snarky's topic in General Discussion
4) Post suggestions in the right forum. Numpty. -
That's as much the fault of the game as it is the players. Most buffs have very short durations, encouraging players to move as fast as possible if they want to accomplish something before the buffs expire. Merit rewards are set according to an average of measured completion times, and merit prices high enough to ensure that players can't purchase things quickly without also rushing through content quickly. Leveling requirements steadily increase as levels are accumulated, driving players to speed up if they want to maintain a consistent leveling pace. The game tells players to move their asses. Get moving before that 120s buff expires, go faster if you want to buy <cool thing> in less than a week, hurry up if you want that next level. Don't dawdle, run. High speed, gotta beat feet, gogogo. Time's a-wastin', slowpoke, so book it. Tick... tock... tick... tock... Credit where credit is due, but also blame where blame is appropriate. As long as the game treats everything like a race, people are going to look for ways to go faster. And regarding the potential for power creep in this suggestion, there isn't any. There's no change to the availability of the buffs, because bases are free for everyone. Nor is there any change to the accessibility of the buffs, because LRTP allows anyone to teleport to a base instantly. And the strengths of the buffs is unaltered in the suggestion. The durations of the buffs are already long, and if we equate "have to go back to the base and refresh" to recharge time, shaving a few seconds off of a 90m recharge doesn't even approach power creep.
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Is there anything that increases the radius of buffs?
Luminara replied to Pekiti's topic in General Discussion
No. -
Is there anything that increases the radius of buffs?
Luminara replied to Pekiti's topic in General Discussion
Melee attacks ignore Range alterations. That includes melee-range AoEs (like Spinning Strike), PBAoEs and cones. As @macskull noted, Gauntlet increases the radius of tanker attacks (wider cones and AoEs), but it doesn't increase Range. The game wouldn't be balanced at all if melee archetypes could Immob enemies and punch them to death without ever venturing into melee range to use their melee attacks. -
Is there anything that increases the radius of buffs?
Luminara replied to Pekiti's topic in General Discussion
Yes, provided that something is lost. There's no way in hell we'd be permitted to change a 10' radius AoE to 16' radius without paying for it in some way, at least in regard to offensive powers. The radius of every offensive power is an important factor in its balance. It's a lot easier to squeeze 10 targets into a 32' diameter sphere than into a 20' sphere, and that's one of the ways offensive AoEs are kept from becoming balance concerns. -
Is there anything that increases the radius of buffs?
Luminara replied to Pekiti's topic in General Discussion
No. -
Salvage caps at 200. This would add up to 256-384. Won't work.
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I'd prefer the option to craft them as click powers, with a limit of one click power in the "inventory", and keep the 90 minute duration. That would be reasonably balanced if the salvage cost were raised (add an uncommon to the buffs using only common salvage, add a rare to the buffs using common and uncommon). Craft one, use it, craft a second and keep it in the tray for later. Not having to keep track of timers and trying to race through missions, or delete buffs and reacquire them, would send me over the moon.
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Distance is irrelevant. It's not a radius problem, it's not a range problem, it's Gauntlet being applied to every power tagged as owned by the tanker.
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Gauntlet adds the taunt to all tanker powers, whether they're categorized as attacks or not. Not only does it do that, if the tanker uses something like a PPP pet, Gauntlet adds taunts to all of their attacks. Whatever power a tanker uses, Gauntlet is applied.
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That's a script from another server group. Rebirth, Thunderspy, etc. It doesn't work here.
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No, I'm just the dumbest dumb person who ever did anything dumb. I forgot it was slotted in Combat Jumping, not Sprint, on that character. May I please have some condiment for my crow?
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Nope. Unbounded Leap: Stealth in Sprint, Sprint toggled on. About a minute after I turned off Sprint. Test it yourself, you'll have the same result. Thrust is borked.
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No. I tested a Stealth IO, which uses the same 120s duration, and that lasted 120s after I turned the toggle off. That's how Proc120 IOs work. If they're in a toggle, the 120s duration is refreshed every time the power re-activates. Thrust is supposed to be a Proc120, but it's not 120ing. Thrust can't be slotted in Sprint powers, and Athletic Run can't be slotted at all. I just finished testing with Speed of Sound, the 120s duration isn't applied in that power either. Toggle off, the Increased Run Speed buff disappears instead of continuing for 120s. So it's the IO, not powers.
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The second aspect of this enhancement is supposed to grant a 35% boost to Run Speed for 120s. I had an idea for an alternative approach to a build I'm making and I wanted to test it, so I slotted it in Infiltration. When Infiltration is toggled on, combat attrib lists Thrust: Running Speed/Increased Run Speed +5.94 mph in the Running Speed category. Problem is, it's removed as soon as I shut off Infiltration. Something is preventing it from applying the 120s duration, or removing the boost when the travel power is shut off (Cancel on Miss?)
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They should make Sleep persistent like all of the other controls, and suppress it for X seconds when Sleep-break conditions apply. The code's sitting right there, waiting to be recycled from the other controls and suppression system. It's what they were trying to do with Static Field and the revamp to Poison Gas Arrow, but I don't think it occurred to them to do it the easy way.
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