-
Posts
5336 -
Joined
-
Last visited
-
Days Won
115
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Luminara
-
Shoot the horse, use its skin to make a container and carry the water to a horse that will drink. And, hey, steak. Win - win.
-
So... this isn't about sacrificing newbies to the old gods (and occasionally making sandwiches with the leftovers)? I'm cool?
-
It isn't.
-
Infiltration... what the absolute frack is it?
Luminara replied to Snarky's topic in General Discussion
No. Pool and temp travel powers don't stack. Pool won't stack with pool, temp won't stack with temp, pool won't stack with temp. Hover, Combat Jumping, all Sprints, Hurdle and Swift stack with pool and temp travel powers. Powers in primaries/secondaries which buff movement (examples: Quickness, Kuji-in Rin, Inertial Reduction) stack with pool and temp travel powers. +Movement bonuses from IO sets stack with pool and temp travel powers. -
-
Since I had Mids' open, I cleared the character I was working on and ran a quick analysis using the brute archetype. Boxing's DPA for brutes is 24.01 without the Fighting pool synergy bonuses (31.22 with). Doubling its damage would give it higher DPA than most of the primary attacks, and with Fighting synergy, better DPA than all attacks except Energy Transfer, Freezing Touch, Greater Psi Blade, Seismic Smash, Knockout Blow and Clobber. That wouldn't be balanced.
-
Lieutenants aren't bosses.
- 1 reply
-
- 2
-
-
Is it possible to fix escort missions?
Luminara replied to FreakazoidRobot's topic in Suggestions & Feedback
-
Maybe ranged attacks should deal less damage than melee attacks, and low-HP archetypes should be given ranged sets instead of melee sets so players have the option of fighting AVs without being in melee range. Hm... Neither. It was PEBCAK. The AV in question is actually very weak against ranged characters (at least the ones who don't teleport straight into melee range and wait to be pancaked), as he only has two ranged attacks, a middling damage blast with a 10s recharge time and a low damage cone with a 6s animation time and 3s recharge. Had the OP stayed out of melee range, he quite likely wouldn't have been defeated at all, and absolutely not in less than ~20s, because both of the AV's ranged attacks together wouldn't have been enough to drop him even with Enemies Buffed.
-
Master of Death had Tar Patch, Blackstar, Dark Embrace and Resistance added.
-
That's not new behavior. You could get up to 4 Death Mages at */x8 in regular content before. Those are from 9/9/2022.
-
Infiltration... what the absolute frack is it?
Luminara replied to Snarky's topic in General Discussion
I think I only have 3 without Infiltration. -
Infiltration... what the absolute frack is it?
Luminara replied to Snarky's topic in General Discussion
Doesn't stack with Athletic Run. -
-
Pro-tip: you don't have to worry about your clothing being on fire if you're wearing body paint.
-
And brutes. And Kheldian Dwarf forms. And mastermind Bodyguard mode. And status effects. And scrapper, sentinel, SoA and stalker secondaries. And damage mitigation buffs and debuffs. Have to dump defenders, sentinels and corruptors entirely at this point, since they really will be nothing but gimp blasters. Scrappers, stalkers and SoAs might as well be removed, because they won't be able to do anything that blasters can't. Probably no point having combat at all. Without risk, it's just one of those moronic "idle tap" games. Goodbye Wonder Woman, hello Barbie!
-
You had the opportunity to engage from a distance on your low health character with ranged attacks, where you would've been safer and guaranteed not to be defeated so quickly. You chose to teleport right into the AV's face and risk having your ass handed to you. Stop blaming the game for your actions. Bad design didn't screw you over, you did it to yourself.
-
No, there's only one conversation. The AV didn't defeat the OP because the design is bad, or because the design denied the OP the opportunity to react, or because the design allows AVs to one-shot, or because the design has a flaw in not making allowance for low HP archetypes. The AV defeated the OP because the OP was within 5' of the AV. The OP should've been at range, not bumping and grinding on the AV. Ranged attacks deal less damage than melee attacks. Almost all low HP archetypes are also capable of staying out of melee range at all times. This is by design. This is the design. Ranged = less risk. Low HP archetypes = ranged archetypes. The design didn't fail the OP, the OP ignored the design.
-
Money making in CoV/H (and how I dont do any of it)
Luminara replied to Snarky's topic in General Discussion
TMI. -
-
Hold it. I dare you.