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Luminara

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Everything posted by Luminara

  1. The only thing the number above 100% does is create the KD chance when the ReduceIfKD flag is active. The game ignores it if a KB->KD IO isn't slotted.
  2. ReduceIfKB was created in the SCoRE era. That's from the SCoRE patch note archive.
  3. ... Note to self: carry a few spare kidneys and start following people.
  4. Unless the person you were trailing wanted you to follow him/her so he/she could lead you into a trap. I've seen movies, I know what happens to people who follow other people. They end up in someone's hamburger, or with a "Now, that's a knife" knife pressed under their willie, or worse!
  5. I'll log out at a tram station or ferry for the +Movement... if I'm close enough to one. Otherwise, I log out wherever it's safe and don't think about Day Job powers. They're not powerful or useful enough to justify spending the couple of minutes it takes to set up for them, or deliberately not playing a favorite character to accumulate more time.
  6. Because it's an echo.
  7. Hassan gave you to the Hellions. He noticed you following him and led you straight into a trap. He's clearly working with them, possibly even a high-ranking member posing as an innocent citizen specifically to do this to heroes.
  8. Actual screenshot of @GM Crumpet when he's watching me in my missions:
  9. Moment of Glory. Elude. Light Form. Unstoppable. The sequencer prioritizes clicks/keypresses over auto. If you queue something manually, it always activates next, even if you have a power on auto-fire. You can experience that for yourself simply by activating a power on an enemy which is out of range and watching your auto-fired power not fire.
  10. In Leviathan Mastery's animation times.
  11. I respeced my Dark/Martial into Dark Mastery and did some street sweeping to get a feel for it. The only powers I wanted were Darkest Night and Tar Patch, so I'll confine my comments to those. Animation times on Darkest Night and Tar Patch are long, but there's no aggro until the animations finish. That makes either good openers. Since this character has ~26% Defense to Melee/Ranged/AoE, Darkest Night's slotted -ToHit is sufficient (with Musculature Radial Paragon) to hit the soft cap. Not only can I open a fight with it, I don't even have to look at my controls for most content, and that means I'm spending less animation time keeping the character upright than I was before. The endurance cost is a little higher than I'd normally consider acceptable for my builds, but Tar Patch compensates for that. Tar Patch, I like better than Sleet for /Martial. No risk of stacking KD and sending things flying is a big plus. It also has no Avoid, and a stronger Slow, so keeping everything in melee range is much easier, which means more enemies hit with AoEs/PBAoEs, directly leading to a reduction in the amount of endurance I have to spend over time. And the -Res amplifies that, so it's paying for Darkest Night and giving me back some change. The recharge time is longer than I like, even with over 180% global +Recharge, but the duration is long enough to pull the next spawn into it, which makes it an every fight power (about 10s total down time on my build, slotted with 6/6 Ice Mistral's Torment). These are just rough first impressions based on what testing I could manage before the tip spam made me log out, and I'm not playing traditionally (this is a petless build and i play it like i play almost everything else, like a scrapper on crack), but I'm liking it. Still need to do more work on the build (and add Dark Mastery to Mids' so i don't have to substitute powers with comparable slotting options to give me a visual representation of the end result), but even without any further tweaks, I think it fits my build better than Ice Mastery.
  12. Spending 2.772 seconds to miss feels less like a kick in the groin than spending 3.432 seconds. I'll keep the reduced animation time, thanks.
  13. Now I want a mini-pet with a bucket on its head.
  14. I never forget, I do everything I can not to remember. It's... healthier, for everyone. And you forgot commas.
  15. Yes, we should definitely give people who can barely read or write MORE room for their misspelled words, bad grammar and obsessive abuse of apostrophes. The world isn't suffering enough already. Let's twist the knife.
  16. If there's no way to retain tips so they're not overwritten, they shouldn't be replaced. Ever. No, "Just quit the mission and start over so you can save the tips outside" is not a solution. No, "Just accept the tips you like and never run them so they're not replaced" is not a solution. No, "Just go buy the tips you want and skip the drops" is not a solution. The ability to keep or dismiss tips has been taken out of players' hands, and hiding the notifications doesn't fix that problem. Don't throw a rug over it and do the Jedi mind trick wave, that doesn't work on me. I want the control I had over which tips I kept and which ones I dismissed. Those are my decisions, not the game's, not yours, mine.
  17. Ever since mid-screen notifications were added to the game, it's become increasingly difficult to see the game. These notifications pop up in the middle of the screen and during combat, obscuring the player's view of the action, of the targets, of the powers affecting the targets, of pointer location, everything. After combat, the player has to wait for the notifications to finish animating before the next spawn is visible or before he/she can safely move in any direction. And since these notifications move to different parts of the of the screen, depending on what they're connected to (tips, enhancements, recipes, salvage), even moving the camera around doesn't alleviate the problem. And now it's worse than ever, because tips overwrite tips and allow the notification system to spam the screen without restriction. There are no buff/debuff icons on the target window, so the only clue we have to what might buffs/debuffs are on enemies is the graphical effects of powers, and we can't see those. The notifications come up dead center on the screen, right where targeting is optimal, so we can't see location-click reticles, which enemy we've targeted, names, con colors... just notification after notification after fucking notification. We're playing a graphics-intensive MMORPG and we can't see the graphics because we have MUD text constantly obscuring everything. Added to that, it's now impossible to gather favored tips without accepting them immediately. In the middle of combat (which we can't even do since tips can't be accepted or dismissed inside instanced content). When we're pressed on all sides by enemies trying to Cuisinart us. That leaves only the options of going out and street sweeping spawns of 2 and 3 to get the tips we want, or breaking off combat and bolting for the exit every time a tip drops. Everything about this is detrimental to the fundamental experience of playing the game. Everything. There's no benefit to this, and I don't mean the bad outweighs the good, I mean nothing about this positively affects gameplay. It's bad across the board. But the worst part of this is that it was added to a release candidate 6 days before publishing the beta to live, without bring attention to it, without even mentioning it in passing, nothing but a few lines of green text at the end of the longest patch notes you've ever dumped on the forums. Yes, we all know that pushing things to the live servers is a volatile situation dependent on @Faultline available time and ability to connect, and you all have schedules of your own to which you need to adhere, but that's completely irrelevant in this case. This should never have been added at that stage. YOU DO NOT ADD UNTESTED FEATURES OR MAKE DRASTIC CHANGES WHEN YOU'RE IN RELEASE CANDIDATE PHASE. That's Beta 101. Release candidates are for polishing and fine-tuning, not cramming in spur of the moment changes to basic gameplay. This is something that should've been set aside for the next beta, brought to player attention and thoroughly tested, not dropped in and pushed out immediately because someone on the team was anxious to squeeze in one more thing. I've never criticized a developer before, but this time, it's warranted. Whoever did this made a monumental error in judgement and execution. And I hold all of you responsible. Publishing a change like this without any warning, testing, requests for feedback, or even consideration of the consequences, was a bad decision. No-one on the team stopped and thought, "Gee, maybe we should run this by the players, since it directly affects the ability to access content", or "Gosh, I wonder if there could be some downside to this", you all nodded your heads and said, "Yeah, throw that in there, it works, good enough!" This is Development Team Failure 101. It should never be repeated. Roll this back. Get it out. I don't care if you have to go in with a backhoe and explosives to remove it, get it the fuck out. We do not need the screen cluttered up with even more giant goddamn billboards blocking the view, and it's turned tips from an enjoyable way to experience the game to an unmitigated hinderance of combat and movement.
  18. It was added in the second release candidate, the phase of a beta during which it's supposed to be feature-locked and players should be testing the fine-tuning of previous changes. It wasn't given a focused feedback thread, it wasn't mentioned as a testing point, it wasn't brought up by a City Council member in the New Player Experience feedback thread, it wasn't even given a passing reference beyond the patch note. And at the beginning of this open beta, people were pointing out that the patch notes were so dense and lengthy that they had trouble finding information. Pushing this to a release candidate six days before the beta went live was a mistake, and the failure to draw attention to it and request immediate testing and feedback compounded that mistake. They fucked up, not the players.
  19. Go to Pocket D, make schmoopy talk to the seagull on the truck inside the red-lit area.
  20. One of the balancing factors in this game is power availability. Auto powers add a constant small improvement to a character, for example, one which cannot ordinarily be removed by NPCs. Click powers are stronger than auto or toggle powers, so their availability more controlled. They have endurance costs, they have recharge times, they have ranges, and they have other limitations, such as not being able to set multiple click powers to auto-fire. They're stronger, so they're not guaranteed to be available at all times. In fact, they're expected to be unavailable at some times. That's the purpose of recharge times, ranges, endurance costs, and not having multiple powers set to auto. Another aspect of balance is how we utilize our options to respond to risk. When we're locked in combat, cycling through our attack chain, we have to make decisions, such as whether to continue attacking and ride out the risk of being defeated, or pause and activate a power to prevent what we believe to be imminent failure. Do we want to use this heal, or are the benefits of a damage mitigation buff superior? What about a damage buff, would it provide the edge we need to reduce the number of enemies around us in time for our HP pool to begin filling up again? That momentary pause, that choice of how to respond to the risk, is one of many aspects that cumulatively give the brainless idiots we beat to a pulp the faintest hint of a chance of defeating us. Without that, without players having to make any choice beyond, "Pause the attack chain for 0.92s after this attack, pause again for 1.32s after the seventh cycle", the NPCs, which are already crippled by limited scripting, by the game not using something like a cover system, by players having the capability to drop patches/rains around corners simply by angling the camera, by projectiles following enemies around corners and across hundreds of feet, would present even less risk than they do now. Being limited to setting a single click power to auto-fire is, for balance, no different from being limited to one *PP damage mitigation toggle, or one Miracle +Recovery, or four power pools. Restrictions like these aren't there to inconvenience the player, they're there to prevent the game from becoming unbalanced. Choice is one of the ways Cryptic designed balance into the game, while simultaneously retaining as much as they could of the flexibility of the original freeform power selection model they devised in the alpha. We're given enormous freedom in how we build our characters, but not unlimited, because balancing content requires some basic expectations of character strength and growth. One of those expectations is that there are limits to automating combat, and that includes automating click powers.
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