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Luminara

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Everything posted by Luminara

  1. 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.
  2. Salvage caps at 200. This would add up to 256-384. Won't work.
  3. 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.
  4. 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.
  5. 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.
  6. That's a script from another server group. Rebirth, Thunderspy, etc. It doesn't work here.
  7. 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?
  8. 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.
  9. Beginner's Luck.
  10. 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.
  11. 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?)
  12. 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.
  13. This is revenge for the eleventy billion Interrupt enhancements, isn't it. Still not sorry. It was funny.
  14. If I'm leveling a character for which I've developed an obsession, or I've finished planning out a respec for a character. Otherwise, I just go with my gut.
  15. I was just digging through the sub and saw that, too. Dude has a massive hate-on for the HC team. The other thing I noticed is that they never reciprocate. Have to admire their tact.
  16. That's one approach to playing that wouldn't be adversely affected. One. You're fixated on one play style and disregarding the effects it would have on every other, and it would affect all of the others. Don't hold your breath.
  17. I'd use nukes at every opportunity for the Taunt alone. Save me a hell of a lot of time chasing down survivors.
  18. Nothing here about retaining the -Res. In your follow-up, you imply, and yes, it is implication, not inference, that Misdirection's current effects would simply be moved to Infiltration. And now you're implying that the -Res would remain in Misdirection, which is actually an even worse idea. Many players mistakenly believe Confuses "steal" XP, but this actually would have that result because you'd be empowering critters to defeat one another more quickly, thus reducing the bonus XP you'd otherwise receive. Neither way you try to make this work... works. You're never going to convince the developers to put a -Res click in a travel power, and it couldn't stay in Misdirection if it were changed to a Confuse. That means the -Res is gone. We have -Res now, we don't after your theoretical changes, so... 1 - 1 = 0. The math says it's a loss. To you. I find it very worthwhile when Stealth's Defense goes from 3.32% to 9.96% (that's more than double, by the way) when I have an ambush coming at me, or I'm trying to get past something that I just don't want to deal with, or I blunder and land in a higher level spawn on a sub-50 character. Your definition of "meaningful" in this context isn't definitive, it's just your opinion. You claim to want the current meta approach of speeding through missions without stopping to fight anything to be changed, but you propose jacking up the stealth radius on Stealth and Infiltration, plus giving Infiltration a "Get out of jail for free" card. You want Stealth's endurance cost reduced, but you want it to be more powerful. You dislike that Infiltration has to have a slot added to it to hit its Run Speed cap, but you want to give it another effect that could take up all six slots if Threat Duration set IOs were used. You want the T4 power to be "better", but the way you decide it will be "better" is if it's only capable of affecting minions... and apparently making those minions more effective at defeating one another so you can earn less XP over time. The first half of your proposal feeds straight back into the existing meta, and the second half just turns a useful power into garbage. That doesn't seem like you want stealth to be "less basic and binary", it seems like you're asking for power creep and offering up Misdirection as the sacrificial lamb to get it.
  19. It doesn't require "heavy slotting", one or two slots is enough if it's used in concert with Sprint. And that it can be slotted is the reason the base speed is only 10% higher than the free travel powers. You mean you can only conceive of a few builds. I have 40 characters, 32 of them use Infiltration, and almost half of those use two or three IOs from one of the Universal Travel sets. There would be things lost. They're not going to give a travel power -Res. And changing Misdirection to a Confuse would also mean the ability to slot it with Threat Duration sets would be lost. And you just complained about having to put one extra slot into Infiltration, but you're pushing for the Placate to be moved to Infiltration, which would force players to six-slot it if they wanted to use a set like Mocking Beratement, or let the Placate languish because they slotted the travel power for travel. They're absolutely not going to buff the movement speed so you can cap just by toggling it on. That horse was flogged until it was skeletal when the power was in beta. Combat Jumping and Hover don't give you 4x the Defense out of combat, reduce Threat Level or make you invisible. You draw equivalency because all three grant the same in-combat Defense buff, but it's false equivalency. They're all different, with different effects and different endurance costs. Out of combat, Stealth grants twice as much Defense as Weave. By your vacuum-derived logic, that means Stealth's endurance cost should be doubled. Still think it's a good idea to base suggestions on a single variable? Yeah, but that's not because there are problems with the Concealment pool, it's because missions are linear, spawns are static, critter design is simplistic, mission/arc/*F completion rewards encourage maximum speed and there's almost never a reason not to go straight to the end. You want a less binary game? Address the game, make missions less linear, spawns less static, completion rewards not revolve around time. Put more interesting things in missions so players have a reason to do something other than go straight to the end. Giving Stealth and Infiltration higher stealth radii, and nerfing Misdirection, isn't going to discourage ghosting, it's just going to push it even further into the players' minds as the expected play style.
  20. It should stay up, but with the quotation marks, and someone should link it to the Air Quotes page. That'd be a nice double layer of sarcasm aimed at whoever wrote it.
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