-
Posts
5157 -
Joined
-
Last visited
-
Days Won
109
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Luminara
-
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
I don't care whether everything's prone a few seconds sooner or later. I'm in it for the face mutilation and butts, not to break records and "win" Internet points. -
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
70.52' without Aim. I apologize for failing to note that in my previous post. With Aim, the range would be 83.84'. For completeness, the slotting I used to achieve that is 2x level 53 Centrioles, 1x Detonation Dam/End/Range, and 20% +Range from set bonuses (Superior Sentinel's Ward in Blazing Arrow and Superior Opportunity Strikes in Stunning Shot). I have three more slots in Fistful, all 3.5 ppm damage procs. I specifically avoided pursuing any more global +Range on this character because I wanted the range of Fistful to match up with the ranges of the single-target attacks (72', not including Aim), so there's plenty of head room for increasing the range via set bonuses. But to address the point you were hoping to make, I have a few counterpoints. One, on that Archery sentinel, Aim's cycle time is 25.91s, so it's going to be back up ~16s after it drops. Losing a couple of seconds of Intensify on a similarly built character wouldn't bother me at all. Two, Intensify increases the probability of interaction between Storm Cell and Category 5 (20% chance IncreaseStormStrength), and anyone with more than a few brain cells is going to be using both Storm Cell and Cat5 together once they're both available, so why not use Intensify first? Three, Intensify's +Damage is 25%. That piddling amount isn't enough to lose a femtosecond's sleep over. The 50% +ToHit is absolutely meaningless because of the clamp, you're still going to go through the same miss/forced hit/miss/forced hit bullshit with or without it. That only leaves the +Range and 20% chance IncreaseStormStrength to give it any value. Storm Cell and Cat5 are the only powers which can really benefit from it fully, so why not use it before using those? -
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
Yes. Artillery Accuracy/Recharge/Range and Endurance/Recharge/Range, four Slow sets with Range/Slow. And +Range with Intensify. My Archery/Energy/Ninja has a 70.52' range on Fistful of Arrows, soft-capped Defense to Smashing/Lethal/Fire/Cold/Energy/Negative, and 180% global recharge (no Hasten in the build, either), so I know we can have our cake and eat it too. -
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
It accepts Range enhancements, according to CoD. -
Check the post history and do the smart thing, ladies and gents.
-
Is that a wombat humping someone's leg?
-
That's what she said.
-
ED was implemented so IOs and Incarnates could exist. They weren't created as a workaround for the "problem" of ED, ED was created as a way to enable lateral progression, to make it possible to improve characters without raising the level cap. IOs and Incarnates were the solution to the lack of progression, and ED had to happen before that solution could be implemented. The only bad part of ED was how long it took for it to happen. It should've been in the game at launch.
-
Focused Feedback: Costumes & Custom Weapons
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
-
Variety. They're set to vigilante/rogue so players who play as vigilantes/rogues have something to do that isn't hero/villain. Without vigilante/rogue content, those alignments are nothing but words, no more applicable or meaningful in the context of the game than sausage, or peppermill, or basket. And if you remove the content that makes vigilante/rogue meaningful, you're one very short step away from doing the same thing to Praetorian and villain content. After all, why not just let anyone do those, since all you're doing is making people run to Null or use Ouroboros? Variety matters, especially in an aged MMORPG with a player base comprised of primarily die-hard fans who've played everything a thousand times. The greater the variety of ways we can replay the game, the longer we stick with it.
-
Focused Feedback: Storm Blast
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
https://cod.uberguy.net/html/power.html?power=blaster_ranged.storm_blast.storm_cell&at=blaster -
-
Make Circle of Thorns maps less confusing
Luminara replied to LemonBars's topic in Suggestions & Feedback
And sewer maps. And office maps. And tunnel maps. And lab maps. And warehouse maps. And... the only maps Cryptic/Paragon made which weren't mazes were outdoor maps, and even some of those are mazes (city block maps filled with objectives and hostages). -
I did run past him. He followed me to the top floor and pasted me before I reached either exit. When I returned, he came back up to the top floor and pasted me again. Ran back again and tried entering and immediately exiting, the mission didn't complete. Zoned back into the mission and ran to the other exit, past Marauder again (he hadn't gone back downstairs yet), the mission didn't complete. Went back in and was gibbed before I could even move. I ran back again and he came barreling up to the top floor and put me on the floor for a fourth time. I cleared all of the IDF ambushes on my final return to the mission, and mercifully, Marauder stayed downstairs that time, and it still wouldn't complete. The nav window never said "Find the mission exit", neither of the exits completed the mission. I had to call for a GM (thanks again, @GM Crumpet) to finish. It seems to me that avoidance is not the final objective of this mission. I ran past Marauder and reached the top floor, the mission didn't complete. I tried both exits, the mission didn't complete. And there's no avoiding a Hurl with a range of 310 feet (there just isn't enough room to get out of that range on this map), used by a +12 EB (all but guaranteed to hit). I met every conceivable condition for "avoid", including staying outside long enough for Marauder to reset and stop charging up the stairs to use my face as a mop, and the mission just would not end. So that left me to conclude that there was supposed to be a token fight. He attacks, I defend myself, a few seconds later, the "Find the mission exit" text would pop up on my nav bar, or Master Midnight would teleport me out of the mission. Beating him probably wasn't supposed to happen, I agree with you on that point, but fighting Marauder was the only thing I didn't try, and couldn't, not when he was +12 to my character. The problem, as I see it, is that the wrong Marauder is used on this mission. The Marauder currently used is https://cod.uberguy.net/html/entity.html?entity=marauder_marauder. That Marauder has a minimum spawn level of 40. This mission should be using https://cod.uberguy.net/html/entity.html?entity=event_praetorianinvasion_marauder, which has a minimum spawn level of 20. Same powers across the board, but this one scales down to an appropriate level. But maybe I just encountered one of those weird bugs where the game flips you the bird and leaves you hanging. Maybe the mission was supposed to complete as soon as I reached the top floor, or exited, or when I was defeated, or whatever, and it just skipped over that part because it's old and decrepit. Even so, I still think a level-appropriate Marauder would be more rational than a psycho level 40 Marauder with the ability to follow you everywhere you go and instagib you before the game can register the mission as complete.
-
Dredging this up because it's happening in the arc in regular play (meaning, not Flashback). Marauder spawned at level 40, my character was level 28. The mission can't be finished without a GM or using auto-complete.
-
I just happened to stumble into this mission while leveling a character, and the answer is no. Character is level 21, Maelstronk spawned at 20. So it's only the Flashback exhibiting the bug.
-
In the original run of the game, Ouroboros could be unlocked at 20. Not through tricks or exploits, but by completing story arcs. When Issue 11, the Issue which added Ouroboros and the Flashback system to the game, went live, the badge was retroactively granted to characters who had completed any story arc which involved time travel, which included A Faultline in the Sands of Time, The Magic Man, Ubelmann the Unknown and other pre-existing sub-50 arcs. Had Cryptic/Paragon intended for Ouroboros and the Flashback system to be restricted to level 50 characters, they would have done just that, restricted badge acquisition to level 50 content and set a level lock on the zone to prevent sub-50 characters from entering, Moreover, any sub-50 character accessing the Flashback system sees only arcs and badge missions up to their level. Cryptic/Paragon made it a point to include code to prevent sub-50 characters from running content above their level. This directly and incontrovertibly proves that they expected sub-50 characters to use it, because they prepared for it and implemented safeguards. Stop trying to push your One True Vision of how the game is "supposed" to be played. No-one's buying it, and bug reports aren't the place for it.
-
It's a bug report, not a discussion of the potential of exemplared characters and whether or not enemies spawning at +5 to the difficulty setting is justified, numpty.