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Luminara

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Everything posted by Luminara

  1. Did you read my reply, in which I said that I specifically tested the aggro behavior of all of the EBs and found that they obeyed standard aggro mechanics when they were Taunted, another entity built up more aggro, the door clicker left them in the dust and another player character was in aggro range, or they were attacked after losing target on the original door clicker? They obeyed the expected aggro rules in every case. If they were Taunted, they stopped attacking my character and attacked the Taunter. If my character was out-damaged, they aggroed on whatever was dealing more damage to them. If they stopped chasing a door clicker because they couldn't catch him/her, they aggroed on the next available character (mine). If I attacked an EB which someone else left behind in a click and run, it broke off pursuit and aggroed on my character. I didn't read something on the forums and assume it to be true, I tested this. Extensively. I know that they can be aggroed by something other than the character which clicked the door, despite your assertion to the contrary, because I spent time testing how they interacted with my characters after reading that they ignored pets in another thread. That comment piqued my interest and pushed me to investigate whether it was a problem with pets in general, specific pets, or a problem with the aggro mechanics, or player expectations. I found that PA immediately and irrevocably Taunted the EBs away from my Ill/TA controller. I found that the Robotics henches could pull aggro off of my mastermind as long as I wasn't using attacks, sticking to buffing/debuffing/healing the robots instead. I also found that Singularity could not pull aggro, with either the controller or dominator I used, and that made sense, as the pet has no Taunt and low damage. Having exhausted the list of pet-based characters available to me, I moved on to testing how the EBs responded to my other characters. I had several EBs stop chasing other player characters and attack my Shield/Elec tank, my Ice/Stone brute, my Street/Shield scrapper and my Kinetic/Willpower scrapper when they loped through my PBAoE toggle radius, in PI and in Kallisti Wharf. I attacked EBs which I saw running past and successfully aggroed them, with a variety of archetypes at levels ranging from 34 to 50+. In every case, the initial aggro sent them to the door clicker, but all of the aggro mechanics which should have shifted their attention away from that character functioned as expected. I also tested Placate with my Night Widow, and found that it worked as expected, and Misdirection with my Dark/Martial dominator and that also worked. So clearly, the aggro mechanics were properly functioning for that type of Threat manipulation. What I did not do is Placate and walk away, or wait for them to despawn, but based on all of my other test results, I have no reason to expect that they would not aggro onto anyone happening past or attacking them, as that's what happened to my characters several times. If they remained permanently aggro-free after a Placate, even when a condition warranted aggro (you attack again, another player ventures near enough to aggro the critter after the Placate duration expires, another player attacks, a pet attacks), that would be a bug. Nor do I accept your insistence that any of the behavior I witnessed is "an issue". If these EBs were coded to be laser-focused on the door clicker and ignore all aggro mechanics, they'd make short work of every mastermind, even through Bodyguard mode, especially that damned mummy; Illusion controllers would be fucked so hard and fast that they'd never go near a door again; and everyone without Barrier or at the level minimum for them to spawn would've been on the forums, making the "ZOMG U NEFFED FARMS" bitching look like warm, fuzzy group hugs, to highlight a few examples of the repercussions of such a design. Regardless of what you presume after looking at the string @Faultline posted, or even what @Faultline himself said, the HC team would not design critters which excluded player participation if they weren't on the "right" archetype or using the "right" powers or at the "right" level. That's just not how they do things.
  2. It allowed them to make a stronger control than would be otherwise warranted by a power available to sentinels. The mag 4 Hold is of just enough strength and duration to disable the protection powers of almost every enemy below native EB status. That makes them vulnerable to the Repel and KB. Once the Repel is applied, the enemy is locked into the keyed animation, and can't respond. It has to wait until the Repel finishes, then wait again for the KB animation to complete, before it can do anything. Essentially, the Repel and KB extend the duration the 0.61 second mag 4 Hold into a much longer Hold, by manipulating the animation system. It's actually a remarkably clever way to give a low control archetype a strong control without actually giving it a strong control.
  3. Do you remember when I told you not to eat the Sour Patch Kids gummies at the same time as the Reese's Peanut Butter Cup minis? This is what happens.
  4. I didn't comment on their spawning and despawning behavior, I addressed their aggro behavior. Which worked normally, per every test I ran.
  5. PA taunted them off of my Ill/TA without a single failure. They ignored my Robotics/Rad mastermind and went after the henches, as long as I didn't spam attacks. And I had several EBs aggro onto my characters after someone else clicked an ran, dragging them right onto me. Their aggro behavior isn't as inflexible as you suggest.
  6. That's the Incarnate abilities window. He's scrolling through the threads to common Incarnate salvage section. I logged in and tested creating Incarnate salvage in the middle of combat, no crash. Tested while doing nothing, tested while attacking, neither crashed. If it's not the computer (heat, bad RAM, nick in the SATA cable, etc), it'll be the powers in use, the enemies or the map.
  7. Ancient Egyptians didn't populate the desert. They lived along the banks of the Nile and the Nile delta, where the water, arable soil and food were. Cities were built farther away from the Nile, out of the flood region, so vital farm land wasn't wasted, but not so far out that there was nothing but desert around them. Even their monuments had to be relatively close to the river, as they used canals to move the stone. Think... Salamanca, without the Firbolg, Tuatha, spirits or witches, and a brilliant blue sky overhead. Replace the buildings with more rudimentary dwellings, paint the trees green, dig some canals from the river (which would have to be raised to the current ground level) and put a lot of crops (not pumpkins, but those could be colored differently, as gourds have been part of almost every civilization's diet for millennia) in the farming plots, and you have a good rough-out for an ancient Egyptian zone. Details could be added later, like statuary, a temple, a dam, but the basics are already in place, they just need a little adjustment to fit the theme.
  8. Please. Please. My eyesight is fading. I don't need any help not seeing, and these bright, flashing notifications cause exactly the same difficulty that I experience when I'm riding and passing in and out of shadowed areas on the road. It's like having a high intensity strobe fired right in front of my eyes. Give them a translucency slider. Or an option to move them out of the middle of the screen. Or let us turn them off. Something. Anything. Tips, enhancements, recipes, salvage, conversions, claims, notifications blitzing the interface. I can't see through them, I can't see past them, I move camera all over the place, trying to find a spot where I can see what's going on or avoid being blinded by the strobe effect, and it's pointless because half of the notifications go straight to the center of the screen, or pass near it, flashing and blinding me while they're minimizing. And they don't even all minimize to the same point, so there's no camera angle possible that avoids the problem. No workarounds. I can't even scroll the camera out to a distance far enough to deal with the problem in these office, warehouse and cave maps that the game relies on for missions. I can handle flashy powers because they're focused on specific foes and areas of the screen, and I can tone down the colors on my own powers to point that they aren't disabling my vision. I can handle enemy powers, that's just a nudge to the left or right. But the notifications are just intrusive and blinding.
  9. My main has 36% +Jump Speed/Height, 73.5% +Run Speed, Agility Radial Paragon, the Launch: Increased Jump Height IO in Combat Jumping, two Quickfoot (Run and Run/EndRdx) slotted in Sprint, a 50+5 Run IO in Swift and 50+5 Jump IO in Hurdle. I use Athletic Run as my travel power for this build, giving me 75.75 mph run speed, 72.24 mph jump speed and a jump height of 54.18'. Another character has 7.5% +Jump Speed/Height, 22.5+ +Run Speed, Sprint with only a Quickfoot Run/EndRdx in the default slot, a level 50 Run IO in Swift and Jump IO in Hurdle (no boosters), and Infiltration with two Blessing of the Zephyr (Movement and Movement/EndRdx). I use Spiritual Core Paragon for this character, so no movement buff from the Alpha. This one runs 78.13 mph, jumps 77.21 mph and has a jump height of 65.85'. While writing this, I decided to find out what the other character's movement speeds would be with no set bonuses. Those bonuses came from a set of Synapse's Shock slotted in Quick Recovery, I used unslotters to remove all five IOs. The result is 74.91 mph run speed, 76.13 mph jump speed and 65.55' jump height. I spent 7 extra slots for the sole purpose of accruing +Movement bonuses to use Athletic Run instead of Infiltration for my main, resulting in a ~1% faster run speed, ~6% slower jump speed and ~16% lower jump height. My main also doesn't use any form of stealth, so if the player wants that, it's another slot for a Stealth IO. So, yeah, you can achieve roughly comparable movement rates as what Infiltration offers, but what you're saving in a single power selection, you're paying for with slots.
  10. Yes. Do this. Take me to Amarna. Show me Hatshepsut's mortuary temple. Let me stand next to Khufu's pyramid. Drop me in the middle of Seti I's wars. Send me to Duat. Anything. I'll take anything I can get.
  11. I'd be satisfied if they just removed the 7 day timer after the first time for each of the powers.
  12. AE content, as designed, didn't give experience, influence, enhancements, salvage or recipes. So no, the designers didn't set the XP equation to use a multiplier instead of making it additive intentionally as an additional reward for participating in AE content, because they didn't intend to allow XP in AE. It was a mistake. A bug.
  13. He just ate a thesaurus, he's fine.
  14. Superior Invisibility. In the Concealment pool, Stealth provides the highest stealth, 55', enough to render you completely invisible to anything that doesn't have increased Perception or ignore Stealth. As different stealth powers don't stack stealth any longer, but +Stealth enhancements do stack with different stealth powers, you can still operate with Super Speed or Infiltration and a +Stealth enhancement, and that will give you a higher stealth radius, but Concealment's Stealth is, by itself, sufficient for just about everything.
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