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Blackfeather

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Everything posted by Blackfeather

  1. It sounds quite interesting! Adding a short-lived Confuse effect to Terrify is definitely one way of preventing alphas if they do indeed occur. I definitely need to test this out for myself just in case - I believe @MTeague mentioned that it wasn't an issue for them, so there might be some other factor at play that's causing it. Still, if it is happening, you have to wonder why that's the case, and if so, whether it's a bug or not, or if it's intentional. I'll hopefully be back with some results from testing soon enough!
  2. Interesting...well if that's the case, then that definitely ought to be resolved! I'll need to note that down as something that needs changing if it's indeed a problem for others.
  3. Perhaps - but if Terrify does indeed cause enemy attacks, then I think it ought to be changed. The only difference between Terrify and other Fear-inflicting powers such as Fearsome Stare and Spectral Terror is that damage component (along with the lack of -ToHit). Both of these example powers can easily bar groups of enemies from attacking from the start; I don't think it'd be a stretch to call them strictly better than Terrify if that's the case, especially when they also have the option to deal damage via enhancement procs.
  4. Hmm...I'm not so sure Terrify is working as intended then. For example, take a look at Seeds of Confusion: it's a great (perhaps a bit too great) opener for fights, and it's also a cone. One with a shorter range than Terrify by 10 feet at that! The only difference is that it inflicts the Confused status effect, which shouldn't be an issue for Feared enemies, so long as they're not subsequently attacked. If Terrify really were causing alphas to trigger before it hit targets, then this would be doubly the case for Seeds of Confusion...but that's not the case. Seeds does an exceptional job at mitigating initial enemy attacks (and then some of course).
  5. Hmm...that's interesting. The Fear status effect ought to stop enemies from retaliating so long as they aren't damaged, and if it doesn't, I'd consider that a bug - one would think that the damage that Terrify deals wouldn't interfere with the Fear status effect; something like having it applied after the damage or something along those lines. Might be worth submitting that as a bug report on the forums.
  6. Again, in the absence of further dev comments saying otherwise, it sounds like it's possible. How else is this supposed to be interpreted other than a "reverse repel"?
  7. Well...I found this link on the HC Discord: https://imgur.com/a/suD2avn So in the absence of further dev comments, it sounds like a "reverse repel" is indeed possible with this new system.
  8. By reading the Beta FAQ page, which includes both the means to access the Beta shard, along with using the freebies menu.
  9. Nothing wrong with further clarification of its capabilities! Needless to say, it sounds very versatile.
  10. Yup - meaning that "negative repel" is just one example of something that they can now do. It's exciting stuff for sure.
  11. Potentially! Per Number Six's quote: So it seems like choosing the direction with which Knockback/Repel applies is now something that can be done, with all that might entail.
  12. I can't answer that - whatever QoL (quality of life) updates that'll come to the base/mission teleportation powers are in the hands of the devs. We'll find out the specifics of what that entails when that happens, likely on the beta shards. Though I'm sure feedback from players such as yourself would be much appreciated by them when this does end up happening.
  13. Hence why the restriction of the slash command will likely coincide with a QoL pass on the currently existing base teleportation powers, which effectively provides the same thing for RP purposes, but less efficiently at the moment due to its long cooldown times.
  14. Adding to the above post, a screenshot from the HC Discord:
  15. To my knowledge, the intention is to allow the slash command to exist to prevent breaking macros, but only to make it work near base portals. I wouldn't be surprised if they kept the command functioning the same inside bases due to this, though that's just guesswork. In tandem to this, I figure the HC team'll also be looking at improving the proper base portal powers, etc. Of course, all that takes some work to do, and it's probably low on the devs' to-do list.
  16. As an addendum to the post above: So it does sound like it's in the codebase already too.
  17. Actually, it sounds like 'reverse-repel' might indeed be a thing that's possible now. I'm pretty sure the HC team made some changes to Knockback behind the scenes that allows for things like this now. So who knows?
  18. I'm pretty sure the main difference here is that the /enterbasefrompasscode command isn't supposed to be something that players can access. Per Number Six:
  19. Very late to this discussion, but I like the sound of it a lot! Seems powerful and thematic, same goes to Air Superiority's proposed change for slamming things into the ground.
  20. Quoting to demonstrate my support for having the Origin power pools not counting towards the limit of 4...even if it's mostly to be able to pick a snazzier travel power outside of the regular pools, hahah.
  21. There was a thread about this just bumped a few days back! I did mention one potential solution there:
  22. You're a little late, but it looks like they weren't considered.
  23. Hahah! No worries - that definitely wouldn't work; the file only contains character names. Hence forum tool.
  24. Exactly - that's why it'd be a tool on the forums: a tool with access to character data, allowing for generating playerslot.txt files with specific orders.
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