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Posts posted by Blackfeather
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2 hours ago, jkwak said:
stupid thought and i dont know how this would work but
can everything that isnt a famr be Devs choice then?
or a category for "not a farm" would require some more moderation or honesty of people but this could do it.
i dont want to go thru an almost impossible to beat AE mission and dont get any XP towards vet levels especially if its a really long one and i could get a 100 merits outside in the same time.
Per the new patch notes, that's been reverted:
QuoteArchitect Entertainment [Focused Feedback: Architect Entertainment]
- Veteran experience rewards have been returned to AE for Level 50's.
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On 7/20/2022 at 7:32 AM, Rudra said:
Yes.
All good! I'll need to take a crack at some other kind in future. I've mostly written up Control power sets in the past - Space Manipulation was me branching out to support. I'm sure I'll branch out further, eventually! Maybe a Mastermind set would be an interesting challenge...
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17 hours ago, Rudra said:
I typically do not play control types. So I try to avoid commenting on these threads.
Ah, got it! Space Manipulation is more a support powerset though - I take it you're more a fan of other sets then?
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I think it'd be cool if Spirit Tree could work as a range extender to let you cast other Plant Control powers through it. Or maybe even like a weaker version of Symphony Control's Reverberant.
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On 7/18/2022 at 9:01 AM, Rudra said:
I don't actually care either way. Is why I had not posted until now. It is the constant posts from the author and no others that has me confused.
Oh, that's a shame! I'm sorry to hear this isn't to your interest - what powersets do you usually prefer to play? I might take a look at writing another up in the future.
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2 hours ago, Herotu said:
I'm just wondering if it's possible to expand the colours at all?
This is old, but from the devs, it looks like there is/was a prototype of expanding the colour picker:
Hopefully they'll look at properly it one day.
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6 minutes ago, General Idiot said:
The only problem I see with this is that for those who already have all their incarnate powers empyrean merits no longer have much use. I wonder if it'd be too out of line to add an option to content that gives empyreans to receive reward merits instead? Wouldn't interfere with the apparent goal of preventing people easily farming infinite merits in AE but for those doing trials, task forces and story arcs past what they need for incarnate powers they wouldn't be getting rewards they have no use for.
It looks like iTrials will be given the equivalent amount of reward merits now, but I think Heather Townshend also awards an Empyrean or two - maybe that could be adjusted to provide reward merits as well.
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Just now, Shadeknight said:
Yes, which is a fair exchange.
Just adding it in here given that it's AE adjacent!
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8 minutes ago, Shadeknight said:
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Veteran experience rewards have been returned to AE for Level 50's.
As from the patch notes, in case no one wants to scroll all the way down.
In exchange:
QuoteMerit Rewards
- The Empyrean/Astral Merit to Reward Merit conversion has been removed from Reward Merit vendors.
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For Incarnate Trials we'll be adding a completion bonus reward of Reward Merits on-top of the current standard Empyrean/Astral Merit rewards valuing the total of what the standard conversion would've amounted to. Meaning you'll get the same number of Empyrean/Astral Merits as you were before Page 4 but also get the following on-top:
- Behavioral Adjustment Facility Trial = 18 Reward Merits
- Lambda Sector Trial = 20 Reward Merits
- Keyes Island Reactor Trial = 18 Reward Merits
- The Underground Trial = 40 Reward Merits
- TPN Campus Trial= 30 Reward Merits
- Minds of Mayhem Trial = 30 Reward Merits
- Dilemma Diabolique Trial = 30 Reward Merits
- The Magisterium Trial = 22 Reward Merits
- The Astral Merit bonus reward that is granted to everyone in the League for each badge challenge completed in all Incarnate Trials now includes an added 2 Reward Merits.
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Veteran experience rewards have been returned to AE for Level 50's.
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I've been trying to get the compiled version of Piglet to work under Wine myself - no success, unfortunately; it looks like I'm missing the debug versions of some Visual C++ libraries for some reason.
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On 7/17/2022 at 4:00 AM, Hjarki said:
Tornado has a Mag 10 Fear as well, so while reducing the knockback helps a bit it hardly solves the problem.
Definitely one benefit of using Storm on Controllers: easy access to immobilises!
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Hmm...what Ancillary pool are you going? If you're going Cold/Frost, Hibernate is nice.
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Being able to exemp and do any kind of radio mission would be neat! Even a level 50 might want to do missions in lower level zones.
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9 minutes ago, Rudra said:
There are two posters other than yourself. Two whole comments on this thread that are not you. Out of 13 replies. 14 comments counting the OP. Seems like you are talking to yourself. If you are still trying to figure the set out, maybe finish figuring out what you want and then re-post?
Hi, thanks for helping out with that! I'd definitely love to hear some more thoughts on the set; I definitely like to mull over things a lot, and it really helps to have some second opinions. I'm fairly happy with how the set is currently, but there's always room for improvement. Was there anything that caught your eye or critiques that you'd like to share? 😄
Here's a quick list of questions to get you started if you're happy to:
QuoteQuestions to the Forums (Other Questions/Comments Welcome!)
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Is this proposed set something you’d be interested in playing? What kinds of use cases can you see for it?
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Does it fill a niche that other power sets already provide, or is even strictly better than them? If so, what adjustments would you make to resolve this overlap?
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Space Manipulation was meant to perform about in line with existing support sets – how do you think it ranks performance wise compared to them?
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Are there any discrepancies that need clearing up about the powers on display/elaboration on why some powers were made as written?
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What powers could you see yourself taking or skipping? Would your answers change depending on the content you’re running? (E.g. simple PUG, hard mode ASF?)
Hope to hear from you soon!
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On 7/16/2022 at 8:07 AM, Blackfeather said:
I'm leaning on keeping it as it is; it follows the same pattern as Force Field's Detention Field for one thing. And doing it like this kind of 'unlocks' an additional feature of
T5: Dimension Veil via the whole suppression mechanic while inside
T6: Repulsion Zone. So it's like extending on what it's able to do.
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Concerns aside, I'm definitely happy with the change made
T6: Repulsion Zone to suppress the effects of
T5: Dimension Veil on allies while inside it. I think it does give a nice level of agency to both the Space Manipulator and the now-intangible ally. Even if an ally is veiled inside Repulsion Zone, you can always just teleport them out to immediately trigger the intangibility - and if that's not something they want, they can just head back inside. Definitely more intuitive than a temporary pop up power, since all characters move around by default.
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1 hour ago, Blackfeather said:
Definitely agreed. I'd never expect the devs to actually implement any of the power set suggestions or system changes I write about (the actual Ice Control buff currently in beta is honestly more elegant than my writeup on the topic in a lot of ways) but I like doing it anyway because it's a fun thought experiment. It's nice sharing the enjoyment that I have in making them, hearing the feedback that other people have on it, and working together to improve these ideas even further.
And that being said, I can actually say that I was responsible for inspiring the /powexec_location cursor option, which did end up getting into the actual game's patches! Still very happy about that. 😁
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16 minutes ago, Andreah said:
That's a fair opinion.
But I wanted to discuss it anyway, because I enjoy this sort of discussion. Maybe some other do too.
People who don't shouldn't feel compelled to be riled by that. It's okay. The devs rarely ever leap on any proposals we make here.
Definitely agreed. I'd never expect the devs to actually implement any of the power set suggestions or system changes I write about (the actual Ice Control buff currently in beta is honestly more elegant than my writeup on the topic in a lot of ways) but I like doing it anyway because it's a fun thought experiment. It's nice sharing the enjoyment that I have in making them, hearing the feedback that other people have on it, and working together to improve these ideas even further.
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One potential concern that I've thought of: I'm not entirely sure if Masterminds' Bodyguard mode can be easily adapted to
T4: Warp Shield for redirecting damage to another ally. Is that something possible/relatively easy to do with current tech? It'd definitely be neat for it to be a thing...but there's probably alternatives if not.
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26 minutes ago, Hjarki said:
You can do the exact same trick - for the same amount - with Cold Domination. Both have toggle auras (+10% defense, status protection vs. +5% defense, F/C/E resist) but Power Boost will only momentarily boost them rather than locking in for the entire duration.
You can pull the same trick with Time, albeit with 12.5% vs. 15% Defense (and +hit) that covers the user as well.
I'd rate both Time and Cold as better than Force Field for the use case you're talking about.
Power Boost doesn't work with Cold Domination's shields due to them having an enhanceable resistance component:
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I do think it'd be nice if Shivers also had the longer slow duration that Blasters got in Ice Manipulation, alongside a wider Fear (probably 90 degrees to match Terrify's, given they match the same range). The -Recharge/-Movement aspect's definitely nice and something I'd like to keep (and make more long lasting even). Though if Ice Control goes out with just these changes I'll be happy; all it really needed was a reliable way to open up fights, and Shivers fits the bill even in this state.
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38 minutes ago, Rudra said:
Yeah... I'm against that thematically and mechanically. Mechanically because no power set has a heal and rez combined into one power. Thematically because absorb pain is you take the target's injuries unto yourself to heal them. So if the target is dead, you're taking their death unto you to rez them. And I don't see any comment about using absorb pain killing the user if used to rez a target.
Edit: So if Empathy gets to merge a heal and a rez, then all the other power sets that have a heal and a rez should get to merge them too.
Well...actually Rebirth does.
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8 minutes ago, Darmian said:
Tsk. Missed that.
It did draw attention, so it served its purpose, I suppose! ...maybe I should intentionally mess things up in the write-ups that I make. 🤣
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New Support Set: Space Manipulation (AKA, Reality Warping for Team Players)
in Suggestions & Feedback
Posted
Hi there, glad you're a fan of the overall concept! Out of curiosity, what aspects of
T5: Dimension Veil aren't you a fan of? In designing Space Manipulation, I considered support sets with hard, repeatable controls to be outliers to the norm - Time Manipulation (purposefully strong and versatile) is the most egregious example here, with its Hold ability even including a hefty debuff.