Chris24601
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Chris24601 last won the day on February 7 2024
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page 3 [FOCUSED FEEDBACK] Sentinel Archetype Adjustments
Chris24601 replied to The Curator's topic in [Open Beta] Focused Feedback
For me, the only real issue with opportunity only building in combat is that due life situations I am having to log off frequently (to handle situations that would boot me for inactivity anyway). Every time I return my meter has to build up from zero again. This isn’t an issue on live because it builds pretty quick, but in testing it was something of a pain. A simple fix that would solve my only complaint about only charging in combat entirely is to just let the bar start at full so I can enter my first combat at the same value it does on live. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Chris24601 replied to The Curator's topic in [Open Beta] Focused Feedback
I am feeling exactly the same way about my Sentinel. Bad enough I can't build opportunity outside of combat (due to the nature of my work I am often having to log out and back in, which always resets it to zero... this isn't an issue on live since it fills up in about a minute. Now I have to start fights to get it building. But on top of that I went from having a cool emergency click power slotted with a heal set to improve the boost it gave me, to now having a completely boring passive defense set that costs more endurance to run for the same level of defense and no emergency absorb power for when something does break through the defense numbers. Definitely a straight nerf that will also require a respec... and I'd just gotten my alpha unlocked and was feeling extremely happy with my build where I tried a whole bunch of new things I'd never done on a build before and it was working super-smooth. If I had a vote I'd say just leave Sentinel Super Reflexes exactly as it is now... it is running absolutely fine. Frankly, any confusion about how Master Brawler isn't really an issue because the two powers it modifies are among the MUST HAVES (with one of the two even required by build mechanics) for the power set so anyone with Master Brawler is going to have them; so it will just work anyway. Frankly, I'm not THAT bright, so if I could figure out how it worked, I think anyone could. My fix would be to make sure to add to the detailed power description of the first two powers "only with Master Brawler selected" to all of the mez protection parts and call it a day. Sort version... Leave Sentinel Super Reflexes as it is on live. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Chris24601 replied to The Curator's topic in [Open Beta] Focused Feedback
The change to MB is super annoying because it added more endurance cost, and I lost an actually useful panic button… in exchange I got about 2% more defensive on a build already capped for Incarnate content (was c. 55%, now 57%). Top it off with “can’t build opportunity outside combat” and it’s just a bad day overall (I often have to log out for work-related reasons and that always resets it to 0. Not a problem on love as it will recharge quickly… this is just… This needs to go back to the drawing board. -
Added to the “fix pattern alignment” category would be a number of textures like the Vanguard legs where the wrapping overlaps other details. I suspect this is because the texture wrapping for the female mesh is slightly smaller than for the male and so a texture designed to align perfectly on the male figure ends up just a little off with the female mesh.
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Cannot edit an existing Custom Group in AE
Chris24601 replied to Unrecognized's topic in Bug Reports
I can confirm it's back to working for me. -
Cannot edit an existing Custom Group in AE
Chris24601 replied to Unrecognized's topic in Bug Reports
I've had the same crash. Staying away from building AE missions until this gets addressed. -
I had the exact same issue with dual pistols’ sounds. So I did a deep dive in the pigg files with Piggviewer and pulled the ogg files for the Resistance weapons to replace the dual pistols cracks with. The thwip of their pistol hits for pistol and suppression, the vrrr phoont single pistol shot sound for dual pistols and executioner (the little charge up sound fills the wind time on both perfectly so the actual shot sound coincides with the barrel flash) and then the multiple thwip sounds of the long burst hits with the Resistance Rifle for the empty clips and bullet rain powers (the long burst matches both animation times perfectly).* It gives them more the sound of silenced pistols on the lighter shots with a nice charge-up and shoot for executioners and dual pistols (the charge up and fire sound syncs perfectly with the delay on dual and executioner) that is much easier on the ears for extended play while still sounding like it belongs in City of Heroes. The only ones I haven’t got a good replacement for are piercing rounds (that long windup is a bane) and the T9 (which has too long an animation time for any of the Resistance guns to work), but I will keep looking. * I will post again with the actual ogg names and the Pigg they’re in in the morning, but if you wanna search it yourself note that there are shot sound fx and hit sound effects. The pistols’ timing favors using the hit fx for most powers, but the pistol shoot sounds for any power with a windup.
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How about instead of hiring, we make it a contest? Have a couple themes; tech, magic, warehouse, etc. Then whoever gets picked gets their name attached to the option in the basebuilder for a quick prebuilt base.
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In terms of utility, my Grav/Time controller has every one of the sorcery powers and uses them regularly. Spirit Ward sits on my Singularity just about full time. Arcane Bolt is part my chain along with Lift and my Hold and provides some solid energy damage for an otherwise smashing heavy build and a preference for magic-themed (and therefore often ghost heavy) story arcs. Mystic Flight goes without saying (I do have Hover as well, as it’s a good LotG mule). Enflame either goes on the Singularity as it’s drawing immobilized targets into it, or on any EB/AV I need to burn down. I slotted it with the -Res proc (as is my AoE immobilize) to further soften up targets. Rune of Protection is my free Breakfree inspiration/Oh Crap button, that came in especially handy when doing the Carnie arcs. Best of all is that the intermix of gestures and runes with gravity attacks really makes the character feel like they’re casting spells and just using powers. They feel like the Sorcerer they’re supposed to be. Sorcery may not be for everyone, but it is perfect for me.
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I’m going to suggest that one of the primary issues with Khelds is that what different people want from them is too broad for each AT to reasonably cover. You have your human-onlys who want the flashy powers and/or Kheld-exclusive stories while still being able to see that costume you spent a ton of influence tweaking to perfection. You have the bi-forms and what I’ll call “basic tri-forms” who like the shapeshifting, but want to hold individual forms long enough to enjoy them. And you have those who enjoy the challenge of playing something like the changeling build. My proposition is that instead of trying to make the Kheldians something that can work all those sometimes mutually exclusive things to all those in the same package; that it would be less exhausting to split those up into separate ATs. For example; make a Luminous/Umbral Blast and Armor sets for the Sentinel and link them so you have to take them both (in the way that taking shield locks out dual blades and katana) and have that choice unlock the Kheld arcs. Doing that would get you 95% of what the human-only Kheld players actually want; freeing up the main Keld ATs to be balanced around form shifting while the Sentinel options are balanced for NOT having those form shifts built into them. If you wanted to be really ambitious; proliferate those along with a Luminous/Umbral Melee set (in the vein of claws with its reasonably fast cycling 40’ ranged and 40’ cones in honor of the original Kheld builds’ human blasts also having only a 40’ range) across multiple ATs reflecting how the person bonded with influences the type of PB/WS these first-time Khelds become. In case it isn’t clear I love Khelds primarily for their story (which I tolerate the current mechanics to experience) and am also a complete clothes-horse who wants to also see my costumes as I play (so would definitely prefer a viable human-only option), so take the above suggestions with those biases in mind.
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They all have containment effects. The main thing I have against Toxic Dart is that it uses a weak looking toss animation and not the wrist launcher animation.
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Arcane Bolt is definitely a pick dependent on your AT and concept. I know for my spellcaster themed gravity controller, arcane bolt outperforms Propel in just about every metric and adds a nice batch of energy damage to an otherwise smashing heavy set.
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Yup. And I know cottage rule is a thing, but presuming we leave the enhancement type alone (grandfathered essentially), could we please turn Spinning Kick into a genuine PBAoE so that Street Justice has one for precisely this purpose (and laggy zone raids)?
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I just avoid all large concentrations of power spam which turns things into a lag fest where I can’t even target things to earn xp from things fall over so fast (I can do it on some melee classes that have PBAoEs because they don’t need to target first, but sets like Street Justice are worthless because they have none, it’s spinning kick is a short range targeted AoE which runs into the above targeting issue). No amount of XP can fix that issue.
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I wonder if I could add that dialogue macro with a $$ to my existing “click item” macro.