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Everything posted by CaptainLupis
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Mastermind Pets need survivability buffs
CaptainLupis replied to TheSpiritFox's topic in Suggestions & Feedback
I'm not sure that's as low-coding an issue as you may think. When levelling up don't forget the pets have different levels depending on how many you get of each type at that level. Not something that has an impact at incarnate levels but legacy stuff like that could be a nightmare to untangle when trying to apply it to the entire game. I'd hope it would be a straightforward thing to implement, but experience says that's never the case. -
Mastermind Pets need survivability buffs
CaptainLupis replied to TheSpiritFox's topic in Suggestions & Feedback
That was a bug report I linked, so they already know about it but is probably seen as fairly low priority. Personally I have had it happen to me numerous times as well. It can be particularly annoying when you are regularly teaming with 1 other person as that level dynamic doesn't change much so it can happen fairly often, but it hasn't led to many deaths so it's more of an annoyance for me than a game breaker, but it definitely happens. -
Mastermind Pets need survivability buffs
CaptainLupis replied to TheSpiritFox's topic in Suggestions & Feedback
It has been reported for quite some time. -
One of the best temp powers in the game for dealing with the low levels is the stun grenade from the START vendor. I find them particularly useful on MMs which don't have great low level henchies but blossom later, like bots. A much underrated power IMO.
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Random passer by in the street said: [NPC] Kym: Those Nemesis soldiers can try and try, put they'll never put one over on.... That first "put" should be "but"
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I've never really understood why it can't take the recharge intensive pet sets, it seems like it should be able to but for some odd reason can't.
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It wasn't so much the stealth aspect that hurt MMs. Back during the period they are talking about you couldn't take pets into missions with you, you had to summon them inside then upgrade them. They also had MUCH longer recharge times and endurance costs then. So the ambush comes, overwhelms you and you die, you go to hospital and reenter the mission but they immediately target the MM again and head straight for them at the entrance, the chances are they kill you before you have finished summoning and upgarding. Next attempt (after waiting up to 2 minutes for pets to recharge) you enter and they are already waiting for you at the entrance and you have no time to summon pets before being killed again... and so on. Other ATs were at least back up at full strength going back into the missions, where MMs were at their weakest, which is why people said ambushes like that penalized MMs the most.
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Yeah, this is especially noticeable when teaming with other MMs and they have fully summoned and buffed their henchies before you even have your 3rd set out. It definitely needs looked at.
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With regards the gaussian proc in aim, you can actually slot quite a lot of recharge (around 70%) in the power before you start to impact the proc chance.
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Can You Not Get Regular Badges In Flashback?
CaptainLupis replied to Erratic1's topic in General Discussion
Spelunker certainly hasn't changed at least, you can still get it via Ouroboros. I did it a a couple of days ago for the badge. -
Can't level up. [MM - Mercs/Elec - 13>14 - @Blue Shield]
CaptainLupis replied to twozerofoxtrot's topic in Bug Reports
I've had issues in Kings Row before doing things and it was usually down to multiple spawns of Paladin hogging resources. Not sure if that still happens these days, but it could have been something like that causing server side issues when you were trying to level up initially. -
Dark Affinity's Fade toxic def.
CaptainLupis replied to CaptainLupis's topic in [Open Beta] Bug Report Archive
I don't know. And what is even weirder is I got some unslotters and tried it without any enhancements in and everything, including toxic, were all showing 9.38% defence. Some weird multiplier from enh going on? Not that it's likely relevant but on test when i first checked it I had a full set of level 50 Reactive Defence slotted, all at +5 -
On my Ill/dark 'troller on test I was checking out defence stats and spotted an oddity with Fade, in the power it said it should be giving 15.01% def to all (this is the slotted value) and in the combat monitor this is indeed what it was showing for everything bar toxic, that was showing as 17.43%, I'm not sure why, or if this working as intended and it's the description that needs updating. Unfortunately I don't have a dark affinity character on live that I can check and see whether the same thing happens there as well or not.
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I dare say it could be done, but I think it would be a lot of work for a feature not many people are likely to use when that kind of information is already available. A hyperlink to the Unofficial homecoming wiki page would likely be simpler and accomplish the same thing if it was required. https://homecoming.wiki/wiki/Council#Villain_Types In the subgroups it tells you the levels they spawn at.
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I'm guessing it's probably just a typo, but I think that should be 0.326 end/s for your example. Normally I wouldn't bother mentioning for something like that, where I'm fairly certain it's only a typo, but I think there is enough things in the CoD that confuse some people that it was worth flagging it for you here.
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I didn't mean the power itself is pointless, just having it being a click over a toggle is pointless, when there is no real benefit to it being a click power.
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I suspected that was how it was working, just not if it was intentional or not. Is it just me or does that make having it being a click power rather... well, pointless?
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Question: is Kuji-In Toh meant to stack? I don't see any mention that it shouldn't in game but it doesn't. No part of the regen, recovery, psi res or terrorize protection stacks. I just don't know if that is a bug or WAI. Anyone know for sure which it is?
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contest Slot Machine's Random Challenge - 2022
CaptainLupis replied to Troo's topic in General Discussion
Well Ranged Ninja (archery/ninja) made it to 38 by this point. I know the screenshot says 37 but that's just because I couldn't make up my mind what to take as the 38 power, so hadn't trained when I took the screenshot! It's a decent enough combo, not the best going but it's definitely viable. And explosive arrow with 4 damage procs is a hoot. -
I have a level 50 fire/atomic and it has been one of the most fun blasters I've made. It's a monster. There are probably better dps blaster combos, and better combos for survivability, but mine has 62.5% ranged def, 62.8% smash/lethal def and 72.3% energy def while chucking out a load of single target and AoE damage, so it's a bit of the best of both worlds for me. The secondary can be played passively if you want, just use the melee attacks, immob and hold as mules for set bonuses, but it's a bit of a waste doing it that way I think. But it is a very very viable combination however you want to play it.
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"Return to Battle" Prestige Revival Power Bugged
CaptainLupis replied to Burnt Umber's topic in Bug Reports
Same, getting 2 hour recharge although the in game description still says it should be 1 hour! -
contest Slot Machine's Random Challenge - 2022
CaptainLupis replied to Troo's topic in General Discussion
BTW Troo, I don't really need any more inf or enhancements, so feel free to pass on what you would have sent me to someone that didn't quite make it to 30 instead. -
contest Slot Machine's Random Challenge - 2022
CaptainLupis replied to Troo's topic in General Discussion
So Ranged Ninja (I wasn't at my creative best when it came to the name or costume I'm afraid) my archery/ninja blaster has made the heady heights of level 25. Been mostly a lot of fun with only one real issue. It's been a while since I played archery and that was before the snipe changes, so I don't know if I just don't remember it happening or it is something that was introduced with those changes, but there is a weird pause after using the snipe before you can use another attack and it is driving me nuts. Not noticed anything similar happening on my other blasters with their snipes. I don't know why it is bugging me so much, but it is. Other than that though it is a stick chucking death... ahem, non lethally arresting, machine.