kelika2
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kelika2 last won the day on October 9 2023
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who the hell is Prometheus?
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Alright, fire bomb (level 26) does not scourge and thats normal Molotov (default) i cant remember if it ever scourged But Spit Fire (level 6) is scourging so this i why this is not in the bug report area
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So theres too much spam going on and I cant clearly see right now but Is anyone elses Arsonist NOT Scourging?
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Patch Notes for November 25th, 2025 - Issue 28, Page 3
kelika2 replied to The Curator's topic in Patch Notes Discussion
Can someone post what the new cybil ghost belt looks like before I try and get it on 150ish characters? -
Because Powerhouse said this is just a part of mastermind changes coming I wont do much. I dont wanna rethink, rework and retest 60ish masterminds to only redo it in a few months again. And early on I found out that mastermind secondaries are not the best for survival/defense slotting. Slotting for melee/smash/lethal defense is a nightmare with current IO sets and whats available for a mastermind. and the 15% aoe defense mastermind IO that only really leaves ranged defense. but /dark, /cold, /ff are generally maxed/high anyways and other oddities like necromancy. lethal/smash, energy/neg energy, fire/cold resists. if i slot for lethal resist they will be over resist for smashing damage and only feels like im just slotting for one thing and not really worth it in my mind. new and currently leveling masterminds will be tested and played around with tho
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Any kinda Aura or ground effect stops it Ice Slick Blazing Aura even something damageless like Snow Storm does it
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Down with Boomtown Shivan Jelly x Clockwork experiments spearheaded by dr vhaz or the council. or just random chance Shivan stuff is spreading in the sewers Clockwork are gathering scrap and do that shit where a tiny bug touches a drop of water and cant escape ends with a shivan monster with like 15 or so clockwork bosses making up its skeleton. maybe start slow with a few bosses, they merge after death like the malta mechas and make some elite bosses and after they die a monster/av pops up
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They last up to 29, they go away at 30. i ruined a character for a little while finding this out
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/macro FFG powexeclocation me "force field generator" id love for the ability to walk through it like with mastermind pets tho
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Short range teleporting attacks Just a few ideas Bruiser: The bruiser generates a cone attack on activation and appears near its target, uses the psi melee hop/chop attack. call it charge or whatever Zombies: Lurch, short range teleport, smashing damage and/or whatever flair side damage, toxic, neg, etc. and you can use a reversed zombie brawl animation for a downward looking attack Grave Knights: either copied the bruiser but with a sword or disappears and reappears using negative energy, can be pbaoe on landing Wolves: lunge, lethal damage with a dot, -speed on enemy, etc Lions: pounce, pbaoe lethal/smashing on landing Ninjas: Flash Step. smashing for genin, lethal for jounin, fire for oni. yeah, teleporting behind your enemy anime trope Demons: same concept as ninjas under another name (netherwalk, shadowstep, whatever) and more damage types per pet -- debatable -- Spec Ops: Takedown, with some options if buttstroke, another smashing stun attack if bayonet, lethal dot if taser, energy/stun Pets with low numbers of attacks such as the demonlings or zombie horde will really benefit from another attack
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change all player knockback to .45 mag or something, including temps and jobs introduce a handful of knockback sets, revamping old and adding new. we currently have no epic or pvp ones when homecoming revamped elec melee/blast and made new sets that are stupid strong no one complained about the elec blast IO sets giving folks insane amounts of neat IO bonuses at levels as low as 17 or so.
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take power get two powers they trigger one anothers cooldown fortitude as we know it is the same bravery new power, can cut its power some if you want
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
kelika2 replied to The Curator's topic in [Open Beta] Focused Feedback
You know how over time knockback-less protection sets got knockback protection? and no fire or dark armors complained about homogenization or whatever trendy word they learned from youtube? Can we skip the whole 40% thing and no singleenhancementwonders (kismet and the like) and just strait up give all mastermind pets knockback protection? Mag1 from upgrade1. at low levels there is not gigantic levels of knockback to really worry about, but when there is your 1-3 pets just go flying. With mag1 they SHOULD survive/tolerate stuff like earthquake or a clockwork bash Mag2 from upgrade2, totals to mag3. this will stop most of the knockback in the game with some exceptions like council rockets or random robot blasts and AV/EB knocks -
numerically its the epic archetypes, not because they are bad or anything its just they dont have much replayability i mean once you go from gigamax epic enhancements/atos/pvps with insane amounts of recharge at all levels with 95% nova form with damn near blaster tier damage fucking everything up all the while having just enough extra slots to keep rezzing yourself you cant exactly go back to a ranged defense/dwarf/human form anymore and when you tier4 all your incarnates there just isnt that much of a carrot on a stick having a separate bane spider because of the crab backpack was neat after the bane buffs one widow 3 specs rest of the ats i kinda made peace with. well more or less weeding them out to boil off the bad alts fire/trick trollers are still fun trick/fire defenders are still fun. oil slick at level 19 with exemplaring still gets me hard