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Everything posted by Parabola
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Someone explain Fault (stone melee to me)
Parabola replied to DougGraves's topic in General Discussion
Fault is two powers activated with a single click. One is the old radial aoe control power that does stun, taunt (on tanks and maybe brutes?) and knockdown but no damage. The other power is a cone aoe damage power. Both powers roll to hit independently and the radial control power has an accuracy penalty. On tanks the cone damage power is affected by the arc bonus and if you take a step or two back from the pack seems to hit most of the area covered by the radial control. On other archetypes it will be a good bit narrower though. -
Homecoming Provided Shard and AT Breakdowns to Massively OP
Parabola replied to Lunar Ronin's topic in General Discussion
The irony being that in my opinion stalkers are one of the most team friendly archetypes in the current meta. Any discussion of bad pug experiences tends to bring up the common habit players have of blowing up the minions and moving on, leaving bosses behind for squishies to deal with. Resurrecting bosses just makes this worse. Turn up to a team with a character specifically designed to delete bosses and a willingness to actually fight them and you are making a huge contribution. -
On the new CoT and council......the good and bad so far.
Parabola replied to DrunkFlux's topic in General Discussion
I keep advocating for an HP buff that is related to team size: One person: normal HP. Two persons: 20% more HP. Three persons: 50% HP. All the way to 8 persons and... 200%? Numbers would be tweaked. This would let mobs last longer and not crippler a soloer. I suggested scaling enemy buffs based on team size ages ago. If we accept that we can't put the 'soloing 4/8' genie back in the bottle it seems the most sensible way to approach the problem to me. The hard mode content seems to be along the same sort of lines but it is so limited and is clearly time consuming to create. Universal buffs could be applied much more quickly and widely. My thoughts were that the buff would probably need to gradually ramp up between say levels 30 to 50 as lower level teams aren't often running into the difficulty ceiling. -
If you go into the mission list and click the 'more...' button on any mission you get a pop-up window with the mission data and it often updates as you complete mission objectives. This is handy as you can read it while travelling to the mission or while beating up bad guys. However, as it currently stands this window disappears every time you zone (including entering the mission it is displaying the info for). It would be great if it could be permanently displayed and automatically refreshed with whatever the active mission data is.
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SR does have a taunt aura. Overall I agree with your analysis though. SR offers something different to a set like Rad. It can be made to be an offensive armour simply by achieving a decent level of protection easily, therefore freeing up slotting choices in attacks. If I really want to go nuts with proccing out an attack set SR is one of the first places I start looking.
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Suggestion: A S.T.A.R.T. power to *reduce* EXP gains?
Parabola replied to ZorkNemesis's topic in Suggestions & Feedback
As Lunar Ronin mentions you have to be very careful with turning xp on and off. In addition I find the stop start process a little unsatisfying; I like the feeling of progress, I just want it to happen more slowly. Having said which even with a 25% xp option (also disabling patrol xp) I suspect I'd still need to switch to no xp periodically. It might be a bit more walk, walk, walk, stop than sprint, stop, stop, stop, though. -
Suggestion: A S.T.A.R.T. power to *reduce* EXP gains?
Parabola replied to ZorkNemesis's topic in Suggestions & Feedback
I don't think it would be necessary to increase inf gain and it would probably make it a less appealing idea to the devs for the kind of reason you mention. If you slow down levelling you gain more resources per level just with normal inf, merit and drop rates. When I've tried completionist runs I've always been impressed by how much stuff you accumulate. Having to sell off full enhancement trays at lv9 is a novel experience, the do's aren't worth much but it adds up against your limited expenditure at that level. Later of course you get loads of recipes to craft and convert, and loads of salvage and merits to do it with. -
Suggestion: A S.T.A.R.T. power to *reduce* EXP gains?
Parabola replied to ZorkNemesis's topic in Suggestions & Feedback
I'd like a 50% and 25% xp option regardless of the double xp status of the server. Even baseline xp rates are too fast for completionist runs. I'm not sure how they could be made to work with patrol xp though, it might need to be disabled. -
Patch Notes for February 27th, 2024
Parabola replied to The Curator's topic in Patch Notes Discussion
I'm not seeing any noticeable improvement. -
On the new CoT and council......the good and bad so far.
Parabola replied to DrunkFlux's topic in General Discussion
Not this update - as far as I am concerned FA has always been a must have. This update has just made it easier to run. -
On the new CoT and council......the good and bad so far.
Parabola replied to DrunkFlux's topic in General Discussion
The tohit debuff thing is why I take focused accuracy on just about every melee toon. I figured out a long time ago that it's the debuffs that are the cause of 90% of high level deaths and I build accordingly. It's not a new problem for cot though. Prior to the upgrade they would constantly spawn death mages who run a -tohit aura. Getting into a fistfight with four of them wasn't uncommon and it was only winnable with focused accuracy. -
Imo bio pairs best with attack sets that offer some mitigation and particularly those that can slot ff+rech in aoes. You want to recharge your clickie protections as fast as possible and give them space to do their thing. Bio/stone is my favourite tanker and I don't see why it wouldn't work on a scrapper too. Mace, axe, martial arts, etc would also be good shouts. That said my two most successful scrappers have been claws/nrg and mace/shield.
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Something like this might work: /macro RB "unselect$$powexec_name Remote Bomb"
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[OPEN BETA] Patch Notes for February 24th, 2024
Parabola replied to The Curator's topic in [Open Beta] Patch Notes
Had a quick play and found the free camera utterly disorientating. I'm not sure why that would be considered better by anyone but I'm pretty sure I'm not the target audience. I found the setting to put it back reasonably quickly. -
Focused Accuracy endurance cost not reduced in Page 7
Parabola replied to ZemX's topic in Bug Reports
No it's just that the patch notes are quoting the per tick value and the game is quoting the per second value. Both are correct but it's a little confusing. -
Focused Accuracy endurance cost not reduced in Page 7
Parabola replied to ZemX's topic in Bug Reports
The end cost is quoted per tick and it ticks twice a second. It used to be 0.39 per tick so 0.78 per second and it should now be half that. -
Thanks For The Gift, Can I Give It Back?
Parabola replied to Rudra's topic in Suggestions & Feedback
Along somewhat similar lines I would love s.t.a.r.t options that throttle xp gain to 50% and 25%. No extra inf, no bonus of any kind, just reduce incoming xp. Periodically I like to try a 'smell the roses' run through the game and while turning xp off every 5 levels works it doesn't quite hit the mark. I like progress, I just want slower progress. In order for this to work I guess patrol xp would also need to be disabled or it would interfere with these options. -
As I understand it they wouldn't be compatible. Homecoming have made a load of under the hood updates and improvements.
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Controller Telekinesis slotting issues
Parabola replied to Parabola's topic in [Open Beta] Bug Reports
In the latest build controller telekinesis does not accept immobilize or controller archetype IO's. The power text says it does but I assume some setting is missing somewhere? Dominator telekinesis does accept immobilize and dominator archetype IO's though. (Hope this isn't confusing by the way - I didn't know whether to start a new thread or just tag it on to this one) -
<snipped old problem>
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Are Sentinels as bad as I'm hearing or is it trash talk?
Parabola replied to ShadesofDawn7971's topic in Sentinel
I basically disregard trapdoor testing for this exact reason. If they are going to allow certain temp buffs or certain types of inspiration the whole thing is invalid. Allow everything or nothing. The character building game is one of trade offs, you accept limitations in one area to push your performance in others. By allowing certain limitations to be ignored they are favouring one set of decisions over others - it is no longer a level playing field. -
Focused Feedback: Various Power Updates
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
Etc. Etc. Wind, writing in this voice does your arguments no favours at all. You might have years of experience with the powers and sets you are commenting on but in all honesty if I were a dev I'd struggle to not disregard your opinions out of hand because this just comes across so badly. One of the worst aspects of internet culture is that it teaches people that the only way to be heard is to make as big a noise as possible. In this kind of space it has the opposite effect though - I immediately stop listening and I suspect others will too. If you dial it all back several notches you might find people listen more. Mods - feel free to hide this post ... I just felt I had to say it. -
Focused Feedback: Various Power Updates
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
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Focused Feedback: Various Power Updates
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
Finally got around to having a quick play with telekinesis on test (better late than never). I have no great history with either mind control or the previous version of this power so I'm coming at it with fairly fresh eyes. I made a mind/time controller which strikes me as a pretty good combination as time can supply huge amounts of recharge and some extra control, both of which mind really benefits from. I levelled to 50, purpled it out (no incarnates) and then had a go at a couple of radio missions. Overall takeaway was that I liked it. It's unique and fun. I think this change has persuaded me to level one of these on live. There are quibbles - many times I'd tag the nearest enemy with the intention of pushing them back though their friends to pick them all up but the one I'd targeted would get stuck on some piece of geometry I couldn't see and they would just stay there. Also enemies that are repel resistant are a pain - if they aren't your target and you push until they are out of range they just drop down and attack. The power obviously doesn't prevent incoming fire and I imagine softcapping ranged and going into the psi epic for indomitable will are going to be popular choices. It presents you with an interesting tactical choice - use it to gather first before deploying a big control which opens you up to a lot of fire but creates a nice bunch, or deploy total domination or mass confusion first and then pick up the enemy which risks enemies being out of range for the control. There is nothing stopping you from spamming your single target confuse and hold as you are repositioning the spawn also. I found the interaction with levitate to be kind of useful. Mind needs the aoe damage so no argument there. I also figure that telekinesis is something that you are generally going to want to turn off anyway after the initial stages of an encounter so it can recharge for the next spawn (if you are clearing spawns too quickly for this you probably don't need it in the first place). But you do need to remember that this interaction exists, a couple of times I was spamming single target controls as I was repositioning and I accidentally hit the anchor with levitate and turned telekinesis off before I meant to. Driver error clearly and I'll soon learn to avoid doing that. There is a tension between wanting to keep telekinesis running to set containment and wanting to shut it off as quickly as possible after the initial reposition so it can recharge. I see tactical choices such as this as generally a good thing. But I have to caveat all this with the fact I had a LOT of recharge in my build (hasten perma with only one slot in it pre incarnates kind of recharge). Other secondaries may struggle with the cooldown a bit more. I did try exemping down to try a lower level mission (lv19 so no hasten or chrono shift). It was kind of ok there too but I'd need to spend a lot more time with it and I had bonuses and slots you wouldn't have levelling of course. Here I really was only giving a very quick blast of telekinesis at the start of a fight and then shutting it off as quickly as possible. I was able to go at my own pace and wait for telekinesis to recharge if necessary or just choose to engage without it. On teams I wouldn't expect it to be a power I'd use on every spawn anyway - just where there was some clear benefit to repositioning the enemy. Something I couldn't work out was whether it is auto-hit or not? It says it accepts accuracy enhancements which suggests not auto-hit? If this is the case could we consider allowing the slotting of immobilise sets? I get that the immobilise enhancement won't do anything but it cries out for recharge and endurance reduction, if it also needs accuracy that's a lot for non set slotting to handle. -
Behold The Brutinal: Double stacked rage is so strong it almost would work. I wouldn't like to level it though!