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SiliconAria

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Everything posted by SiliconAria

  1. Even if that were the case, it's still a problem for a tank archetype to out-damage a DPS archetype using only its own mechanics. But it's worse than that -- in my experience, Brutes will turn on their PBAoE toggle and sit at 100% fury basically all the time. Whether it's a damage toggle like most sets, or a taunt aura with a debuff effect like Shield Defense has, it rolls accuracy checks and procs fury generation on every target in range, every time the toggle interval ticks. Even more so if this is where you put your fury generation ATO proc. In my estimation, both Tankers and Brutes need a damage nerf. You should be inviting Scrappers, Stalkers and Blasters to your team if you want to make bad guys fall over faster. Tankers and Brutes are there to make the good guys fall over slower.
  2. Probably the biggest issue I have that prevents me from using the cel shader is its tendency to consider your forearms and calves as different cels from your upper arms and thighs, when using costume pieces that use continuous skin texture in those areas. Sleeveless jackets + bare hands (or cybertech glowy tattoo equivalent), or bridal heels + a skirt, for example. You get this big cel border right below your knee or elbow that just kind of breaks it for me, because those are two models that align textures, and the cel shader can't tell the difference. An option to have only silhouette cel borders without having the cel borders between different models inside the silhouette would be lovely.
  3. Which font filename is used for overhead chat bubbles? EDIT: Nevermind, I found it via replacing the most likely candidates by eyeballing a comparison. Turns out it's either Tahoma or Verdana, but I changed them both at once so I don't know for sure which.
  4. Those don't actually do what the poster wanted, though. That's the thing. The poster wanted to be able to choose whether to Fly or Hover with a single key press, from any situation, but also to be able to land with a single key press, whether flying or hovering -- all in only two actual buttons being taken up. Those will let you swap and take off with a single keypress, but to my knowledge, will still require a third bind to land? Though I guess toggleoff and name will still both fire if you're... hm. Don't mind me, if that's actually functional. Gonna go test it, tbh. But the condescending tone still stands, and doesn't feel very helpful. There's a reason I don't really post here very often.
  5. No, I saw a bunch of people not understanding the post and giving a list of not-very-helpful answers, all while taking a condescending tone despite needing something as simple as 'my binds were set up exactly as though slotting those powers on the default tray and hitting default number keys' explained to them. And then they still couldn't provide a functional answer to the poster's problem, because the whole point of that post was to point out that there actually isn't an answer, and for that poster's use case, the patch was an unavoidable decrease in quality of life because Fly and Hover no longer de-toggle each other. A more elegant solution that Homecoming Team could have gone with, to allow quality of life in both cases, would be to keep Fly and Hover mutually exclusive, but add air control to Fly for those people who apparently really can't stand not using Hover's air control with Fly's speed. Since really, the only reason to Fly instead of Hover is for speed, and in all combat contexts, you want to Hover for maximum control, and certainly not waste the endurance on Fly (which won't even give you extra speed in combat, because Fly is affected by combat travel suppression). Additionally, anyone wanting air control with Fly could take Combat Jumping instead. It was always able to be toggled on with Fly, gave air control that worked during flight, and the only difference in control between Fly + Combat Jumping, and Hover, was that Combat Jumping gave you the ability to turn on a dime but did not remove the inertia from when you stop, while Hover allows you to both stop and turn on a dime -- a questionable benefit while out-of-combat (the time when Fly is useful). Basically, most of the people I know don't go to patch notes threads to look for an answer from other players, they go to patch notes threads to post feedback to the Homecoming Team about the patch, and all that page's worth of posts has done is reduce visibility on a legit complaint that's unfixable player-side.
  6. If you're going to make Ninja Run more of a drain on our endurance bars, please consider giving it a default slot and allowing it to take only non-set Endurance Reduction enhancements. That way it stays the same speed (cannot accept speed enhancements), and does not add power to a character (can't take set bonuses), but we can still use its default slot to ease up on our recovery/toggle ratio. Or at least, allowing Infiltration to have a 'No Fade' customization option, which would give the desired results when combined with inherent stance customization. My other (slightly unrelated) suggestion is to include Infiltration and Stealth in the whole 'doesn't turn each other off, but also doesn't stack' thing. I don't like to turn my travel powers off while fighting, because even under combat travel suppression, you're still a little more mobile than you are without them, and it can be great for jump-casting a power and letting your momentum carry you to a different enemy.
  7. I'm just immensely sad by the fact that prestige runs are getting more expensive on your endurance bar. Ninja Run was already very expensive as it is (though I like to keep it on during battle anyway on the characters I have who take it, because the animations), but to get even more expensive just to match the, I guess magick carpet/void skiff, because the three stance run powers were identical, feels, uh. It makes me sad. Prestige runs are not prestige flights, and flying should be more expensive than running/jumping because it has no verticality limit.
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