Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
2055 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by TheZag
-
Truthfully, headless should allow for pretty much all hats and helmets and many of the details for us to be 'invisible' but wearing head gear. I would toss a fedora and a monocle on my invisible noggin. And the option to hold our head in our hand.....ok maybe that would be too much work. Imagine the melee powerset fun though.
-
When are you unveiling the Holiday and the clickable presents?
TheZag replied to Zappalina's topic in General Discussion
Usually the earliest would be the tuesday after thanksgiving. Someone said they have to manually change the maps over to the christmas stuff so its more involved then just flipping a switch. -
I considered the more generic security but it ended up like a reskinned mix of thugs and mercs. Even when trying to be unique, this one still has several similarities. I wouldnt be against security, just if it were mercs or thugs rehashed, it wouldnt be particularly new feeling. So while security could be a solid set, its just not what i was trying to make. They are PPD in the description only because those are the initial units i started to model them after and the only law enforcement group with the needed variety of units. If the team were to move forward with this im sure they would be stripped of specific PPD logos and coloration. At any rate, its a long shot and i still need to get clowns implemented to get Glacier Peak on board.
-
Honestly, i forgot about the mission computer. But it wouldnt have mattered since most of my characters arent in a SG, including the one i had those problems with.
- 31 replies
-
- unsanctioned
- unapproved
-
(and 1 more)
Tagged with:
-
Null exists and 10 alignment missions before a morality mission was a time sink. I tried to only play alignment missions and ran out of tips 3 times in 10 missions and to street sweep for more. Changing alignment cleared out the tips i had too. Change it from 10 down to 5 alignment missions before a morality mission and cut morality mission merits in half. Make tips drop more often when you have none and get 1 free tip when changing alignment. I wanted to play alignment/morality missions from hero to villain and back but it was frustrating to have the tips i needed for missions so i said screw it and used null.
- 31 replies
-
- 1
-
-
- unsanctioned
- unapproved
-
(and 1 more)
Tagged with:
-
With every archtype available to hero and villain from the start, I wanted to create something with a little more heroic inclination for masterminds. Most mastermind primaries have a bad guy vibe to them. While its possible to come up with a reason that your demons, thugs, and undead are heroic, they are still demons, thugs and undead. But head-canon is a two way street and its just as possible for law enforcement to be red side as legitimate Rogue Island Police, crooked cops or whatever you decide as why. This post will continue with blue side in mind so I will refer to the henchmen as PPD but they could possibly be R.I.P. when summoned red side (the backup radio temp power summons a different pet based on your alignment so maybe this could too). I chose all powers from ones that already exist ingame except 2 of them would need an animation from 1 power and an effect from a different power to keep the set cohesive. The less ideal solution is to just use the entire power with the needed effect but the player and tier 1 henchmen will draw a weapon that is less ‘law enforcement-y’ (a rifle instead of a pistol and dual pistols instead of a single pistol). So without further ado, I present to you the Law Enforcement Mastermind. Command a Squad of Law Enforcement officers and prepare to take back the streets. No villain is safe from the long arm of the law. Officers are trained for a variety of situations and respond with a variety of attacks. When the situation is particularly fragile, call in some backup to tip the scale in your favor. Police training makes them more resistant to fear and confusion and standard issue equipment gives them some smashing and lethal resistance. Abilities -Revolver Your trusty standard issue police revolver. Average damage with a quick fire rate. Revolver reduces the remaining cooldown on your Call Backup ability. -Call Officers Calls one to three officers (depending on your level) to assist you. The third one will be equipped with the PPD Shell suit. -PPD Cop Pistol, Baton / Double Tap / Frag Grenade (Double tap uses pistol animation with Dual Wield effects) -PPD Shell Minigun Burst, Energy Punch / Minigun Heavy Burst / Whirling Hands -Heavy Revolver When additional stopping power is necessary, load a heavy round into your revolver and fire. Heavy Revolver is slower than revolver but does more damage and reduces the remaining cooldown on your Call Backup ability. (Heavy Revolver uses revolver animation with Slug effects) -Equip Officer Equip your officers with better ammo, weapons and training. This power permanently bestows new weapons and abilities to all of your officers. Equip officer grants Double Tap to your Officers, Minigun Heavy burst to your Shell Suit, Tactics and Subdue to your Psi Officers, and Tear gas and Protection shield to your Assault Suit. -Flashbang Throw a Flashbang to give your squad the upper hand. Flashbang does moderate damage in a small area and has a chance to disorient your foes. It also reduces the remaining cooldown on your Call Backup ability. -Call Psi Officer Calls one to two psi officers (depending on your level) to assist you. Psi officers use mental abilities and leadership skills to weaken the enemy and buff themselves and their allies in the evolving tactical situation. -PPD Psi Officer Maneuvers, Psionic Dart, Mental Blast / Tactics, Subdue / Assault, Heal Other, Psychic Scream -Call Backup When the situation gets out of control, call in some backup to help restore order. Call Backup brings in up to three additional officers to aid you, but only 1 at a time. These officers arent under your direct control and cannot be be upgraded with Equip Officer or Advanced Training. They will aid your squad for several minutes before returning to the precinct. If you attempt to call more backup when you already have 3 backup officers, the power will fail. Backup officers also return to the precinct when changing zones or entering/leaving missions. Call Backup has a long cooldown but the remaining time is reduced every time you use your Revolver, Heavy Revolver or Frag Grenade abilities. -Call Assault Suit Call an officer using the latest in heavy assault suit technology to assist you. Sometimes the best offense is more offense and the Assault suit has plenty of it. Criminals wont know what hit them between the laser blast volleys and disorienting melee attacks. -PPD Assault Power Blast, Power Burst, Barrage(energy melee) / Tear Gas, Protection Shield / Total Focus, Power Crash -Advanced Training Provide advanced weapons and training to your officers. The specially trained officers will gain new powers, weapons and abilities. Advanced training provides access to Frag Grenade for your Officers and Whirling hands to your Shell Suit. Your Psi Officers learn Assault, Heal Other, and Psychic Scream. Your Assault Suit’s training allows it to use Total Focus and Power Crash. Im not a number cruncher but all of these abilities already exist in the game (even call backup but it would need large adjustments) along with the character models that the officers are named after. I have never tackled a powers suggestion before and starting with mastermind probably wasnt the easiest choice but I’m hoping I got somewhere close to balanced-ish abilities. If you see a way to improve the set, I’m happy to consider changes. To do list - -Change frag grenade on the henchmen to something less militaristic -Choose what officer is summoned with call backup and their abilities -Determine if henchmen have too many or too few abilities
-
Even if the missions arent currently selected, if you have partially completed story arcs they will count towards the limit (i think its 7) of active story arcs. Go back to blue side as Wavicle said and scroll through your contacts and make sure they dont have the book icon on their tab. Finish 1 of your active story arcs and you should be able to start a patron arc.
-
All new content is no longer solo friendly?
TheZag replied to arthurh35353's topic in General Discussion
When bosses are turned off, they will be scaled down to Lts. But elite bosses will scale down to a boss and AVs will scale down to elite bosses. I ran the Agent Watkins arc solo twice over the last few days and died each run twice to zoombies. Just because i died doesnt mean its not solo friendly. There are also lower settings than what u were using, if its hard at -1 then maybe it should get looked at for balance but +1 means you wanted some increased difficulty. -
im fine with how the team is working the name policy but i was in the military and if i were to stop playing for several years, it would be unrealistic for me to expect my names to still be mine upon my return. If nobody took them, great. Also if i went back to warcraft now after 10 years, i would expect my names to be taken as well. Its great when the team can accommodate long absences with reserved names but we dont own the names either.
-
Its the same with robotics on the live server and i went to brainstorm where its the same for mercs and ninjas. They all lose the new benefit of SO enhancements in the upgrade powers when its more than +3 of the henchmen's level. I expected it to be the case but now its confirmed. I tried invention origin and attuned/non-attuned sets and they seem to be unaffected by this problem.
-
At this point its worth noting that i just exemplared to run the graveyard shift through ouro and the lich lost his increases presumably since he became lvl 29 and the enhancements are 34. This certainly belongs in bug reports now. Any chance @GM Impervium could lend a hand ? It will be worth testing if the other updated MM upgrades have the same issue. I will give it a shot when i get home later if someone else hasnt beat me to it by then.
-
As i was testing when i first had the issue, siphon life wasnt being improved for the zombies or grave knights while life drain for the lich was. i resummoned and rebuffed each time i changed the slotting. I cant say as to what was going on as now its working without further changes. I first was wondering whats up when i could have sworn my zombies were healing for 90+ and then i was only seeing 66. i checked without and with enhancements and it didnt change so i made my initial post. Then i ran a few more missions with it healing for 66 until i leveled up and it was suddenly healing for 96. some number salad follows so i have it organized a bit at the bottom. Im doing another test right now and i am level 31 but havent trained yet. the zombies are lvl 29 and healing for 75.7 with 2 lvl 33 heal SOs slotted. With 2 lvl 30 heal SOs slotted they are healing for 128.68. With 2 lvl 34 heal SOs slotted they are also healing for 75.7. So i think its pinned down to the enhancements are more than 3 levels higher then the henchmen and they dont get the effect. I decided to check the resistances from Enchant Undead since it seems the enhancements can outlevel the henchmen and with 2 lvl 34 resist SOs the zombies have 20.25 resist and the grave knights have 27% and the lich has 49.07. Switching to lvl 30 resist SOs gave the zombies 28.71, the grave knights 37.8 and the lich 45.9. Im very confident that the SO enhancements arent giving benefit when they are more than +3 above the henchmen level. I would expect that for the player character since they cant slot them in the first place but not for the henchmen since they are the players ability and clicking 'upgrade' for all my enhancements is making the henchmen weaker. player level 31 zombie level 29 - 2 lvl 30 Heal SO - siphon life 128.68 zombie level 29 - 2 lvl 34 Heal SO - siphon life 75.7 (no improvement) zombie level 29 - 2 lvl 30 Resist SO - resist 28.71 zombie level 29 - 2 lvl 34 Resist SO - resist 20.25 (no improvement) grave knight lvl 30 - 2 lvl 30 Resist SO - resist 37.8 grave knight lvl 30 - 2 lvl 34 Resist SO - resist 27 (no improvement) lich level 31 - 2 lvl 30 Resist SO - resist 45.9 lich level 31 - 2 lvl 34 Resist SO - resist 49.07 (increases as expected)
-
i ran into some strange behavior and now the heal enhancements are working for siphon life. seems when i hit lvl 28 or 29 or possibly when zoning into a mission and siphon life is working with the enhancements. i guess theres a bug somewhere because my original testing i placed enhancements and summoned and buffed and they were healing for 66. then i dismissed removed the enhancements and resummoned and buffed and they healed for 66. I repeated the process with 1 and then 2 heal enhancements and they still healed for 66. now at lvl 29 they are healing for 70 with no enhancements, 96 with a single heal SO, and 122 with 2 heal SOs. if i find a repeatable way to cause the heal enhancements to quit working on the henchmen, ill post it. And for anyone wondering, yes i wasnt too high level for the enhancements. i was slotting new ones every time and you cant slot enhancements that arent appropriate level. i suppose this belongs in bug reports now.
-
EDIT: formerly the suggestion Allow Healing Enhancements in Necromancy-Dark Empowerment to improve henchmen Siphon Life It turned out to be somewhat different than my conclusion from my initial testing. This post contains the suggestion i made based off that information. Scroll down to my 3rd post see the actual bug information or click here. ------------------------------------------------ I was gonna post this as a bug but the patch notes actually specify heal enhancements in dark empowerment improve life drain and doesnt mention siphon life so im suggesting a change (although it sure feels like a bug/oversight to me). The in game description is- Dark Empowerment will permanently bestow the most powerful and darkest new powers and abilities to all of your Undead Henchman. The Empowered Undead will gain new abilities and powers. The powers gained are unique and dependent upon the type of Undead Henchman that is Empowered, but all Henchmen will gain additional Hit Points, and the power to steal life force from enemies they attack! And here is the relevant patch note- Dark Empowerment Now accepts Healing sets and enhancements. Lich's Life Drain have been moved to this upgrade, no longer grants Petrifying Gaze to the Lich. Slotting this power with heal enhancements will enhance Life Drain's heal. Dark Empowerment range increased from 30' to 50'. Grants a 15% max HP (half enhanceable) to all henchmen. Only the Lich uses life drain, the zombies and grave knights use siphon life. Adding heal enhancements into the henchmen upgrade power does improve the Lich's life drain but does nothing for the siphon life on the other henchmen. As the upgrade power that adds the healing ability to all henchmen and accepts heal enhancements, it feels particularly specific that it improves the Lich life drain but not the others siphon life. Heal enhancements do improve all their total HP though so its not a total loss for the t1 and t2 henchmen.
-
I used to run GM hunting leagues on torch when there were enough spawned on saturday morning to make an event out of it. My schedule hasnt been great for awhile now but i may attempt to bring it back. I would usually be between 14-24 people. Not that the GMs are hard, but its fun with a bunch of people. Keep the teams in the neighborhood of even and everyone will get credit. Even on leagues with 6 teams there is still 40% of wiggle room for all teams to get the badges.
-
I would do it where you have some banished pantheon protecting vulnerable areas of Mot. And then you break those to weaken him a bit and start the real assault. Probably add some captured heroes to rescue and then literally jump down his throat and take the battle to his intestines. After getting thoroughly digested, Mot poops you out at the real boss. Defeat it and DA gets a few rays of sunshine.
-
How difficult would be to make AH account wide?
TheZag replied to MsSmart's topic in Suggestions & Feedback
Would making more alts increase this global storage or are you thinking the 200ish AH slots a single character can earn account wide? And all of us isnt me, i dont have a personal supergroup and have never used base storage. I bet the marketeers would love to have thousands of AH slots on a single character. They do provide a service but AH slots keep them throttled back somewhat so there is room for others to compete. -
Dark/Dark...Defender, Corruptor, Controller, or Dominator
TheZag replied to Snarky's topic in General Discussion
From the homecoming wiki - "During Incarnate Trials and within Dark Astoria, Supremacy grants +2 Incarnate Shifts to Minion Henchmen and +1 Incarnate Shift to Lieutenant Henchmen which can be stacked with other Incarnate Abilities which grant Incarnate Shifts." So they are even to the MM level in itrials. Keeping them on a proper leash is up to you. -
Dark/Dark...Defender, Corruptor, Controller, or Dominator
TheZag replied to Snarky's topic in General Discussion
Mastermind. -
I never die so i couldnt use it, but if its feasible to do, sure.
-
Add endurance drain resistance to endurance inspirations
TheZag replied to Uun's topic in Suggestions & Feedback
I could agree with power creep if it were an auto power and not a 60 second boost. If any inspiration could be considered power creep its Ultimate. But the very purpose of inspirations is for a temporary boost. I personally wouldnt need it since i use like 1 inspiration a month but having an inspiration provide some end resist seems reasonable. Im inclined to agree that it should go on the orange one though. -
New Mastermind Pet Primary - Single pet
TheZag replied to plainguy's topic in Suggestions & Feedback
So this is like giving mastermind pet commands to controllers? -
I was originally gonna ask for every AV that didnt steal godlike power from a being that was trapped in an alternate dimension to be scaled down but i figured id ask for RulaWade to be at least equal in rank to the bosses in DFB.
-
**I guess potential spoiler warning if you havent had time in the last few years to play the signature story arcs.** Please scale RulaWade to an AV. He is the capstone enemy of the Who Will Die story arc. He manages to wreck Statesman and Sister Psych, he rips a chunk of the planet off and heads into space, the remaining signature heroes and villains put aside their differences and team up against him and hes only an Elite Boss... an elite boss?!? Heck, we fought Ghost Widow earlier in the arc and she was an AV. Recluse and several others join you for the battle and its a major letdown for the final boss to live about 6 seconds. I get that he only recently acquired the power but they hype it up way too much for an EB. The only redemption for the arc is we got to toss a beatdown to manticore after the press conference (i cant stand that guy). Of course he should remain an EB for appropriately sized teams (we had 7), and should be an AV when the AV while solo is turned on. Please give this fight the improvement it deserves as the end of 7 story arcs.
- 7 replies
-
- 10
-
-