Jump to content

TheZag

Members
  • Posts

    2034
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by TheZag

  1. That is the icon for your spectral pet summon. When those icons are there, the corresponding ghost is active.
  2. It has been an infrequent occurence for me. If its consistent for you then provide as many details as possible. If we can pinpoint what causes it then it would be more likely to get fixed. And yes, you have to exit completely to the desktop to fix it.
  3. The reason was to prevent super reflexes characters from being able to slot all the good resistance uniques.
  4. The giant shivan was repelled by lvl 2 trainee heroes. But he retreated to his lair and drank 2 red bulls and a mountain dew. Now he returns in a caffeine filled rage as a lvl 54+5 incarnate mega boss with an entire destroyed galaxy city as a stronghold.
  5. Unfortunately, no matter what you did, you would have lost. Post in an old thread and someone is upset for a necro. Post a new thread and someone is upset that you made a new topic about an old subject. Just pick the complaint you prefer and post accordingly.
  6. Back on my server there were tons of teams always looking for tanks and empathy. The tri wasnt necessary but it certainly existed for alot of people. But the reason i feel why teams were more slow/coordinated was because 3 white minions were deadly. We would coordinate who would hold what mobs and which would be tanked and what ones to kill first just so we could survive the pull. With the toggle exclusivity removal and release of invention sets and the inclusion of the actual stats of the powers (back then they didnt show how much defense a power granted), players started to maximize their stats. Soon a group of 16 purple mobs was only as dangerous as 3 white mobs and single players could carry whole teams. Teams became chaotic when the enemies were no longer a threat. It could be possible that specific new content require a higher degree of coordination but i think its not likely.
  7. Its still supposed to knock the enemies away after they get pulled close so you would still need the kb>kd if you want to prevent that. Gravitational pull can attract enemies as far away as 45 feet and repel can knock them away once they are within 9 feet.
  8. +hp in a click power cant just as easily have been in an auto power. Heal set enhancement procs are auto in an auto power and react to the click of click powers. That is very much not the same and would be a buff for me since i never run out of end and dont have to click the end recovery powers in the first place.
  9. Ouch. I heard excel used to have problems like that. I havent experienced it on torch but im not working with thousands of claims either.
  10. We dont need to strip more sets of the few powers that they have which reward players for planning ahead and using abilities with thoughtful timing. Reducing these abilities to spam on cooldown status makes the sets into another button mashing faceroll. There are several sets that satisfy the button mash and many of them are cookie cutter sets in different flavors - small attack, mid attack, aoe, buildup, large attack, nuke. I would be sad for more sets that dont exactly follow the mold to get stripped of their individuality and become another reskin of the standard sets.
  11. Yes, outside buffs or set bonuses that put you to 100% resistance will make you immune and restore full resistance if you were debuffed.
  12. Resistance debuff resistance is the same as your resistance. 90% smashing resistance gives a 90% smashing debuff resistance. 5% resistance would resist 5% of a resistance debuff. Going over the 90% 'cap' to 100% will make you immune to resistance debuffs. It was tested against enemies with stacking resistance debuffs - when the player had 100% resistance and several hundred percent of debuffs, their actual resist stayed at the 90% cap. When a toggle was turned off that brought the character below 100%, their resistance tanked to 20ish%. Turning the toggle back on to give 100% resist immediately brought the character back to the 90% resist cap.
  13. If i flesh it out too much i'll have to head over to the suggestion forum and endure its wrath. Im thinking it would be some +to hit that gets weaker as the 2 players move apart. Its also only possible between a player that was at or above the team level and a player that was auto sidekicked - a single player cant sidekick multiple players in this way. It also means a maximum of 4 players on a single team could be manually sidekicked. Its also no secret how quickly a lowbie on a high level team can get killed. Im thinking manual sidekick mode would also do something similar to mastermind bodyguard mode. A portion of damage taken by the sidekick would be shared with the mentor. This gives a feel of actually protecting your sidekick and adds an element of risk to the mentor since the sidekick usually takes damage spikes and the shared damage wouldnt be mitigated by your own defenses. But i think i'll leave it at that, if i add this to what i already wrote, its almost ready as a suggestion and im still in the 'it would be cool if' and not 'i want to convince a dev' stage.
  14. Unfortunately, regeneration is the suck now. It is an empty husk of what it once was, weathered and beaten by the sands of the OG devs until the lifeless lump you see before you is all that's left. Only brutes can empathize with the number of nerfs that this powerset has received. It used to take 18 slots and 3 extra power picks to make the instant healing toggle able to be left on all the time - 6 in stamina (fitness wasnt inherent and not needed in 'normal' builds), 6 in quick recovery, and 6 in instant healing (4 or 5 slotted for endurance reduction). This was before diminishing returns so players had to get a ton of recovery to perma run IH. However, an 18 slot and 3 extra power pick investment for 1 power to be used in a way that the OG devs hadnt intended was considered imbalanced so they nerfed it until regen players were forced to play as the OG devs had originally envisioned. Instant healing toggle sucked up all the endurance from those 12 slots of recovery and a single power with so much devoted to it should be pretty strong. Of course it was overpowered back then but it is a joke of an underpowered set now. Ive soft capped defense and hard capped resist on several tanks and brutes. Spend a billion on almost any armor set and you end up with a character that can handle most enemy groups on high settings. Spend a billion on regen and you get a character that can usually survive against council if you manage your click abilities properly. Dont play degeneration if you want a top performing character. Play it if you like to chill at +1 or occasionally +2 and you absolutely require degen for your theme. Otherwise swallow the blue pill and pretend that willpower is actually regeneration if you want a useful performing character.
  15. I would imagine more for other items like when you need to collect 200 boosters for a build. Its nice to grab them on the specific character instead of mailing things around. And with an input box, hitting 3 is just as easy as 300. Having to collect slow to avoid a 20 second lockout on collecting really sucks for large amounts.
  16. You should be able to collect all those unslotters in a few hours of clicking. Assuming a similar ratio of other items, you should be able to collect everything in about a week. I hope you dont enjoy sleep or food. Yes it would be nice to collect multiple at once. My preference would be a popup box where we can input how many to collect.
  17. I wouldnt mind the return of the sidekick system but with new mechanics. Auto SK would remain as it is now but you could then sidekick to a player as well and it would increase your combat effectiveness. Anyone joining a high level team with a low level character knows that nearly all of your attacks miss and do almost no damage when they land. Its fun to rez my low level buddies and laugh while they attempt to finish off the last 10% hp of the minion that ran away but also frustrating when you are that low level character. If posible, the bonuses would decrease as you are farther away - something like a 1/3 reduction for each multiple of 50 feet away, meaning no bonus once 200 feet apart. And perhaps it would only be available for sidekicking a large amount of levels (20 or more?), since players sidekicked a few levels for a team dont suffer from the combat ineffectiveness of people that sidekicked over a large amount of levels. I think if auto SK remained and manual SK was added to improve combat effectiveness, low level characters could make a more meaningful contribution to high level teams and high level characters could actually 'mentor' a character again. Overall, its not something we need and it shouldnt be a strong enough buff to turn low level characters into killing machines on high level teams, but it could bring back some of the usefulness of the old SK system without being required or overpowered.
  18. If you havent settled on a name yet, i suggest Harold Bahl.
  19. Dimension shift is more of a bubble but you can place it in midair and its pretty big. Singularity is another ball. Pair with force field so you can slap your balls on and around other players and enemies.
  20. City of data has some asset paths, they might be for animations though. My apologies if none of these are helpful. DEFS/POWERS/CONTROLLER_CONTROL/SYMPHONY_CONTROL.POWERSETS MENU/POWERS/ANIMFX/PLAYERPOWERS/SYMPHONY_CONTROL_HYMN_OF_DISSONANCE.PFX CUSTOMIZEABLEPOWERS/MUSICALFX/HYMNOFDISSONANCE_ATTACK.FX CUSTOMIZEABLEPOWERS/MUSICALFX/SONG_HIT_MAJOR.FX GENERICCONTINUING/DEBUFFSPEEDHANDS.FX
  21. I decided to check out a sentinel on mids based off this topic. I had the range of regular attacks up to 134 feet (up from 60). I think the patron power ranged attack was 175ish but then the power went out at my house and now i have to start it over. Edit: i rebuilt it and the total range is 146 feet for all the regular attacks, just shy of regular sniper attack range....but with a sentinel. One patron ability shows 194 feet in mids but im not sure if cryo ammo range actually will apply ingame so i'll have to wait on that.
  22. I finally pulled up my brute i made to see what the big deal with fire farming is about. Turns out fire farming was lame so i havent played the character in 462 days. I have 2 slots on consume and it recharges in 62 seconds. My global recharge is 90% with 70% of that being from hasten. Consume is slotted with 100.9% recharge from a end mod/recharge and a recharge IO. I do run agility core for extra recharge but even without it, consume would have a recharge of 69 seconds. Why in the world would a power that only needs to hit 3 enemies to give a full 100 endurance and recharge in 62 seconds with only 2 slots need fixing of any sort? Fix your builds - take hasten, slot a couple luck of the gambler, get a purple set or 2...... So i just realized that this guy was slotted as a miltibox follower with all his damage toggles full of procs instead of going for set bonuses. I dont even have any purple sets so i checked with 3 purple sets in mids, 56 seconds recharge on consume. But lets backtrack to 2 luck of the gambler and a single 5% recharge set bonus along with hasten to achieve 62 seconds. It is completely reasonable to expect many players will have a recharge nearing the 1 minute mark for what amounts to a full bar of endurance. If you cant make your endurance last for a minute then your build needs fixed or change your attack chain.
  23. Teleport is excluded from movement speed (fly, jump, run) on purpose. They would need to add improved range if they wanted to increase teleport. This creates a problem since that would increase the range of all your ranged attacks as well as increasing teleport range. Teleport is also the fastest movement power despite being very clicky and doesnt suppress in combat. +Range set bonuses are few in number but cant be added to movement speed set bonuses without turning every ranged character into full sniper mode with the actual sniper ability probably able to hit hamidon from the safe rock.
  24. That isnt gone. If you arent in Creys Folley, then there is a way through. You probably wont confuse as many people but most zones are still full of holes. My old days was thinking people were actually writing out <bleep> or <!@#$%>. I dont cuss myself but i thought they were censoring themselves to avoid getting in trouble. I even told one of my real life friends he had to do that when he started playing.
  25. I never got around to actually suggesting my version of the rikti AT, but it would have been pretty much that. Start out as an infantry or guardian and at 24 you could become gunman or chief soldier from the infantry path and the guardian path would lead to magus/mentalist/priest. The original suggestion is nice in that it would be unique to what is already available in epic AT progression. And while unique progression isnt required for a new epic AT, this one has the foundation to build upon that could be both new and familiar at the same time.
×
×
  • Create New...