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Jiro Ito

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Everything posted by Jiro Ito

  1. I hope you will find this a satisfactory entry in your contest. Happy Pride Month! 🏳️‍🌈 Arc ID: 68271 Arc Title: Brothers in Arms Author Global: @Jiro Ito Discord Handle (If relevant): Jiro Ito Number of Missions: 5 Level Range: 15-20 Description: After your victory over the Clockwork King as a member of Synapse's Task Force, the Kings Row hero known as Absolem has requested a meeting with you to complete an after-action report regarding some loose ends from the case. For maximum immersion, run this out of the Kings Row AE building.
  2. Thanks for sharing. Overall the powers changes have been very frustrating and notes regarding have been vague. Anecdotally, my usual crew ran a 2 star, +4 Aeon last night1, what would normally take us 1:302 , but it took 2:30 last night. Again, I don't dive into enemy numbers very often so I don't have hard data to compare vs the game a week ago, but I would like know more about what this is, because the game feels drastically impacted. Design Notes: There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. 1all-corrupter team, which usually feels overpowered 2we screw around a lot, take a leisurely pace, and do a lot of the extras
  3. No, just looking at single target confusion vs high level enemies. They are impossible to confuse now. Is there a way to see what confusion resistance was before this update? I'm not great at numbers.
  4. can we see the details on these "minor changes?" we are playings vs lvl 54 mobs, but changes feel more than minor, enough to warrant more info please?
  5. Mind Control for doms, both single target and aoe. I don't see anything in the notes regarding it being less effective, but so far it is much less so on high level enemies. Tested on LRSF, Eden Trial, Aeon SF so far.
  6. Can you help me find the place in the patch notes that notes that NPCs have received additional mez resistance, or mez times have been reduced?
  7. I love this, thanks for hosting! I'll do my best to abbreviate my usual 8-12 month editing and rewriting process so I can get something posted in time 🤪
  8. it seems like the patch notes were written to market the changes as a buff, when they are really nerfs to aoe/cone base damage and proc damage over time.
  9. Curious why these consequences of the changes aren't more clearly spelled out in the patch notes, as well as the intentions?
  10. but you can't use inspirations on 4 star content...
  11. *commences pestering @Arcanum* oh you said petition...
  12. Teleport (yourself) travel power has a "flock of ravens" animation, like Black Swan in the magi trial. Or something like the Bat Aura, paired with a true invisibility power like Hide, Superior Invisibility, Cloak of Darkness, etc, so only the Aura is visible. Unfortunately there isn't a "bird" aura.
  13. The whole plot of the first Spiderman movie sprung from Oscorp's stock price. If you don't think completing Manticore's TF doesn't affect Crey's bottom line, well, I'd love to sell you some waterfront property in Atlas Park 😉
  14. Pinot Noir Smashing Pumpkins Pwn Shop More to come...clearing out the roster.
  15. I have noticed that sometimes when my team has completed a mission and some people exit while others are still inside, I can speak to the contact and force the remaining team members out of the mission so we can continue. I noticed last night during an Aeon SF that I could not do this, and wondered if whatever code it is that allows me to force team members out of a mission on a TinPex, for example, could be applied to all task forces and strike forces? This would be very helpful when a teammate has to go afk for a real life responsibility so it does not hold up the rest of the team. Kicking a pal during a task force is a last resort, but unfortunately one I have had to do in the past when the rest of the team is waiting. Or is there some other method to do this already available in the game?
  16. I don't think AE likes two weapon-wielding sets, possibly due to some AI issue with redraw.
  17. I enjoyed it very much, and as I don't usually get to play every single day, I was glad it ran for 2 weeks. I was able to level up some characters I would not normally have time to play (warshade, soldier, etc). Shout out to the Torchbearer leaders including Fire Ken, Calamity-something, and there were more I can't recall. It did make it tough to form teams for regular content, but it was only 2 weeks so no big deal.
  18. Could the Advanced Enemy Power Customization be expanded to give us access to pool powers like Sorcery, Experimentation, the Patron pools, etc? The abilities are not game-breakingly powerful and would give us some cool flavor options for custom baddies. I'd love to have a wizard using Sorcery, or a water enemy using Mako's patron pool. Since the customization disables xp earned, I don't see how it could be exploited.
  19. hey if you're asking me, give it something unique to all melee sets - stacking mag 2 fears and mag 2 confuses. "Why is this guy coming at me, an Archvillain on par with a god, with a pair of nightsticks? Suddenly I am confused and worried."
  20. I'd be down for a new set of dual-wielding, smashing-damage clubs, especially if the combo mechanic were removed.
  21. this is a good point, and not just as far as procs but you also run into the Rule of 5 faster, and run out of purple sets, and winter AOs, etc etc etc.
  22. Disagree, I think debuffs are pretty great. Rolling a team of 8 corrupters on a hardmode sf is easy and fun.
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