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VinceBlood

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Everything posted by VinceBlood

  1. I'm gonna put my question of "do masterminds need to have significant crowd control given all the other things they do" aside and say that there really are some powers in thie game that need their mag-4000 avoid factor removed posthaste. I hate having moderately-strong abilities that make the game's AI lose its marbles for 30s-2m (yes, I have timed an enemy fleeing from Category Five and it tops out around 2 minutes in the worst scenarios). There's just no satisfying gameplay reason for it, especially when you can circumvent it with an immobilize.
  2. Still amazed that people are using an unintended-for-mass-damage-power as a mass-damage-power and getting upset when it's brought in line. The game has plenty of win buttons, but man, it should not have a super-win-button. Let's all relax and play.
  3. Subnet Mask released to the wild.
  4. Picked this one up for a 'of-many-faces' mastermind character. Thank you.
  5. Playing a weapon-based Sentinel feels very John Wick. You gotta get in close. Sentinel touts having range, but I always feel most comfortable playing them mid-to-close and positioning based on the attack.
  6. A long time ago in a forum far, far away, I'd written a text version of it intended for folks to work on when not-in game to be pasted in later, and I think that one got lost to the aeons.
  7. Most knockdown is just a sub-1.00 knockback, numerically.
  8. I actually want to come back to this: I can write up a full bio and save it. Then, I can open the character info window again and the character count goes up without changing anything. I can do this again and again until I pass 1023 characters and my bio starts getting cut off. This isn't an artificial increase in character count. It's an actual one as far as the game is concerned. If that's doesn't meet the criteria of 'bug' then quite frankly, the criteria are wrong. :P
  9. It's my day job to argue what is and isn't a bug, lol. But fair! Wish it could be alleviated somehow.
  10. I would say that "the character count increases every time you open your description until it cuts off last characters ad infinitum" is still a bug given that information. Working as intended can still be a bad enough user experience. Special characters for spacing shouldn't inflate character count. Disagree it's not a bug. Bugs are anything from 'something broken' to 'it's a quirk of the system that causes a bad experience.'
  11. Searched this forum but didn't see anything specific to this issue, so I'm writing up a new topic. It's hard to properly describe, but I think every one of us has experienced this issue. The easiest way to repro it is to add double-line-breaks to a character description, and/or double spaces at the end of sentences. The most obvious way to know you've gotten it is if the text cursor returns to the start of the description and doesn't move when you type. Sometimes returning to the area where it cut off and typing will reveal all the things you 'failed' to type. Additionally, even if you get the right amount of line breaks in your description, re-opening the description will add phantom characters to it until you can no longer save your entire bio and the end gets cut off. If I remember right, it's because the editor places ';nbsp' line breaks that somehow propagate themselves.
  12. Damn. That's a really frustrating and IMO unnecessary mechanic. Just like Mastermind fire patches having a mag 80 fear, this really feels like a bad way to force players into taking an AoE immobilize or lose out on significant damage. Thanks for looking in to that. It's a bad user experience and I can only hope it's reconsidered for some powers, especially a set's capstone.
  13. Can't remember if I ever posted in this thread, but I was @Insane V on Virtue. Same global in Homecoming. Villain mains: Nalrok Ath'Zim (Dark/Dark/Soul Brute, the subject of a whole guide, contributor to Dark Armor Sucks) Deathgrind (Titan/Will Brute) Braden Miller (Fire/Fire Brute, character is retired) Catastrophus (Stone Dominator) Hero mains: Azure Watcher (StJ/NRG Stalker) Neuronomicon (Ill/Kin Controller) Fluidic (Water/Poison Corruptor)
  14. 100% necro-ing this thread because it's still a thing.
  15. DESCRIPTION When playing a Sentinel using Storm Blast, placing Category Five on a group of enemies will cause them to immediately start running away. This lasts until the enemy either resets their aggro or gets far enough away that they can't target the player. It's intensely frustrating, as Storm Blast benefits from close grouping and AoE targeting. I've looked through Cat5's power description and details, and I can't find any instances of Fear or anything that would logically cause enemy AI to decide to flee at top speed when hit by the power. REPRO STEPS Log into a Storm Blast Sentinel high enough to use the Category Five power. Enter a mission with the difficulty modifiers set to treat you as more than one hero. Find a group of 5+ enemies. Drop Category Five on the enemies. RESULT The enemies caught in Category Five will fire off one attack, and then immediately begin running all over the area, away from the player. EXPECTED Much like other large DoT-based AoEs, enemies should not run away at high speed when in Category Five. Or, if this is expected, the power description should note that enemies will try to escape the power's radius.
  16. I have a 50 Beam/Bio Sentinel and he's almost impossible to stop once he gets rolling.
  17. Released: Notice Straight Shot Man of Action Keen Eye Ion Drive
  18. I'm... pretty sure we're making the same argument, just on different avenues, lol (I had a 3 page standoff during Live with a certain user about how Dual Pistols apparently didn't need damage improvements because of the cottage rule (him against the change, me for the change) and it made me want to microwave my own head.)
  19. Disagree there. It absolutely was, and was used for years by forumgoers during Live to try and swerve threads away from power changes. It was a poor analogy from a senior systems designer who worked directly on the game's powers and mechanics, so let's not undersell the weight that held. That said, see above post about robotics and fire in agreement with the sentiment of MMs needing more looking at.
  20. It's a net gain for Fire Melee users, and a small adjustment for AE farmer publishers.
  21. My main is a Dark/Dark/Soul Brute that hails from the days when people thought Dark Armor was a throwaway set. He was a beast before IOs. Post-IOs, he became an absolute monster that lawnmowers most content the game has to offer. Ask Dechs Kaison about me. 🙂
  22. If this is unfocused feedback, I would like to point out that Assault Bot's fire rockets do a massive magnitude fear and completely ruin grouped-up enemy clusters. This feels bad. Also, The Cottage Rule makes me sad and Player Power Fantasy should come first, not a sideways forum post that said "What if buildup made a house? Bad, right? Change is bad."
  23. I think a 'thread tax' per conversion would make this reasonable. Sometimes you get into a situation where every thread counts, and other times you don't. It'd help with player discretion to cause a bit of loss, and encourage more play to offset the 'tax.' But yes, love this idea.
  24. I use the following on my startup line: -maxfps 72 -maxinactivefps 15 This sets my FPS to 15 when I tab out, and 72 (1/2 my refresh rate) when I tab in. Makes my GPU a lot cooler when I have to switch focus instead of whole-hogging the game in the background. For the record, I put it here:
  25. Yeah, even a tone-down would be acceptable. Right now one lick of fire DoT and it's off to the middle of nowhere.
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