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  1. I just read about the purple patch, thanks! So -- this topic is, unfortunately, pretty misleading. Power Boosted Short Circuit is called a "nope" button - but on my lvl 41 elec/energy with 3 end mods in Short Circuit, a PB'd Short Circuit plus a PB'd Ball Lightning still doesn't zero out an orange Council minion. It takes it close with the Ball Lightning - maybe the few extra percentage points from PB at lvl 50 will make the difference, but I doubt it. Edit: A few orange Freak minions were zeroed by PB SC + BL - maybe they have less resistance to end drain? Even +1 minions won't be zeroed by PB SC alone, and BL is needed. I think that's fine - but it's not useful to be able to zero groups of yellows, as they're not a threat. It could be marginally useful if we could zero out groups of oranges with PB SC + BL, but I'm not even sure that's possible at lvl 50 - it isn't at level 41. Red minions still have a sizeable amount of end after PB SC + BL. We'd have to wait for SC to recharge before even hoping to zero reds. So... not sure what the big whoop is here about Power Boosted Short Circuit. High level groups mostly fight at least reds, and this technique does not sap them. We may be able to zero out groups of oranges, which could be okay for smaller groups - not the norm - IF PB SC + BL zeroes them at lvl 50. Otherwise, what, is this promotion for people who want to fight groups of yellows? It works pretty well for whites. Am I doing something wrong? Please let me know if there's a better way to sap reliably with normal pugs, not a niche mode where we recruit just a couple partners to fight yellows and oranges. The video Gatling posted is against a green lieutenant... Disappointed =P
  2. I have a question about the fabled Power Boost + Short Circuit technique -- I have a lvl 40 elec/energy, and my Short Circuit is even 3-slotted with lvl 40 end mods (I'll change em later), so Short Circuit drains 69% (gig) of end before Power Boost. Power Boost should increase that by 78% or something, taking end drain over 100%. But I'm finding even with these enhancements, it's not enough to completely 100% drain even an orange minion. I have to couple it with Ball Lightning. And I can't even drain reds/purps when adding Ball Lightning. Is this working as intended? I was under the impression this combo could just knock out people with Short Circuit -- but is that ONLY for white groups and with a max end-mod-enhanced Short Circuit? Is it something that only works at lvl 50? I won't be getting -that- much more out of Power Boost at 50... Your video shows the attack on a green lieut, Lord Gatling... if the secret techniques are only meant to be used on white enemies, surely they'd have all melted before the circuit could be shorted? Guidance would be appreciated, oh demigods of sappage. How can I reliably sap red groups as an elec/energy? Is this not what was meant? Don't we fight red groups, though?
  3. Hey, The Lockdown: Chance for +2 Mag Hold enhancement is a proc in the hold enh set. When it procs, a crackling, blue electrical sphere surrounds the target in addition to whatever hold power was used. Could we please remove the electric cage vfx? It'd be really nice to just see our normal power fx working. The +2 mag proc is incredibly useful, but my characters don't all summon electric spheres... and I'd rather just see my original vfx anyway. Possible to make it an option? I don't think anyone would be upset if it were just removed altogether. Comments? Thanks!
  4. Thank you so much for the superior testing. I love this power as it's one of the coolest looking, but I've been shocked by how little damage it was doing even with 5-slotted Obliteration on my scrapper. Great to know it has a bug. I've been trying to figure out which power to drop, and you've made my decision. Thanks again!
  5. Hello, Scrapper -> Blaze Mastery -> Fireball with the Dark Fire Crush (alternate animation) animates the vast majority of the time as the regular fireball animation, except the actual projectile is launched from too far to the left of the throwing arm. So basically, the alternate Fireball animation could use looking into. I'd love to use this animation instead for my character, as it makes more sense thematically (drawing the projectile from the left side of her body). Thank you very much!
  6. Nay, wormhole is great fun, but can't go as high as I was imagining. Even max KB-slotted Lift brings lvl 1s up to the top of small buildings -- I'm imagining a tier 9 that launches even cons into the sky, max map height, as if the gravity acting on them has suddenly reversed. They should probably disappear at max height to simulate continuing to fall upward. It would essentially be an outdoor death spell for single targets - exclude AVs, heroes, and giant monsters, fine. I just want to see some seriously extreme gravity alteration! Indoor -- it could just be extreme damage as they hit the ceiling, along with a quite long mag 4 hold pinning them against whatever surface they hit above them. Reverse Gravity, Tier 9 Gravity Assault (or amend to Gravity Control =))) -- Yes!
  7. So, gravity power related -- could we please have a tier 9 Gravity Assault power called "Reverse Gravity" that just launches a single target literally thousands of feet into the air? It could have a long cooldown, whatever.
  8. I love my Grav/Fire dom - and I oh-so-love Lift for the pure fun of launching Hellions past the top of small buildings. Lift + multicolored fire attacks is how I make homemade fireworks =P My Grav/Fire dom is one of my most fun characters, actually.
  9. I'm so thankful these missions are harder - theyre better reflective of our power levels now. Theyre certainly not too hard, though - imo. Please, please, keep designing new missions in the same way, devs, your writing and general design is so impressive and very appreciated.
  10. Wow. I just finished the 20-29 arc, and it was the most enjoyable mission series Ive played in a loong time! I love the effort that went into the writing - great humor, interesting new dynamic with investigating as a hero, and fun story! It was exactly what I thought new missions should be - it made me feel more like a real superhero, which we can do now with our present-day sensibility. Tweaks to ways we interacted with NPCs and how they with us which I'd love to see proliferated across the game's mission design. Feels like a real update in mission design. I expect the villain arc will make me feel more like a villain, which is an old criticism of red mission design. What is this criticism, the balance? I found it was a little more challenging than other missions, WHICH IS GOOD! New missions should be more challenging because the rest of the game is too easy. Also, love love the new, interesting -maps-. So great to play in! Btw, I did the Masquerave with a group of 6 on +2/8 (only one I grouped for), and it was essentially non-stop intensity in an extremely fun way. Felt unlike any other mission I had played, and it was so good to feel that difference. It also introduces a new informal challenge - want to try to take on a whole lot of enemies at once, many more than usual? Well we tried, and were humbled. But the challenge is out there! I'm really looking forward to the 30-39 arc now. But please, devs, know so many of us appreciate the incredible work you put into making these new mission arcs - it refreshes the game in a way nothing else can. And I LOVE how you're referencing little things in the game we've become used to ignoring. Bravo! I'd be so happy with more work like this in the future. Thank you again devs! Also - my god, thanks for the slide graphic fx. That has made my current main so much more fun to play.
  11. I like this idea very much, and Id totally play a hardcore character. Would inject a lot of vitality into this game!
  12. I support buffing those attack powers, and that seems like a nice way to achieve it! I forget they're even in the game, it'd be so impractical for me to take one...
  13. Certainly, as an option would be the only suggestion.
  14. Love the creativity! More gameplay options would be most welcome 😃
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