Maris
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page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Maris replied to The Curator's topic in [Open Beta] Patch Notes
I'm super stoked about the Sentinel buffs. Actually gives them a niche in teams and a fairly distinctive playstyle -
SInce the launch of Page 3, whenever I try to click the "Edit Custom Group" button in AE, either on a mission or in the enemy groups tab, HC immediately crashes to desktop and gives me a popup to send an error report. I have already sent one, still, I think I should point out the issue here as well.
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Main thing I've noticed is, unfortunately, it seems to have broken "edit custom group", whenever I click it I get a crash to desktop.
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I'm happy to pitch in for the extra support to get the server back up and running sooner, ngl.
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Thanks for the feedback! I'll correct the typos, make some balance changes, and see if I can't adjust the pacing a little.
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I appreciate your support, but I think you slightly misunderstand, I just mean I'd like to have the ability to have enemies as they appear in the Hard Mode TFs available for use in AE.
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Sorry to necro this, but I'm bumping it for folks who haven't experienced it, it's currently sitting at an average of 5 stars out of 20 ratings, so I figure it might still be worth some folks' time. Fair warning, the end AV/EB fight is pretty damn difficult.
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If you're willing to sacrifice them giving XP to the player and don't mind mucking with text files, Advanced Enemy Power Customization is an excellent way to tweak challenge on custom enemies Slap in a couple passives that boost +HP, maybe throw in Rage to give em' an accuracy and damage boost.
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Suggestion: ASF/ITF/LGTF Hard Mode Enemy Groups I'd love to see the versions of the Rikti, 5th Column, Arachnos, Gold Brickers, etc(?) with extra powers used in those TFs added into the Mission Architect for use by creators, I think it would be nice to have that option. Additionally, the new CoT have still not been implemented into MA, it would be nice to see them as well. Additionally, Change Existing AE Powersets To Their Updated/Rebalanced Versions: It would be nice to see Regen and Energy Aura, for example, updated to how they both currently exist in game for players, as well as the overhauled MM primaries. We already saw this done for Devices and Assault Rifle.
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Joke's on you I use it to make harder enemies in AE that don't even give XP.
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Bring Story Content in line with Code of Conduct
Maris replied to Due Regard's topic in Suggestions & Feedback
Nobody wants that and nobody's going to do that, lmfao. -
I'd absolutely love to see this.
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[OPEN BETA] Patch Notes for March 8th, 2024
Maris replied to The Curator's topic in [Open Beta] Patch Notes
Hell yes I can have even further trip mine/time bomb spam on critters. EDIT: Also, far as AE related fixes/changes, could we see the new mobs added in P7 added to their respective enemy group listings in AE? -
Also, as a bonus, you will have two pistols, a bow, AND a gun on your character model.
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I would personally say yes, if you're primarily blasting at range. Surveillance is a good ST debuff, LRM now functions on fast snipe rules -- out of combat it does more damage and has a longer cooldown, shorter one but less damage in combat. I could see LRM being useful to a DP just to have a stronger ranged AoE attack.
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>general chat there's your problem
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To give an example -- in an arc I made, I had it end with a 3-phase AV fight, with each phase having different custom powers. I designed it, intentionally, to be challenging for the player, because I reason that I had built this boss up, throughout the entire arc, as a major, serious threat, and while I didn't want it to be annoying to fight, I also wanted the player to feel it and feel like they'd emerged from a serious, grueling battle.
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Honestly, I 100% agree with this.
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the finest bio i have ever written was for MEAT LORD i have never played him but here it is in its entirety IN THE FUTURE OF 42069666 AD THE MEAT WARS RAGE ON MEAT AGAINST BONE MEAT AGAINST PLANT MEAT AGAINST METAL MEAT AGAINST YOUR STUPID FACE THE MEAT WARS WERE FOUGHT OVER DWINDLING MEAT SUPPLIES AND A BROKEN '68 BUICK LORD OF MEAT FLESHCRANKER SKULLCRASH BLOODCHEW SQUEEZEVEIN DECREED THAT IN ORDER TO ACQUIRE MEAT TO GAIN THE MEAT AND OLD LED ZEPPELIN RECORDS AMASSED BY AN ANCIENT SOCIETY OF STONER DADS, THEY WOULD SEND THE ELITE MEAT LORD BACK IN TIME AND FOUND A BELOVED CLASSIC ROCK COVER BAND THEN OPEN A BBQ JOINT IN SOUTH CAROLINA WHEN HALF THE BAND DIED TO OVERDOSING ON DISHWASHER DETERGENT AND DUSTED OWL PELLETS. WHO WILL WIN THE MEAT WARS PROBABLY YOUR MOM (I will screenshot the character and PROPERLY post it later)
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Yeah, I agree with Crane.
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I will also say, I think for mission bosses you plan on tying dialogue and ambushes to, in order to slow down the pace of delivery of dialogue and/or arrival rate of ambushes, it's often a good idea to make them EBs and/or slap a resistance set on them. Give the player time to read the lines rather than having everything get spat out at once with a couple heavy hits.
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Ah, fair enough! Some people have accused my tendencies in mob design of being moderately, uh, sadistic.
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Focused Feedback: High-Level Council Revamp
Maris replied to The Curator's topic in [Open Beta] Focused Feedback
Suit yourself, I guess? I think it makes them funner and more interesting to fight, they were really underpowered compared to basically every other group in that level range, at most I think you can argue the change brings them in line with that, it's not like you're having 50+ Banished Pantheon forced on you, there's no significant -res/-def/-acc, just some enemies that have to be locked down/dealt with accordingly when they transform or selfrez. I don't think having X enemy group be about as powerful as every other enemy group in Y level range is making the game overly "hardcore", unless you're going to argue that all the existing content since 2012 with the exception of the Council and certain Portal Corp groups within that level range already was too "hardcore." You're right, though, I -do- think players should absolutely be forced to play at a level where they know how to handle the majority of enemy groups that have existed within their level range for literally more than a decade (ie Crey, Nemesis, Malta, Longbow, Arachnos, the Carnival of Shadows, etc.) Groups which existed in game all well before IOs were even a thing, let alone incarnate abilities. If this is a significant concern to you, provide proof to the devs that the Council tweaks make them more difficult/out of line with the challenge other level 40-50 enemy groups give groups. -
Focused Feedback: High-Level Council Revamp
Maris replied to The Curator's topic in [Open Beta] Focused Feedback
i'm not like "ooooh i want them to be HARDCORE" enemies doing distinguishing things that encourage target selection, particular tactics, and approaches is called -basic game design-.