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Stormwalker

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Posts posted by Stormwalker

  1. 16 minutes ago, Wavicle said:

    Does the sound stacking change fix Masterminds breaking their sound cards when entering and exiting missions?

     

    It should, yes.   (I don't have a Mastermind myself, so can't positively confirm, but I've heard others say it does).  I can confirm that it fixes PBAoE's and multiple simultaneous attacks being deafening.

  2. 2 minutes ago, BurtHutt said:

    I, generally, also wonder this. I don't want to parse through that entire forum but I am curious as to how Devs decide these things. I honestly don't remember any of the items in this page being high on any list in those forums - but I could be very wrong. So, please do let me know. Finally, if none of these new page items were taken from that thread then why not just shut down that thread? 

     

    I know the sound-stacking issue they fixed has been discussed in several threads on the forums, though not necessarily in that forum.

    • Thumbs Up 2
  3. If I use the VX-99 Event Horizon as my Right Sheathed Blade with Dual Blades, when I draw the blades the right blade is not drawn correctly.  The left blade is drawn correctly (remains in the hand throughout the draw animation), but the right blade disappears and then teleports into the character's hand at the end of the animation.

     

    I tested this with numerous different blades and only saw this issue with the VX-99 Event Horizon.  All the other blades I tested in the Right Sheathed Weapon slot seemed to work correctly. 

     

    In addition, I tested it with a number of different blades in the left hand, and did not observe any differences in the behavior based on which blade was in the left hand.

     

    It's not exactly a major problem, but figured I would report it anyway.

  4. 20 minutes ago, @Ghost said:

     

    I think positionals are still sort of the elephant behind the curtain, since it's basically just as viable to shift a squishy's typed def build to a hoverblaster. It's something I usually avoid on characters either for concepts or mechanics (hi, Seismic) but if the intent is to design more dangerous enemies checking rare typed defenses, it's also the safest route.

     

    Mostly I was thinking of Super Reflexes and Shield Defense, which are positional-defense sets out of the box.  Of course, they still have their own particular kryptonite (Mind Control, which has attacks with no positional component that only target psi defense... of which those two sets have none).  But the attack typing adjustments don't affect those sets at all.

  5. 3 hours ago, Shred Monkey said:

    As many mentioned this change hurts resist based characters a lot more than defense based characters (for endgame builds specifically).  I don't disagree with the change in principle.  But I think that an additional change be implemented to re-center the balance.  I suggest changing defense debuffs.  Defense based toons have a HUGE advantage there.  It's almost a binary (I'm OK vs I'm NOT OK) when facing certain enemies when you have no defense dubuff resistances and you're the center of agro.   I think it should be more like "I'm OK vs I need to be careful."   

     

    My Suggestion is to make Defense Debuffs not stack, or cap if that's more doable.  Personally I think a target max at around 10-15% is about right.  This would be 3-4 times more incoming damage if you're at 45% defense.  That's still dangerous, but it's not 19.5 times more incoming damage, which is quite possible now.   

     

    There may be other/better ways to look at this logically, but I think now is a good time to look at it.

     

    Actually, I'd argue that this change hurts typed-defense sets like Energy Aura as much as (if not more than) resist sets.

     

    What it doesn't hurt is positional-based defense sets like SR.

     

    Though given how few attacks are being modified, I don't think it's that big of an issue.  I'm much more bothered by the fact that the mechanics defy logic a little bit (as described in my above post).

    • Like 1
    • Thumbs Up 4
  6. While I don't think these changes are likely to be a really big deal, I do feel compelled to point out that in quite a few of these cases, changing the defense type to the more exotic type doesn't actually make sense from a "realism" perspective.

     

    Take, for example:

    Arachnos fire tarantula burning claws now prioritize fire defense

     

    This isn't a stream of fire, or a burst of flame we are talking about here.  This is a claw attack, that happens to be on fire.  You don't defend against it the way you defend against a flamethrower.  You defend against it the way you defend against a claw, which is to say, a lethal attack.  It just additionally deals fire damage if you get hit by it.  If you have a forcefield that repels physical attacks, it's going to deflect that claw and you're not going to be hit by it.  If you have an energy field that repels a stream of fire like a flamethrower, but doesn't repel physical attacks, it's not going to stop that claw from hitting you.

     

    Logically, the type of defense that works against an attack should have more to do with the delivery mechanism of the attack than the actual type of damage it does.

     

    Of course, I recognize that the objective of these changes is not "realism", but is rather to make Smash/Lethal defense less dominant, but it's probably going to annoy the part of my mind that expects things to work in logical ways to be mildly grumpy henceforth. 

     

    Oh, well.  Nothing to be done for it, I guess.

    • Like 5
    • Thumbs Up 7
  7. 3 minutes ago, Herotu said:

    First, I want to say how grateful and excited I am about this change, it's one of the big things I had on my mind and I even said as much last week in one of the forum threads! Thank you very much to the people involved in this. Big hearts to you! ❤️

     

     

    I was wondering about this... I use no redraw on my characters so they don't pull their weapon from nowhere each time they do an attack. Will that be different in future? I haven't got the beta client.

     

    The desirable version, as I see it,

    • would store the weapon sheathed,
    • then draw it when it's clobberin' time,
    • continually have it in their hand whilst clobberin'
    • then put it away when the clobberin's all said and done.

    Is that one of the options (no redraw/normal)?

     

     

    I agree, this is also how I would ideally like it to work.  If that's not viable, though, teleporting weapons don't really bother me much (especially since at least some of my characters could absolutely justify that trick anyway!)

  8. 1 minute ago, Trademarked Name said:

    Thank you for thinking of that. But it did occur to me that I might have accidentally hit "no redraw". togging it off and on seemed to have no affect. I'll tinker with it some and see if I can figure out what the trigger is.

    Sounds like you might be running into something similar to what I ran into with dual blades and the VX-99 Event Horizon in the right hand earlier (where the left blade draws fine, but the right blade teleports, even though the full draw animation is played).

  9. Just now, Trademarked Name said:

    Not sure if it was designed this way, but broadsword scrappers get swords on the back. The way it was stated sounded like "ninja blades" would be back mounted due to theme, so I assumed that the other sets would be side-mounted by default. But maybe that's my bad assumption. I can see why many of the larger swords just look way better, as well as dual blades like daggers. 
    Also, not sure if it's a glitch, but I thought the Stalker-Ninja Blade was animating drawing from the back at first, but after I changed to some different sword types, it appears as though the blade just jumps/appears in the hands. I haven't tried logging off and logging back on to see if it's a glitch of cycling through blade types.

     

    Make sure you don't have a No Redraw power customization (don't know if there is one for Ninja Blade or not off the top of my head).  No Redraw will cause the draw animation to be skipped and the weapon will basically teleport to your hand.

    • Thanks 1
  10. 30 minutes ago, The_Warpact said:

    I have billions of inf and a base full of enhancement storage bins.

     

    I afk farm because I cannot grind itrials forever to get the same thing quicker in AE. I have to PL a build, slot them out, and then unlock everything I need to get everything to T3/T4. Then if I get lucky on a toon that I built up I have a few hours Saturday night to run some end game content on my toon.

    This to me is fun, the idea, the Mids build, the lvling, etc, etc now remove a primary component of how I play and now I cannot do it anymore.

    While I am a small percentage of the player base, how large is the farming player base that doesn't get on the forums and don't know this is going to hit them?

     

    Thus is the reason why I quit Live because I don't have hours to grind trials for what I can farm in AE, which is the only reason I came back to play.

     

    I'm neither here nor there on the change, because I don't use AE basically at all.  Of my 35 characters, one of them has actually run any AE missions at all.  So it doesn't affect me either way.

     

    That said, there's no need to grind Incarnate Trials for anything.  Everything that you can get in AE, you can get from running regular missions/story arcs.  Veteran XP (which is the only thing being taken away from AE anyway), Incarnate XP, Shards, Threads, and Inf can all be gotten from running regular missions through your contacts, or radio missions, or tip missions, or Ouroboros missions.  Reward Merits can be gotten from story arcs via contacts and Ouroboros.  On Live, Incarnate Trials were recquired to get Incarnate XP and Threads.  Not on HC.

     

    I haven't done a single Incarnate Trial on HC (because of the sound issue, which makes it difficult for me to team, which is being fixed in Page 4!), and one of my two 50's (who just hit 50 a little over a month ago, I think it was?) has 3 Incarnate slots at T4 and 3 at T3.  All from running regular missions.  My other 50, who just hit 50 maybe two weeks ago, has all her slots at T3

     

    Grinding Incarnate Trials is not required for advancement.  At all.

    • Thumbs Up 1
  11. Just now, Starhammer said:

     

    Personally, I would have merged Axe and War Mace into the same set (Axe/Mace). Then I would proliferate all or mostly all melee weapons across all melee weapon sets, as well as added "Invisible" melee weapons for each set (Invisible pistols too, for "Gun Hands"). The math and damage types that go into how a set functions are far less important (to me) than making a characters attacks look like I want them to. Even if that means using Axe/Mace like a fist attack or Dual Wielding barbarian axes.

    Of course that's a bit more of a "from the ground up" overhaul than I expect they're willing to do.

     

    In my case, it was specifically the devs on Live that shot down the bokken and shinai for the stated reason.  Against their design philosophy at the time (though they gave us energy weapons later, so apparently their design philosophy changed and I didn't think to ask again, which I should have).

    • Thumbs Up 1
  12. 4 minutes ago, UltraAlt said:

     

    A light sabre definitely doesn't match the damage type of Katana.

    It might cut through something, but it is most definitely an energy weapon.

     

    Definitely.  So I see no reason why a bokken or shinai should be off-limits now.  And the bokken at least would probably be really easy to model (the shinai is a bit more complex).

     

    Also, one minor glitch I have noticed when drawing sheathed Dual Blades, but only when using the VX-99 Event Horizon as the right blade (what you are using in the left slot doesn't seem to affect it, I tried several different ones to be sure).  The left blade draws correctly, but the right one just kinda disappears and then reappears in the character's hand at the end of the draw animation.

     

    I'm not sure why it only happens with that particular sword (I tested a bunch of others and didn't see the problem with any of them).

    • Thumbs Up 1
  13. 1 minute ago, Michiyo said:

    Yes, it was specifically fixed, it's even in the beta patch notes.

     

    Yeah, I see it now, somehow I missed it when I looked over them previously.  Thanks for pointing it out to me.  This is the greatest fix ever.

  14.  You fixed the sound-stacking issue that has been preventing me from teaming since forever!  AoE's and multiple-simultaneous actions are no longer deafening!  I can play the game at a reasonable volume without getting a headache!

     

    That's not in the patch notes (or did I just miss it?).  Did you fix it by accident?  If so, please don't un-fix it!  This is the single greatest change you could possibly have made for me.

     

    Please tell me this was intentional and it's staying.

  15. 3 hours ago, eldriyth said:

    I really don't understand why you guys just don't make "normal" content give way better rewards and exp. Especially for solo play. AE is fun for role players and stuff but get rid of the farming and get some actual direction in the game.  If I was a new player I would be completely lost. I think there are far too many story arcs that just go in various directions and there is no main story mission.  If you guys actually had a main story mission that clear as day showed you it's a main story mission from level 1 to 50 that would be so much better.

     

    Even if normal content gives better rewards than AE content, AE content will still be a more efficient way to level up simply because you don't have to run all over the city to do it.

     

    Note: Don't take this as me advocating for leveling via AE.  Far from it.  I'm someone who barely ever uses AE at all, because I prefers the immersive experience of traveling around the city, talking to contacts, occasionally having to street hunt, etc. because it helps me build the stories in my head around my characters.  I'm just speaking of the above from a purely mathematical perspective.  It's very hard to make traditional content more rewarding than farming because farming bypasses all the little timesinks involved in normal content (which are the same things that make normal content feel "real", so you can't really cut them out).

    • Like 1
  16. 51 minutes ago, Michiyo said:

    This is fixed in the Page 4 beta.  Sounds don't stack like they currently do.

     

    Really?  I may have to download the Beta client just to try this out.

     

    EDIT: You're right!  I only hope they changed this on purpose and it's not an accident, because this would be the best change ever for me.  I'll actually be able to join teams again!

  17. On 7/7/2022 at 10:30 AM, Gobbledygook said:

    Kon-El is my favorite DC character. He has always been half kryptonian.

    Whenever I get inspired to make him in game, I either play him as a SS brute, Em brute, the pom poms being a visual effect of his tactile telekinesis, fury being his anger issue, (frequently got upset when someone called him Superboy when he first came out), or as a human only PB.

     

    He's one of my favorite characters, too.  I have in my comics collection the Superboy issue in which they originally gave his origin as a clone of a human infused with powers derived from an aura they observed on Superman's body (hence the tactile telekinesis, rather than the traiditional Kryptonian powers, which he didn't develop until after they retconned his origin later).  Him being half-Kryptonian was a retcon they did later.

     

    That said, I still say he's a scrapper.  Especially early on, he was a lot less invulnerable than Superman (especially to energy damage types), but he was a quicker, more agile fighter and more aggressive, which fits the scrapper mold.

     

    On 7/11/2022 at 2:30 AM, Thrax said:

    Spidey would be a brute. More he gets hit the more damage. Aka he holding back until he doesn’t need to. And he for sure has to have a group taunt. He would rather enemies attack himself than others. He has super strength but not like this games. Street justice is pretty close but need web nade. 

     

    Spider-Man is pretty much the definitive scrapper.  He's the very first character that comes to mind when I think of the Scrapper AT.  (Second is Wolverine, of course).

     

    Venom is a Brute, and the differences in their combat styles stand out.

     

    EDIT: Just to expound on this a little bit, one of the differences between a Scrapper and a Brute is that a Scrapper uses skill and technique more, where a Brute leans more on his raw power.  Spider-Man is a much more skilled fighter than Venom, who tends to use brute force (no pun intended, but it comes back to where the idea of the "Brute" originates) instead.

    • Thumbs Up 1
  18. 4 minutes ago, srmalloy said:

    When you're doing the "Cure the Lost" mission at the end of Montague Castaneda's arc, you can encounter something like this. If you go to Perez Park to cure the Lost there, you'll find that when you cure one member of a spawn, the rest will whip out their weapons and attack the newly-cured civilian (who is immune to their attacks). If you find a spawn with eight or nine minions around a lieutenant or boss, then hit the leader, sometimes the cloud of minions will all pull out shotguns in perfect synchronization, then all fire at once; the stacked shotgun sound can be actively painful.

     

    Another really good way to demonstrate this effect is to take a character with a stealth ability to an x8 Nemesis mission and find a pack with a bunch of Jaegers, then attack something so you drop out of stealth.  They will all turn and fire at you in unison.  The resulting instance of More Dakka is incredibly loud.  I encounter this on my Energy Melee/Energy Aura scrapper anytime I fight Nemesis because of Energy Cloak.

  19. 1 hour ago, Cobalt Arachne said:

    1. Back items don't scale with body size sliders, so the space has to be there to account for characters who turn the body scale up to max and pick torsos with layers like Jackets, otherwise the weapons would sheath into their spine. If the models were to get upgraded to support scaling back attachment points, I'd adjust the sheathed weapons to take advantage of it.
    2. Needing to create countless extra models for actual weapon-fitting sheaths would have condemned this feature to not happening. Other MMOs don't do this either (World of Warcraft being the one that comes to mind) so it was given a pass.

    There were system limitations, but despite them, we still felt a large amount of the playerbase would appreciate this option.

     

    Yeah, as nice as sheaths would be to have (and I would very much like to have them), I'm still thrilled overall with what we are getting.  So, no complaints with this decision.

     

    Besides, especially when I use an energy sword, it lets me get my PSO2 vibe on (where your weapons always hover in the air like that, and only a very few specific ones (some very ornate katanas, mostly) actually have sheaths.

     

    And there are lots of ways to justify your sword hovering in mid-air off your back with either supertech (counter-grav, perhaps, or magnetics like in NieR:Automata) or magic.  Not so easy for the Natural types, of course, unless they're borrowing the tech from someone in their SG, say.

  20. 15 hours ago, UltraAlt said:

    Now if I could get that mace customization ....

     

    quickdraw-HB1-2006.jpg

     

    Ok, I have to heartily endorse any appearance of El Kabong.  +1 for guitar customization for War Mace.

     

    There are lots of weapon customizations I want, but my biggest wants are a bokken (wooden practice sword) and shinai (bamboo practice sword) for Katana.  These got shot down on Live because it wouldn't match the damage type, but now we have lots of spears in staff that don't match the damage type, so maybe we can revisit this?  I mean, my Katana/Willpower is shamelessly derived from Ryouko Mitsurugi of Real Bout High School, who caused all of her carnage with a wooden sword!

     

     

    • Thumbs Up 2
  21. First off, you can't go wrong with any of the above.  They all have their advantages.

     

    /SR and /Nin don't need DA's mitigation (once you get to high level/soft-cap, that is; it's still useful at lower levels), but that means you don't need DA.  Might still be useful in Incarnate content, which has a higher soft-cap (though if you run Barrier, as I do on my Claws/SR, that will easily cover you for defense in Incarnate content).  Not needing DA means you get a much better attack chain than those who are depending on it.

     

    Willpower, you have the option.  You can go for smash/lethal soft-cap and not use DA at all, or you can focus on soft-capping energy/negative defense and hard-capping smash/lethal resist, and then get the added bonus of lethal (and melee, which with DA might actually be higher than your smash defense)  defense via DA.  This is the approach I took on my Staff/WP who has been running on 0x8 since level 40 and doesn't seem to have problems with any enemy group she has faced so far except for Banished Pantheon (who eat her alive for some reason; I haven't bothered to work out why and figure out how to fix it yet; I'll worry about that after she hits 50).

     

    So, you've got lots of options.

     

    Katana/Dark Armor also happens to work very well; I have a friend with a Kat/DA that is pretty close to unkillable and completely laughs at some enemy factions that cause problems for most builds (notably, Carnies).

    • Like 1
  22. 1 hour ago, Bill Z Bubba said:

     

    Thus the sadness. They had plenty of time to get the debuff resistance added. 🙂

     

    Yep.  At least the Damage Type changes won't make anything worse for Regen (well, except for those who are using Katana/Broadsword/Staff to shore up their defenses, who will find that Lethal defense is less helpful now), since Regen is largely damage-type agnostic.

     

    Probably the big winner in the Damage Type changes is /SR, which doesn't give a damn about damage type (except for those wonderful Mind Control attacks we love so much, but that is nothing new).

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