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Everything posted by Lazarillo
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Focused Feedback: Stealth Toggle Exclusivity Removal
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
Ah, whoops, you're right. I missed that and thought they said that it was the stealth factor that didn't stack. Enemies that will see you through captial-S Stealth, will see you through all forms lowercase-s Stealth, regardless of how much you stack. -
Focused Feedback: Stealth Toggle Exclusivity Removal
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
Can't speak to Hard mode mobs, but in those cases, I think the ideal should be, rather than SS, make stealth stack from different sources. You're supposed to be doing HM in teams, after all. Critters, as far as I'm aware, cap out at with bosses having 55 perception in normal content. Anything that sees past that (Rikti Drones, KoA, snipers, Rularuu, etc), just has automatic see-through Stealth and no amount of stacking is going to fool them. ...as opposed to having to take Super Speed over an equivalent power in your primary or secondary set? -
Focused Feedback: Stealth Toggle Exclusivity Removal
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
Again, I'm not seeing why replacing Super Speed with Stealth doesn't just mean you're using the same number of powers, though (while also adding some bonus defense). Doubly so when Stealth has a lower Endurance cost. And as noted in the other response, you're aware that Stealth alone is maxing you out in terms of invisibility, right? -
Focused Feedback: Stealth Toggle Exclusivity Removal
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
Running Stealth + Cloak of Darkness/Arctic Fog/etc to stack the Defense bonus, with Stealth alone giving you an effectively-max stealth radius. On current Live, Stealth alone already gives you effectively-max Stealth. You could drop Super Speed from that combination of three, and have no IO in Sprint, and anything that will see you, would see you even with all three. After this change, the same will be the case. Just to be clear, folks are aware that Concealment Pool Stealth got its effectiveness buffed up a few pages back, right? -
Focused Feedback: Stealth Toggle Exclusivity Removal
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
I guess that's fair, but I feel like that's still...not really as bad as you're describing? No offense, seriously, but Sprint + Stealth IO has a lower endurance cost, so less "tax" anyway, and you get the full movement benefit in combat (whereas SS, last I checked, still suppresses)? You do have to add the IO, admittedly, so I see why there could still be some beef, but in that case, you can now run Concealment-pool Stealth alongside your other powers, which is higher than Sprint, but lower-cost than Super Speed, still, and in that case, adds Defense. So you get an option that you don't have on live (assuming you have room for another travel power in your build, admittedly), in addition to one that you already have, and feels more efficient. -
Focused Feedback: Stealth Toggle Exclusivity Removal
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
Unless I'm misreading the note, or misunderstanding your claim, that shouldn't be the case. None of the powers in question had their Stealth potency reduced, so any set that needs a Stelth IO for "full" stealth post changes (Cloak of Darkness being one of them), already needs a Stealth IO for "full" stealth pre-changes. -
Focused Feedback: Battle Axe Revamp
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
Two very initial considerations, just based on the notes and what I've seen in the character creator. Any thoughts? 1. It's always kinda bugged me that Gash and Swoop are so nearly-identical in terms of animation (same goes for Pulverize and Jawbreaker in Mace). Any chance at all that one or both might get an alternative one, to allow them to be more distinct? 2. One of the set's biggest limitations has always felt like Beheader being kind of a red-headed stepchild due to the low relative DPA (in this case, an issue shared with BS). The base DPA was improved with this, but somewhat ironically, since all the others got better numbers now too, it still lags. Is there anything to be done for that, perhaps? -
There are special sets enhancements in the game, two per Archetype, which can be slotted into any damaging primary or secondary power (or for Controllers/Dominators, a primary or secondary control power), give exceptionally good set bonuses, and have unique procs designed to help the various ATs at their respective specialties. For Stalkers, the procs are one that causes you to re-enter the "Hidden" state (without losing aggro though), guaranteeing that your next hit will be a Critical (usually best in Assassin Strike). The other gives all your attacks a small chance to immediately finish the cooldown on Build Up. These "ATOs" are Attuned automatically, meaning they can be used starting at level 10 and their stats scale based on your level, all the way up to 50. Once you hit 50, you can use an Enhancement Catalyst to make them Superior versions, which have even bulkier set bonuses and proc chances/numbers (but will still retain their powers if you Exemplar down to a lower level).
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Not my main, but I have an alt like that. A Praetorian, named "Grroowlll", because the Powers Division admin that forced her to sign up thought they were being funny.
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Is it possible to change the sounds for an ability?
Lazarillo replied to Isharis's topic in General Discussion
Yes it is. See the guide here: -
[Beta] Patch Notes for October 2nd, 2022
Lazarillo replied to Faultline's topic in [Open Beta] Patch Notes
I'm not really sure I like the idea of running into someones leftover ToT EB, either. If anything, I've seen people miffed in past years about ToT "leftovers" that were just the normal classes of enemies. -
[Beta] Patch Notes for October 2nd, 2022
Lazarillo replied to Faultline's topic in [Open Beta] Patch Notes
Not super thrilled about the idea of EBs spawning in randomly when Trick-or-Treating. Some of my characters aren't really built for that. -
A "sleeveless trenchcoat" category that allowed wider glove options by enforcing no sleeves (like the current sleeveless jacket and sleeveless robe options) would be nice. I mostly just want to take a page from Dark Watcher's book, admittedly, and make a Vanguard uniform that uses the coat and Vanguard gloves...
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Have you maxed out her contact meter? If so, then that's normal, not a bug. Contacts introduce you to the next tier up when you hit that point, even if you aren't of sufficient level to get missions from the new contact yet.
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This was more meant to address the idea of mez protection on squishies in general being lacking: make it an option for function (at least at max level) without impairing form. As it were.
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If they'd just give us a Minimal FX version of Clarion, all mez protection issues would probably be solved...
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Taunt wasn't changed, though. It still has its -Range component and still tends to incline enemies closer towards you. The aggro changes should only cause enemies to peel off and stick to ranged if you're already at max aggro, which under the old rules, would still mean they'd be attacking your buddies instead of you.
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I feel like, given the nature of Time's Juncture helping to make you surprisingly tanky (especially on a Defender, but on other ATs as well if well-supplemented), pretty much anything involving Time Manipulation is gonna do you pretty well as a sort of front-line support. The big weakness it has is mez protection at least until endgame and Clarion becomes a thing (and even then if you don't like being covered in rings, I guess). I suspect Faraday Cage might mean similar with Electric Affinity, especially since it does have mez protection built in, but I haven't played much of said set. Also, this might be blasphemous to suggest around here, but it might be worth noting that the Rebirth community also has the Guardian AT, which is basically an attempt at a sort of wide-range emulation of VEATs (combining Assault sets and "defense" powers that incorporate benefits to your team), and fit the roll you're thinking of fairly well, to my mind.
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What is the Most Fun Strike/Task Force? (Late 2022 Edition)
Lazarillo replied to Astralock's topic in General Discussion
It does more or less have one, it's just not really fully explained except in the final clue (which disappears quickly 'cause you have to read it between the last AV, and the final mission getting turned in), and a little bit in the final mission turn-in (which only the leader can see). As mentioned, it kinda suffers from the way story interacts with SFs, but it's kind of an amusing turn of events. Throughout the SF, Tarikoss makes it clear he is, like, super, puppy-kicking evil and he only wants to do business with people who share his decidedly negative take on morality, but that if you can get on board with a guy like him, he'll share the power you can all gain by helping him bind the demon. It's made pretty obvious that you shouldn't trust a guy like him and even the "heroic" NPCs warn you that you shouldn't let him take you for a ride. So it's pretty obvious that he's planning to use you to tap all that demonic power for himself. And then at the end... -
If you could customize your Mastermind minions, what would you make?
Lazarillo replied to Magi 1's topic in Mastermind
Clones/Duplicates of my MM. Probably with a preference for Thugs or Demons, maybe Ninjas. -
What is the Most Fun Strike/Task Force? (Late 2022 Edition)
Lazarillo replied to Astralock's topic in General Discussion
Hero TF has gotta be Moonfire for me. It's got a great level range where you've just got your primary t9 and there's a feeling of having really come into power. It's all Council, and who doesn't love nazi-bashing? Plus, it's all that with a Nictus and Striga bent, two bits of the setting that I find particularly neat. Plus, hey, lotsa badge credit. Atlas approves. Hess is probably the second best, for more or less the same reasons, but not quite as good, IMO. For villains, I voted Morty Kal. It's decently fun and straightforward, although it being relatively short tends to kinda snowball into people heavily speedrunning it, and I think it's one of those that's kinda fun to go slow and savor the destruction. Oh well. Tarikoss is probably 2nd-ranked, being generally fun and having a pretty amusing "twist" at the end (not that a lot of people catch it, given TF-style storytelling). Being lower-level, and particularly, lower-level with a fair amount of CoT can get rough, though. Co-op, gotta be ITF. It's the perfect example of how to just do fun team content, and even team storytelling, where everything is quite clear simply due to mission objectives, visuals, and very occasional smatterings of generally quite brief dialogue. Not perfect, but better than you see in any other TF, really. Haven't tried (and probably won't try, if I'm being honest) the new versions of it, but the original is classic for a reason. -
My main is a Claws/WP Scrapper, a Time/Rad Defender, a Thugs/Traps Mastermind, an Energy/Bio Sentinel, a Street Justice/Invuln Brute, a Dark/Dark Dominator, and more, whose true in-character "super power" is that all rumors about him become true. So that gives me a whole stable of alts named "Lazarillo" (or vaguely equivalent names) that represent different beliefs about them. Because my own real life super power is altitis.
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Whelp, having the difficult slider available to change at any time was nice, but I guess we're going back to the old contacts.🙃
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Sure, as long as we can also raise the level caps on the individual arcs. Right now it's hard enough just not to out-level stuff and mess up story progression when solo. And frankly, given the...unique degree of "balance" that most of even low-level Praetorian enemies have, I feel like there shouldn't be anything wrong with that. But who knows. But yeah, otherwise, there's little point in adding a bunch of TFs that require turning off XP anyway.