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Lazarillo

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Everything posted by Lazarillo

  1. Hoo-boy, this is going to do interesting things to the Everlasting Hami raids, that's for sure. Not unreasonable, but still. All raids now to begin an hour before scheduled?
  2. I mean, it sorta feels that way at first, but given that you later find out... It's not hard to imagine that you were being mind-controlled into going along with it.
  3. It won't help with seeing them together, but if you weren't aware, you can use a workaround to at least see their extended effect beyond the initial activation: hit the save button as the animation begins, and the character will "stay" in the toggle on the save screen until you go back. That said, I'd totally love to see a "just what sort of mess of effects are all of these going to make me look like" button, or similar, yeah.
  4. If there is, I'm not aware of it, sorry. I'm just learning as I go like everyone else.
  5. Homecoming changed these badges. The Accolade badge was changed and now requires killing 100 normally instead of 10 in traps. The badge for killing 100 in the traps still functions as it used to.
  6. Kind of secondary to that, fix the whole "teammate zoning interrupts activations" thing if it's gotta have an interrupt time (and I can understand why it would).
  7. That's not a bug in the power. A "bug" in the numbers displayed, perhaps, but not the power itself. Notice how the description says "the bonus is doubled for pets"? Well, that's because the bonus in the detailed info is what pets get. As a player, you'll get half that, or 4%. Same with 6%/12% for the VR. If you want a bigger personal bonus and/or don't have the pets, then you can switch to the Radial side, which gives the 8% bonus to all, regardless of entity type.
  8. Took this one back in the old days. I'm a Cole Loyalist to the end, and all that, but the opportunity was just so...perfect.
  9. Not necessarily "no" Placate, but as a power, it's a lot less critical (no pun intended) than it used to be. For one, the sped-up version of AS that comes when using it outside of Hide, and the Assassin's Focus mechanic (which you can read more about here) means Stalkers are a lot Scrapper-ier than they used to be. Combine this with the fact that Homecoming has made the special Archetype-based Enhancements much easier to obtain than they were for the short time they were available in the legacy server days, and one of those gives all your attacks a chance to re-Hide you anyway, and the whole "one power with a semi-long Recharge and semi-long animation to put you back into Hide on command" is simply seen as less valuable. I'm still fond of taking it, since builds on the whole tend to be more Enhancement slot thirsty than Power slot thirsty, and Placate is still situationally useful. However new mechanics mean that it's not the must-take-immediately Power that it used to be.
  10. This is awful, but it isn't a bug. Been that way since i7.
  11. The normal ones can be slotted from level 10 on. The Superior ones that you can either buy as such from the market, or Catalyze the regular ones to, can only be used by level 50s. They can be held by any AT.
  12. That's me (well, it's me on several servers, but Everlasting is my "primary"). What was it I was on your team for the other night? I remember the nickname, but not the content.
  13. Is it wrong that I almost even kinda want to rescue Baby New Year again? 'cause it feels kinda wrong. And yet...
  14. That'd probably be what I'd do, yeah. Spring uses the same Enhancement sets (PBAoE) so you wouldn't have to change anything. Just drop Savage Leap and put Spring Attack there instead since you already have the prerequisites in your build.
  15. In my case, I like playing Rogues because on the whole they feel less evil than Vigilantes.
  16. This tends to be how I've always preferred to play, too. "Let's see what my limits really are" has gotten me into trouble a few times over the years (especially playing a Regen Scrapper as my first character, during i5) but it makes for some exciting times (although since I realize some teammates don't have fun the same way, I do try to dial it back if I'm making things uncomfortably rough on teammates). It's also why, even on my most badge-crazed characters, there are some I don't bother with. "Master of Imperious' Task Force?" How can you call yourself a Master if you didn't try to solo the whole Sibyls map and get Roman-ed to death at least once?
  17. Many people may not be able to (or may assume they're unable to) acquire such enhancements reliably. Also, Repel with KB->KD is kind of dangerous to ye olde bluee bare. It's interesting to me because I take the ST-taunts on most of my Scrappers, just to have a good, easy power pick that can be situationally useful without any enhancement slots added. This is especially the case for weapon sets that can't use a ranged attack without forcing redraw. And by a similar token, it's surprising to me to see self-rez powers don't get taken as often, since they are also nice situational powers that aren't slot hungry.
  18. The "Talsorian [x]" weapons were renamed to "Vanguard [x]" for copyright reasons back in the day, but they're all still present (and available at character select by default now).
  19. Yeah, that makes it work better, admittedly. It also makes me think it would be a neat mechanic if the attack could be flagged to auto-crit someone after they were knocked down, or something (prolly not). But it's just really awkward for me because it certainly doesn't look like an attack that could one-shot a guy if you critical with it at the start of a fight (which it can!).
  20. Good point, though I'd argue it's pretty mechanical, too. Traps tends to cause enemies to go into PANICRUNRUNRUNPANICPANICRUN!!!! mode, and that can be painful enough when all the pets don't have to chase everything down into melee range.
  21. Like, do you have something specific in mind (like a super team or something)? I'd be inclined (though I play a lot of redside anyway, so I might not be your target audience) but I think you'd need some sort of draw to hook people rather than just "hey, let's try to play more redside next month".
  22. The way I've sorta envisioned it: T1: Phantom Army. Not invincible anymore, and sorta like demonlings, where each one has the same attacks of different "element". T2: Spectral Wounds. Same effect as in Illusion Control. T3: Blind. Changed to a Stun 'cause a hold is kinda overpowered. T4: First Upgrade power. T5: Flash. Kinda like you suggested, add damage but keep the PBAoE, also reduce this one to a Stun like Blind. T6: Phantasm. It'd be cool if one could be a "Decoy" that's invincible but all its attacks do "spectral" damage...but that might be too OP (maybe it auto-dies if the other does?) T7: Group Invisibility. Pretty much carried over as-is. T8: Spectral Terror. Made mobile. T9: Second upgrade. The big thing would just be balancing two upgrades of pet powers. The actual layout and tiering of the powers would seem pretty straightforward, to me at least.
  23. Oh, yeah, sorry if it sounded like I was contradicting you, I was actually meaning to confirm that this is somewhat long-standing. It's definitely broken.
  24. To my knowledge, it's been this way since the relaunch. No numbers show up for it when you check the tab, either.
  25. Ironically, I seem to recall that the excuse in the olden days was just the opposite: Illusion wouldn't benefit enough from Domination, and thus would be a poor Dominator set. I'd kinda like to have it anyway though, personally. That, or a revised version that got ported to Masterminds.
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