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TyrantMikey

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Posts posted by TyrantMikey

  1. 11 hours ago, Shred Monkey said:

    I think we have enough ATs.  I could see adding a powerset, but honestly, we have a lot of them already, just small tweaks to balance and we're good there.  Perhaps more alternate animations on the ones we have. 

     

    I could get behind a new energy powerset that lacked knockback, and was adjusted numerically to compensate for it. That way, you don't have to invest in an IO to convert KB to KD, and you can opt-in to KB by making a powerset selection.

     

    I dig the energy powerset animations and the concept. I'd just like to see the ability to opt-in to KB from the get-go.

     

    But that's my two-cents, and they ain't worth squat.

    • Like 1
  2. On 12/28/2019 at 6:03 PM, RCU7115 said:

    So if I only have the power 1 slotted is it in the left or right side. This is confusing me and my OCD and now I'm hungry for a Twix. Now they question is do I eat the left Twix or the right Twix first.

    It depends. Is the Twix right-side up, or up-side down?

  3. On 12/23/2019 at 10:51 AM, Menelruin said:

    Here's my tentative thoughts (skipping Assault since it'll either be based on a Blast or Melee set):

     

    [Snip]

     

    Defense:

    Energy opposes Dark

    Electric opposes Stone

    Ice opposes Fire 

    Regen opposes both Rad and Bio (self-healing against toxins, like Wolverine vs.Omega Red)

    Shield opposes WP

    SR opposes Invul (dodging hits vs tanking them)

     

    Nah. For Will Power, you want something that drains endurance, and drains it hard and irresistibly. Couple that with teleportation.

     

    For example, consider my main, Prodigal. He's a WP/SS tank. He can stomp just about anything in the yard.  The only time he might get a real challenge going is if you hit him with significant amounts of endurance drain and forced his toggles to drop. Then he's in trouble.

     

    Whatever we came up with has to take both primary and secondary abilities we have, but I'm not sure I'd want those abilities auto-selected for us. It'd be too cookie-cutter. 

    • Like 1
  4. 2 hours ago, Call Me Awesome said:

    This is known behavior since the start of the game, the zombies are brainless and have almost no perception radius.  With the living mobs gone they react like you're invisible... their aggro radius shrinks to just a few feet.

    That's interesting. For something that's in the game since launch, I've never heard or read anyone mention it as "strategy" before.

  5. 10 hours ago, SaintD said:

    Vahzilok Mortifactors have to die first so they can't resurrect their Cadavers. Catch 22, the Cadavers are OP at low levels and will kill you like a child while the Mortifactors are tanking for them.

    I've observed an interesting phenomena with Vahz, and wonder if anyone else has observed this.

     

    Group of Vahz with zombies, and a mortie or reaper. As long as there's a living member in the group, the zombies are active and will attack.

     

    I can take out the mortie and/or reaper, then disengage and withdraw, then wait. After a certain amount of time, the zombies go dormant. I can then move back into melee range and they still won't engage. It's as if they need a human to give them orders.

     

    Note that this is not true if I am on a tank or toon with an active taunt aura. But it definitely works for blasters and controllers.

     

    Has anyone else observed this?

     

     

    • Like 1
  6. 16 hours ago, Solarverse said:

    So, this happens all of the time, on many different levels. You try and warn your team of something, not a single one of them listens to you, and then it happens just as you said it would. It happens all of the time. And once it happens, not a single person will say, "Damn, you were right, I should have listened."

     

    Now, I noticed that we had a Widow on our Team for the Posi Part 1 grand fight at the end. I knew that the Widow would blind the team if we did not take her out first. So I warned the team and asked them to kill her first. I was lead of this team.

     

    Here is an example, a direct copy paste from game chat to here. I will be changing names to protect those involved.

     

    [Team] Me: Take out Player A first
    [Team] Me: She will bind the team

     

    After none of them follow instructions...the Widow blinded the whole team except for me, I was ranged and kept my distance from the Widow.

     


    [Team] Player 2: I'm blinded lol
    [Team] Player 3: SAME
    [Team] Me: Tried to warn ya
    [Team] Player 4: pop a yellow
    [Team] Player 3: caps
    [Team] Player 5: still blind
     

    We finished the mission, said our farewells and that was it. Not a single player listened, not a single player admitted they should have listened.

     

    Now, before I even said a word, I knew that not one single person would listen to me. It almost never fails, anytime I warn my teams of things to come, this is the norm. However, in hopes that at least one of them would listen, I spoke up and warned them.

     

    So what is the psychology of this? Somebody explain this to me, please?

    First, it is frustrating. No argument there.

     

    Having said that, I'm guilty of not following instructions myself, and I've been around since the game launched. For me, personally, it's due to the fact that I have difficulty dividing my attention between combat and the chat window. 

     

    It would be super helpful if there was an audio cue when messages came into chat from the team or league, but I'm not aware of any such cue. Then it would be easier to know when to glance down at chat. But for me, personally, it's really difficult to monitor both chat and combat at the same time.

     

    YMMV.

  7. I don't remember this mission. That's no indicator of whether or not it was there, mind you. I'm getting old, and a lot of my synapses are failing.

     

    But it does remind me of players who somehow hacked the game and made their toons GIGANTIC and modeled them in Atlas on Virtue. That was interesting. 

  8. 6 minutes ago, siolfir said:

    If you have a tier 3 or tier 4 alpha slotted, you will get a level shift that applies to all content where you're level 45 or above.

    The incarnate shifts for Lore and Destiny don't apply, but it will.

    Really! I did not know this. That explains it, then.

     

    Thank you!

  9. So I'm a level 50 incarnate. I'm doing radio missions against Council, teaming with my nephew. Difficulty is set to +0/x8.

     

    On two separate missions, I encountered a slew of minions and lieutenants that were level 50 and conned blue to me.

     

    What on earth would cause that? It's not incarnate content, per se, and I don't think level shifting of any kind would apply here. Can anyone explain this?

  10. 17 hours ago, Shred Monkey said:

    Here's my lazy admission... on most of my toons I keep a Cimerora mission active so I can use my mission porter power to get there since there is no direct teleport to that zone.

    This is a travesty, really. This game needs teleporter beacons to Cimerora, like yesterday.

    • Like 2
  11. I'm not a big dreamer.

     

    Get an editor to proof-read and fix the typos in the mission text. Some of us actually read it (gosh, the lore is amazing).

     

    Spread the seasons to as many zones as possible (and appropriate) over time. Next year, make it overcast in Atlas when it snows. Clear skies and snowfall don't mix.

     

    Every now and then, just drop a zone-level appropriate giant monster into the zones to stir up excitement. Have an exemplared Warwalker take a casual stroll through Atlas, Kings Row, Perez Park, or Steel Canyon. Do the same with Jack in Irons, Babbage, and all the rest. Make heroes do more than zip between missions and model their costumes at trainers.

     

    Give all the powers the Minimal FX treatment.

     

    Oh. Maybe I am a big dreamer. 😃

     

     

    • Like 4
  12. 16 minutes ago, Rathulfr said:

    The additional level shifts apply only to i-Trials and Incarnate-level zones, and Dark Astoria is the only one of those I'm aware of.  Consequently, you'll only see the level shift values greater than 1 in i-Trials and Dark Astoria.  Everywhere else, you'll see only the 1st level shift value.

     

    https://paragonwiki.com/wiki/Level_Shift

     

    So, if I understand this correctly, the Level Shift Combat Attribute will reflect the higher attribute when a level-shifted Incarnate enters Dark Astoria or an i-Trial. Is that correct?

    • Like 1
  13. 1 hour ago, Shred Monkey said:

    And that doesn't even get into the groundbreaking costume creator... and the world has three dimensions!  That's right!  We can really fly!

     

    With all its flaws in that first release, I was there, in a horribly designed costume. The first time I toggled on Hover and moved straight up into the air, I was awestruck. With the cityscape below me, all I could think was, "Oh my god, I'm actually flying."

     

    I could forgive a world of sin for that alone.

    • Like 6
  14. In the Combat Attributes window, under Base, you can view and track Level Shift

     

    I was helping another hero on the Help channel figure this out the other day. We determined that his Level Shift should be 3: Since the base Level Shift value displayed in the Combat Attributes window is 1, each of his two T4 Incarnate Abilities should have produced a Level Shift value of 3. However, Combat Attributes->Base->Level Shift shows 1.

     

    Is this attribute bugged? If so, how do we go about reporting it? Is this a "low-hanging fruit" issue that could be fixed by the devs?

    • Like 1
  15. 11 hours ago, KelvinKole said:

    I don't know how I managed to fit stamina in by level 20 in the old days. Had to give up two power choices pre level 20 just to do it, and level 14 was a travel power. Must have had like six powers. 

    Oh god this brings back memories of crippling indecision.

     

    Do I take the combat power that I need because my attack chain is incomplete, or Stamina, because I absolutely MUST have endurance to use any more powers?

     

     

    • Like 1
  16. 23 hours ago, Shadowsleuth said:

     

    I put this together from info scattered all over Paragon Wiki.

     

    Additional Endless Contacts (Within certain level ranges)

     


    The Hollows - Meg Mason (Levels 5 - 15)

     


    Praetoria - Message Man (Resistance) (Levels 5 - 20)
    Praetoria - Clockwork A87952 (Loyalists) (Levels 5 - 20)

     


    First Ward

     

    Hero, Vigilante, or Resistance

     

    Roadflare (Levels 20 - 29)
    Trina Furst (Levels 20 - 29)
    Vickers (Levels 20 - 29)


    Villain, Rogue, or Loyalist

     

    Angela Hu (Levels 20 - 29)
    Mr. Caldoun (Levels 20 - 29)

     


    Night Ward

     

    Atherton Cromwell (Levels 30 -39)
    Sir Lionel (Levels 30 - 39)
     

    It would be great if you could add Marcus Velarius in Cimerora to this, and then flag both him and Meg Mason as ALL MISSIONS ARE TIMED.

     

    This would then be ultra-cool.

  17. 52 minutes ago, Papaschtroumpf said:

    Clarion Radial also acts as a power boots power and greatly increases secondary effects of some powers. My /time controller can significantly boost tram defense thanks to it

    Where do I get Tram Defense? Tram bludgeoning damage is the absolute worst.

    • Like 1
    • Haha 1
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