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Riverdusk
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Everything posted by Riverdusk
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Yep, figured hard mode stuff was basically a no go. Pretty much the only incarnate trial I'll do and actually feel useful with them is BAF, which is probably consensus the easiest one.
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"New" Ice control: slotting Cold Snap and Ice Slick
Riverdusk replied to Randolk's topic in Controller
The knockdown also wakes things up, so that hasn't really changed with damage being added. -
I'm for opening up Ouro missions, but have no idea if it is technically possible. In the meantime the best bet for something similar is to run tip missions instead of radios. They tend to be more interesting and they do lead to merit rewards after you do enough of them, without locking you in.
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You could make it act like a global enhancement the same way as the incarnate alpha slot (so a global reduction in knock). That would affect pets just like it currently affects MM pets already (alpha musculature definitely improves their damage for example). My knowledge is limited of course, but sure looks like to me the tech is already there. Not that I'm advocating for the idea one way or another. I have mixed feelings about it. Probably the best idea I've seen so far is just improving the knockback IO sets or adding a new one that also has a knockback to knockdown piece but has more normal enhancement values that don't include knockback enhancements. Why does a set that has a piece that negates knockback also have a bunch of enhancements that increase it at the same time anyway? By 6 slotting it you negate the majority of your own set's enhancements. It seems counter-intuitive. With a new set you'd still have a "tax" of sorts, in that the 6th piece is still the conversion piece instead of being able to put a damage proc there. But it'd feel more natural and maybe you'd get a decent 6th slot set bonus out of it at least, as well as decent enhancement values to accuracy, damage, etc. instead of nerfed ones.
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Reminds me I still need to undo the silent mod file I put in for dark melee soul drain and the zone loading necro zombie upgrade sounds. Both absolutely blasted me out of the room every time in the past. I very much did NOT enjoy them. So yeah, I'm all for the sound adjustments anyway. Howling twilight never bothered me though and that one seemed fine to me. Maybe because it was usually at range so I didn't get the full brunt of the volume? That one is a shame if it is too quiet now, it was a lovely sound effect.
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Not the first time this has happened, just had Tristan Caine send me to Faultline to "Save surgeons from Vahzilok" as a mission at level 11. Seems a bit harsh considering it is a level 15-25 zone.... Seems like the level 9-14 contacts shouldn't have Faultline as a possible mission location? I mean Posi 2 sends you there, but that is 11-16 and you're assumed to be on a team and usually it is run at max level, so I consider that a bit different.
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Masterminds have wanted changes for years now.
Riverdusk replied to eldriyth's topic in Suggestions & Feedback
I may be in the minority, but I don't care that much about pet customization. Would it be nice to have? Sure. But if the same dev time gave me whole new powersets to play with, I'd take that instead. Or even just making some needed adjustments to the class and/or powersets that we have. Heck, knowing how hard it is to code/animate a brand new pet set, probably biggest bang for the buck would be to get more new support powersets. Maybe ones with a slight pet bias to them somehow, or at least ones designed with MM's in mind. Things like not using up power slots on "ally only" +recharge buff powers, which of course don't help pets at all. My most desired is actually a full spectrum resistance buffing set that also has extra slows/controls to it. Basically the resistance buffing version of /time or /cold domination. Personally I love slows and extra control, especially when playing something like robots or thugs that tend to send mobs running. Nature is close thanks to entangling aura, but not quite there imo. -
Pretty sure that is working as intended (always been that way at least). From what I remember though, the enforcer toggles will work on other player's thug pets. So, if you get more than 1 thug MM on a team, they stack to a pretty crazy amount. City of data confirms it seems to only target thug pets (but not necessarily only yours): +8.466% Defense (All) (all affected targets) for 10.25s if target.VillainName>MastermindPets_Thug || target.VillainName>MastermindPets_Thug_Arsonist || target.VillainName>MastermindPets_Thug_Boss || target.VillainName>MastermindPets_Thug_Lt
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issue 27 Focused Feedback: Ice Control Changes
Riverdusk replied to The Curator's topic in [Open Beta] Focused Feedback
Think I'd prefer the 45/60 version if I had to choose. That way at least it is useful as an opening power on a mob, and then your other powers take over as you enter melee. At 30 feet range it tends to lose even that one use to it. -
I'm seeing illusion control for doms in City of Data now. Would swear it didn't use to be there and no idea when it showed up. Assuming it is what HC actually has planned and not another server or something. Have to say it looks pretty good. A damage immobilize replacing spectral wounds and an aoe stun replacing group invis. Phantom army looks like it lost its taunt (which is what they hinted they'd do), but looks like they get some extra effects on their attacks instead. I'd jump on it in a second. Wish they would have added it for this latest update. https://cod.uberguy.net/html/powerset.html?pset=dominator_control.illusion_control&at=dominator&data=cryptic
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Yep, which is why I always build for a bit more than 123% even if that is what is technically all that is needed. The dom I remember from back in the day had exactly 125% and even then it wouldn't always quite fire off in time and would occasionally reset. I think just a hiccup of server lag can also mess it up. 127.5% is what I remember having as the true safe number being to where I never had an issue. That was back on live servers, so maybe it runs smoother on HC though, haven't gotten that much in the weeds over here on testing it.
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I tried one long ago and it worked pretty well, think it was a plant/psi. Now a days you could even get by with as little as 90% global recharge or so thanks to P2W (+15% for up to 8 hours if you don't mind spending the inf) and the base empowerment buff (+20% for 90 minutes, and cheap). That'd get you to 125% recharge even without hasten. What I hate is having to restart my dom meter every time I go afk for more than 2 lousy minutes. Makes doms probably the least "casual" or "real life interrupts" friendly AT there is unless you can hit that 125% without hasten. But, only having to worry about redoing it once every 90 minutes with the base buff I don't find too bad and the base buff is pretty cheap. So I pretty much count on at least that extra "free" 20% and shoot for 110-115%, which you can do without quite as much sacrifice of other things. Oh, and I still typically grab hasten though, as if you are going to get to 110% global recharge, that also gives you perma hasten anyway, for when you do want to click that button.
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In the same vein, please please also add a NoFX version for "Darkness Affinity Fade". The only thing worse than having a self power that makes you transparent is having a power that makes your WHOLE TEAM transparent, potentially against their will. I honestly hate using the power despite how powerful it is because I'm afraid I'm pissing some people off by using it. The real irony of that power is that it makes everyone transparent and yet doesn't even grant stealth. So, I think it often also confuses people.
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Recharge reduction for Accelerate Metabolism
Riverdusk replied to Vanden's topic in Suggestions & Feedback
Yep, also tougher on MM's who's pets die and need to be resummoned. They also end up going without buffs for longer. I have that issue a bit with nature as well, lot of long recharge buffs in that set. -
Masterminds have wanted changes for years now.
Riverdusk replied to eldriyth's topic in Suggestions & Feedback
Well, there were two points of agreement. How the pets respond to damage patches is an issue and that grave knights could use some s/l resistance. I agree with both of those as well, give those poor grave knights some s/l resistance. Been thinking that for a while, they tend heavily toward melee and I see them as the bruisers of the set. -
Deceive I found useful early just because you don't have a lot else early on, in the mid game against certain foes, and then more useful again at 50+ due to the confuse proc. Once you get the contagious confusion proc it usually turns it from single target into pretty reliably hitting 3+ at a time depending on mob size. I also am just a big fan of confusion powers for the fun factor. Love seeing a sorc healing me and hurricaning his buddies or a sapper trying to drain his own buddies, etc. It can be very useful/fun against certain mobs. Also of course Coercive Persuasion set has amazing set bonuses.
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ill/time buffbot; would you want to team with this guy
Riverdusk replied to cohRock's topic in Controller
Well old thread, but also wanted to point out the numbers for spectral wounds vs. toxic dart as posted are very wrong. Not sure where they got that toxic dart does more, it very much does not. Toxic dart does just about 30 damage base at level 50 and with containment does 60. Spectral wounds does 50 damage base and with containment does 80. One of the few that doesn't do full double damage because I assume it takes the post healed back amount as the base for containment. But still clearly more than toxic dart. Also it is a flat heal back amount unaffected by enhancements, so at level 50 only 20 of it ever heals back. Once fully enhanced and with containment even if something does live long enough for it to heal back, spectral wounds is still easily outdamaging toxic dart. 60 x 1.95=117 vs. (80 x 1.95) -20 = 136 Maybe close enough if you are tight on powers and really want to open up further things in the pool, but definitely not better. -
Include hostages with that as well. I find them even more troublesome to find than glowies usually. Simply because they are completely silent. Always wondered why they never "yelled for help".
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Masterminds have wanted changes for years now.
Riverdusk replied to eldriyth's topic in Suggestions & Feedback
Personally I find MM's are kind of a high floor, low ceiling kind of AT. They are one of the easier to play on lower to mid difficulties, you can just sit back and watch the carnage if you want. At the same time, I find they can be very hard to play if you are going for +4/x8 or trying to do "challenge" type of stuff. That is more when you need "the build", even moreso than most other AT's, and can need to be quick with pet commands. Their lower level issue I think plays in to that. And of course I find MM's tend to lag in fast moving teams just because the pets themselves tend to well...lag behind. One of the most important changes I think they need is just giving all the pets a move speed boost. But anyway, just my own personal feelings and they are still one of my favorite AT's. Most of my 50's are MM, controllers, or scrappers. So yeah, I'm also one that likes MM's. -
Masterminds have wanted changes for years now.
Riverdusk replied to eldriyth's topic in Suggestions & Feedback
I'm one much looking forward to mercs getting the buff they need and a bit sad they didn't. However, have to say I'm happy to finally see ice control get some buffs that it seriously needed, so I can't say I'm completely disappointed in this issue. 😀 I find there's usually at least a few good things in every issue, and of course it isn't going to be everything I wished for. I can't ask for much more than that, especially from a volunteer team. -
I like that idea a lot, if it is technically feasible. I think on average my characters tend to end up with about 50% mez resistance or so, which would put the 8 seconds down to 5.33 seconds assuming my understanding of mez resistance math is correct, 8/1.5. And of course if you wanted to put the effort in to go for those bonuses you could cut it even more. Radiation Emission would be the set that would have a huge advantage (thanks to accelerate metabolism), but considering how dependent that set is on its toggles, that actually seems fair.
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I'd be curious as to why a character having 4 offensive toggles was used as the baseline average to come up with the 8 second suppression duration? Was some kind of statistical analysis run that the average character has 4 offensive toggles? From personal experience and my own character builds having 4 offensive toggles seems to actually be on the very high end and not average. Therefore the whole rationale of 4 offensive toggles times 2 seconds each = 8 seconds as the baseline suppression implemented seems arbitrary/excessive? Also as others have pointed out the flat 8 second suppression takes away from player agency in choosing in which order to reactivate the powers, so I think that has to be kept in mind as another negative to a flat global suppression when determining a "fair" suppression period.
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Have to say I'm in the camp of not having too many bad PuG experiences. In fact, it seems to be much less often than it was on live. I attribute that to the player base being, on average, a lot more experienced now a days, and honestly the game having gotten easier. Anyway, I also try to not look at them as bad PuG teams, but as an extra challenge. 😉