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Riverdusk
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Were you moving through the sewers while flying/hovering? I've noticed in the past if I use hover to move through the sewer doorways it causes phantasm to fly just high enough off the ground following me that he gets stuck in those open sewer doorways all the time. Very annoying as hovering as an illusion controller is kind of a common choice.
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I noticed that lethal weakness and it immediately turned me off. As far as I know, lethal is the most common damage type in the game. A lot of lethal attacks also hit you with -def debuffs and I didn't see any ddr in the set. Therefore even if you try to build up some lethal defense to counteract it, it'd crumble away quickly. A smashing weakness would actually be a lot less dangerous.
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Focused Feedback: Powerset - Plant Control
Riverdusk replied to The Curator's topic in [Open Beta] Focused Feedback
Some good overall changes, but Seeds of Confusion target cap nerf seems like a bad idea. Recharge nerf is understandable, duration nerf is understandable. Not sure why you'd also nerf the target cap. 3 big nerfs on a power all at once seems a bit much. Basically, I compare seeds to things like flashfire or stalagmites. It now underperforms those. -
Very cool idea and very helpful for solo/small team players. I'm a fan. Only thing I'd ask along with this change is to also look at Illusion Control - Flash's animation time. One of the big turnoffs of even taking Flash for me has always been its 3 second animation time along with it being a melee PBAoE hold. A controller running into a mob and trying to use a 3 second animation time hold is a good way to get yourself killed. I believe the only other PBAoE controller holds are fire control and ice control which have a 1 second and 2 second animation time respectively. Those are much more reasonable for the danger of going into melee to use them.
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Yep, noticed a long time ago that it seems to work on scrappers to get rid of the pulse, but on a brute the pulsing is still there. Seems like an oversight/bug to me.
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Only thing I've seen that has enough that it makes a noticeable difference is radiation emission's "accelerate metabolism" power. It gives (to controller anyway, varies a bit my AT), + 173%. Combine that with the usual + 70 to 100% or so you can get fairly easily just slotting without even really trying, you can get to where mez only lasts about 1/3rd to 1/4th the normal duration. I definitely notice shaking things off fairly quickly at that point. If you really want to see some short mez stack a few radiation buffers on the same team. Anyway, I'd say you need at least about +200% to make a definitely noticeable difference, but +200% or more is tough to get without AM. Honestly wish there were more options for mez resistance which I think is more interesting than binary mez protection and is better now since toggles no longer have to be retoggled. I do think even +100% does help make the difference between life and death....sometimes, but not enough that I'd chase it. Defense to avoid the mez in the first place is still going to be the better bet. However, often I'll try and fit the one IO in that offers +5% psi resistance and 20% mez resistance, both of those bonuses combined are a decent buff.
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For me the big plus of sapping isn't necessarily extra safety (although I think it does give that), it is more about preventing mobs from using the powers that are just annoying. Things like paragon protectors using MoG, or fake nems bubbling up. When they have no endurance they can't do those annoying things. My experience on my electric/electric sentinel anyway. On top of that, electric blast is a top tier damage set for a sentinel now anyway, so it's just an extra bonus.
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Epic version of energy torrent only has a .67 knockback, so it is knockdown by default. No need for the KB to KD. Makes it an even nicer choice.
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Exactly as @Captain Fabulous said. Perfect example of different definitions of fun for different people. Waiting around for a scrapper/tank to herd the entire map (usually to the infamous dumpster) for the blasters to then annihilate everything in 2 seconds I found was the most boring thing imaginable to me. I avoided those teams like the plague back in the day. Problem was that it wasn't the 'different' option, it became the norm. It got hard to find teams that weren't playing that way. At least that is how I remember it, I found myself more and more playing solo and at one point quit the game entirely for a while from boredom. You can still get what I'd call a similar play experience to that now if you want though (honestly seems very similar to modern day farming to me). However, teams seem more varied in what they are doing now a days, at least compared to that time period. So personally I chalk that up as a 'balance' win, imo.
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Wes Schnabel is the bugged one I believe, and it has been a bit, but last time I tried he is still bugged. Ha, just noticed the wiki even lists it: "His level range is 9-14. Due to a bug, however, Wes Schnabel's maximum level is 10, so characters level 11 or higher can't get missions from him." https://homecoming.wiki/wiki/Wes_Schnabel
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Prior to level 6 you can go into the downstairs area of City Hall hero side and talk to everyone in each of their little rooms by just walking up and clicking on them (Azuria-magic, Prince Kiros-Mutant, Susan Davies-Natural, Jonathan St. John-Science, Rick Davies-Tech). You then get every contact of every origin and can do all, some, or none of their missions. It doesn't matter what origin you are. Once you hit level 5 or 6 at the latest you can talk to each of them again and they will introduce you to the next contact of their origin and again you can do the missions from every origin contact regardless of your origin. Those will then introduce you to the next tier of each origin and so on. Now, as you get to higher level tiers there will be more than one possible contact for each origin and you will randomly get one of them, but you'll still end up with 5 different contacts (one of each origin) in each level range that you can do and each contact of that origin will have the same mission set. A good chart is here: https://homecoming.wiki/wiki/Stature_Levels tldr: Origin really doesn't matter in determining what contacts you get. Keep in mind that if contacts really were origin restricted you'd have to be magic origin to get the very popular Atlas Medallion accolade because the Spelunker badge that is needed for it comes from a magic contact. Edit: Keep in mind that chart isn't always entirely accurate as the level ranges can vary by a level a lot of times. So it says they are 10-15 but they might actually be 9-14.
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I think all the self revive powers should come with a bonus of some sort. I also think the bonus shouldn't have drawbacks (get rid of willpower's rez debuff, it isn't like it is so powerful that it needs a debuff period). It is so easy to rez yourself in so many other ways in order for an actual power pick to be worth it, it needs....something to set it apart. So, I'd be all for it.
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Please make MM upgrade powers passive
Riverdusk replied to Col. Kernel's topic in Suggestions & Feedback
Agreed. For a long time honestly my #1 wish for MM pets is to just give them all a bit of improved +movement speed. Only ones that move at even a decent speed are beasts and ninja, the rest are so fricken slow. When on a team, by the time the pets show up at a mob, a lot of times it is already dead. Even solo I usually end up having to wait around for them to show up when traveling to the next mob. Maybe that is also part of the devs plan to reduce their kill speed, but I'm not a fan if so. If anything it would encourage farming as you can put mobs close together on an AE map. Not to even mention the times some of them get stuck on that one warehouse corner upper ramp area (zombies especially for some reason in that one spot), or stuck in the sewer map in the room with the tight zig zagging openings (illusion phantasm also likes to get stuck there). Good bind, I like it. -
Please make MM upgrade powers passive
Riverdusk replied to Col. Kernel's topic in Suggestions & Feedback
I solo probably 75% of the time. Good example of why different people are going to have different rankings, as their goals and playstyles are different. A strength of the game really. -
Please make MM upgrade powers passive
Riverdusk replied to Col. Kernel's topic in Suggestions & Feedback
On a team I'd agree with you. Better buff values and you tend to have protections with teammates. Solo? I tend to stay alive better and kill faster on my MM's than on corruptors. Maybe I just don't know how to play corruptors though, and I'm being serious, maybe just not my thing. I have probably a dozen 50 MM's, I think I have managed one 50 corrupter in all my time playing. -
Best at and power sets to experience all content 1-50 and beyond?
Riverdusk replied to Crossrealms's topic in Archetypes
The sentinel hate is definitely there and weird. I think at least some of it is left over from before they were buffed. They aren't that far behind what a blaster or scrapper can do now and a lot easier and cheaper to play. Others I think just refuse to play anything that isn't the 100% best min/max option and even if something is 95% as good they go "it sucks!" even though 95% is more than good enough to do anything you need to do in Paragon. You'll get some of the same "garbage" comments about masterminds btw. I love my electric/electric sent and had no problem doing anything I wanted from level 1-50 and beyond, solo or in teams. As to electric armor specifically, a lot of people don't realize but the sentinel version is buffed as well compared to the melee versions, as it gets an huge amount of extra +regen compared to the melee versions (charged shield) and Energize recharges faster. Mine ended up with something like 764% regen perma, along with very high resists, and a big heal that is up in less than 30 seconds, I felt VERY tough. I honestly felt tougher than the electric/energy that I tried, especially when I went up against psi attacks. But ymmv of course. Edit: corrected the regen rate, forgot to even turn energize on in Mids. -
Yep, ran into that one and never bother with them anymore no matter what I play. I asked to join once while I was playing a controller and his response was "I don't need a controller, do you have a brute you can switch to and play?" My response was a simple, "No". This was for just normal missions, not farming or anything specifically hard. 99% of the time I don't see people being restrictive really.
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Had this happen, although very rarely, as well. For me I know exactly why it happens. I use right click hold to readjust the camera and sometimes I hit a player with my mouse when I do, That opens a menu for them that includes "invite to SG" and sometimes it just happens to perfectly then hit that option for them.
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Clarification : Enchantment Sets - Booster vs Attuned
Riverdusk replied to JMacClear's topic in General Discussion
Sets that are capped at a certain level will not be more effective than that level cap even if attuned. Common misconception because if you hover over an attuned level 20 capped IO while you are level 50 it'll show level 50 stats for it. However, that is a text bug. Slot it and hover over the power itself in the management screen and you'll see the actual effect it has on the power. It'll be level 20 values even if attuned and you being level 50. -
Please make MM upgrade powers passive
Riverdusk replied to Col. Kernel's topic in Suggestions & Feedback
Fair enough, I forget that trick a lot of times in the heat of combat. -
Please make MM upgrade powers passive
Riverdusk replied to Col. Kernel's topic in Suggestions & Feedback
Would probably have more luck trying to get them to lesson the animation time for summoning and upgrade, and I'd be for that. Some sets especially seem to take forever for the pets to actually completely show up before you can even target them to upgrade them. Or maybe if we can target them for upgrade without having to wait for the 'summoning animation' to completely finish, although that might be a technical thing that isn't doable. -
I'd say necro probably the best for low levels. Beginning zombies get a nice aoe at level 6 with first upgrade and most mm pets have zero aoe at that level. Then you have the extra specter pets that spawn from your attacks and at that level range having the personal attacks would help a lot for damage. Just remember to not blast if you are trying to get that one DFB badge, you can't control what the specters attack (been there, oops). For secondary time, dark, or marine were my first thought as well.
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Unfortunately in its case specifically it also probably falls victim to "plant control is so strong overall we don't want to buff the set anymore". Triage beacon does probably need the help more as a support set power.