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Everything posted by macskull
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How much cash inf do you have on your account?
macskull replied to Yomo Kimyata's topic in General Discussion
I didn't take the time to count but if I had to estimate it's probably somewhere between 3-4 billion. I don't think I've hit the inf cap yet on any character because I tend to spend it, but there was a point in summer 2019 where I was approaching it on my main and then accidentally lost 1.5 billion thanks to an extra zero. -
A note on Rune of Protection changes
macskull replied to Captain Powerhouse's topic in Open Beta Testing
That's true, on a Defender it's 216.25% mez resistance at level 50 which is roughly equivalent to cutting mez down to 1/3 duration. Granted there are still some NPC mezzes which will still last a long time even with that (looking at you, Malta stun grenades), but most NPC mezzes do not last that long. -
A note on Rune of Protection changes
macskull replied to Captain Powerhouse's topic in Open Beta Testing
If the rub with the RoP duration nerf is mostly to do with the status effect protection and not with the resistance, then yes - it stands to reason those support sets with access to self-affecting mez protection would not value RoP as much. -
A note on Rune of Protection changes
macskull replied to Captain Powerhouse's topic in Open Beta Testing
Of those ten sets, five give mez protection to the player while solo (admittedly Elec's is a bit clunky and TA's won't be up all the time when moving at a decent clip, but that still leaves three). -
A note on Rune of Protection changes
macskull replied to Captain Powerhouse's topic in Open Beta Testing
I have to wonder if the players insisting RoP is the only way they can get mez protection other than incarnates or amplifiers are aware of the existence of support powersets. Specifically, 10 of the 16 support sets give mez protection in some form. It's almost as if the devs intentionally made mez in this game a binary system and then gave four archetypes powersets which were capable of making mez a non-issue on a team. -
This is not a bug, Taser ignores changes to range (from bonuses or enhancements).
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Combat logs are just another chat tab. You can set up time stamps to the nearest minute or second, but anything more than that isn't possible.
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This might do what you're looking for.
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Mids acting weird? Soft cap defense numbers are low
macskull replied to Outrider_01's topic in General Discussion
Check and see if you're in PvP mode, seems the most likely culprit here. -
Even if you could raise the inf cap, what would the point be? It might have made sense back on live when there were certain enhancements that would regularly sell off-market for 3-4 billion inf, but these days even the most ridiculously high-end builds aren't more than 500 million or so and you can store inf in global email so it's not like the character inf cap is an actual limit anyways.
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Focused Feedback: Power Changes (Release Candidates)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
I'm not entirely sure I follow your argument: you're saying a team that's trying to group up mobs is going to get pissed off by a power that groups up mobs? It seems to me the correct response to this situation by any melee character who wasn't running around with their pants on their head would be to simply... go to the Singularity and let the mobs come to them. -
Except the actual hard facts don't support your opinion: from the most recent publicly-released data on pool power usage, across all levels there were 182,678 characters with Fly and only 18,983 with Afterburner. For those keeping track at home, that's 10.4% of Fly users who also had Afterburner. If you're only looking at level 50 builds those numbers shift a bit - 17,435 characters with Fly and 6,140 with Afterburner, or about 35%. In other words, if you were to pick a character with Fly at random odds are very good that character would not have Afterburner.
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A team that is able to steamroll +4 content will have no problem at all steamrolling +5 content. The way powers in this game scale based on level difference ensure higher-level enemies aren’t actually any harder for those teams, rather the engagements are just longer because your attacks do so little damage.
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Yo buddy April 1st isn't until next week, you okay?
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I'm not sure what exactly OP is trying to accomplish. The game already offers options to significantly increase difficulty, one just has to 1) know these options exist and 2) use them. Go run +4x8 repeatables in Firebase Zulu. Limit your team size to 3 or 4 people and run at +4x8. Solo a blueside respec trial at max difficulty. Enable the task force/flashback difficulty options. Exemplar down and go fight up-leveled enemies. Try new things, like seeing how well you can solo large spawn sizes on a FF/AR Defender or something. There's no reason to nerf everyone else because you aren't using the resources available to you. EDIT: To address another major flaw with OP's premise - gutting defense doesn't solve the problem they're trying to fix. Simply lowering the amount of defense a character is able to obtain just means they're going to find other ways of bridging the gap, and the playerbase will gravitate toward the next best thing. Nerfing defense increases "sameness" because it eliminates options.
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Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
But Force of Will does not get Combat Jumping (or anything even close to it) and it's that power alone that's keeping me from ever really considering Force of Will over Leaping. I realize I'm not everyone here which I why I think your suggestion about Acrobatics is a good direction to take things. -
Is there any way to make teams less boring?
macskull replied to RogueWolf's topic in General Discussion
There are plenty of ways to make the teaming experience more "difficult:" Run at higher difficulty Run with a smaller team size Fight harder enemies Make use of the TF/flashback challenge options Exemplar down so you don't get your level 50 set bonuses + incarnate powers All of these are options which currently exist in the game and can be utilized if you're feeling like things are too easy. -
General Feedback: Issue 27, Page 2
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
I think so, but as was said before I can't think of any powers off the top of my head that were only flagged as toxic with no other types or positions so it doesn't really change anything. -
General Feedback: Issue 27, Page 2
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
If I remember correctly toxic defense was actually introduced with I27P1 back in November but I may be mixing up testing cycles in my head. Either way, while toxic defense does now actually exist, there are no powers that explicitly give it. All of Mind Control's powers are flagged as only psionic and lack positional defense tags. -
Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Teleport pretty much just needs two endurance reduction enhancements to be a viable long-distance option as long as your build has a decent amount of recovery. Sure, you might have to detoggle some powers over very long distances, but it isn't as big a deal as it seems. Teleport is already significantly faster than any other travel power out of the box - those other travel powers require enhancements to reach their new higher caps (and with the exception of flight powers, to reach their previous ones) so it makes sense Teleport would require a bit of investment to be universally useful. -
Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Perhaps this could be part of a sweeping change to power text descriptions, but with very few exceptions this game's power text descriptions do not give any numbers at all. -
Focused Feedback: Travel Power Updates (Build 2)
macskull replied to Arcanum's topic in [Open Beta] Focused Feedback
Yes, but in this case "enough recharge" is 300% global recharge because you can't slot any recharge into Takeoff itself. EDIT: More like 330% if you account for animation time.