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Everything posted by macskull
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Focused Feedback: Teleportation Pool Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
It is a time sink, sure, but at least I don't have to dip 3 powers deep into the teleport pool to get it now (which means I can free up other power picks in my build). -
Focused Feedback: Teleportation Pool Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
What? No, that's not how any of this works. You can use LRT from anywhere, but you need the explore accolade for a zone for it to show up as a destination for the power. For the record, I don't like the idea of having to unlock every zone on every character either, but the P2W and day job base beacon powers mean you don't really need to do that anyways if you don't want to. -
Focused Feedback: Other Powers Changes
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
You said "90/95% of people build for permahasten," not "90/95% of people have Hasten." Those are two different things. Besides, actual numbers released earlier this year showed only about 80% of level 50 characters had Hasten in the first place. And unless an accolade is gated behind content that can only be accessed at level 50, it's not an "end game achievement." -
Focused Feedback: Trick Arrow Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
I'm pretty sure that if @Captain Powerhouse were to build Trick Arrow from the ground up, OSA wouldn't exist. -
Have you not been paying attention the last year or so to the multiple dev/GM posts saying that command was supposed to be GM-only and it would be going away because of that? Besides, the current implementation of the base TP changes do not make moving around significantly slower, only a little different (especially if you park characters now to get charges of the day job portal power).
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Focused Feedback: Trick Arrow Revamp
macskull replied to Jimmy's topic in [Open Beta] Focused Feedback
That is intentional, as TA is intended to be a buff/debuff set and not a damage set. With the ability to pick your own origin power at the P2W vendor this shouldn't even be a concern. -
No it's not.
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Base transporter (both the P2W and day job versions) leaves a portal that anyone can click on for 90 seconds, even after the caster leaves the zone. 30 is currently the maximum number of charges for any day job click power. The limit back on live was 10, so this is a buff relative to live. The Ouroboros portal previously lasted 5 minutes... unless the owner zoned, then it would disappear (which is what usually happened and it sucked if you were trying to click the portal of someone who clicked it before you could).
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Tray o' T4 reds and ultimates with a shitload more in global email, probably.
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I think it ended up being something like the teams that are wiping the floor with +4 content already have enough defense buffs where the extra tohit from the up-leveled mobs is basically cancelled out, meaning they're not getting hit much more often than they would be against +4s. +5s get an acc bonus of 1.5 instead of 1.4 for +4s but above that the acc bonus stops going up and mobs don't get extra tohit until +6 (and even then it's only 5%). The problem ends up being that you're doing a fraction of your normal damage (30% or 15% at +5 and +6). Basically, if you have enough defense you can wade into a group of higher-level enemies and survive pretty easily.
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It is my understanding that higher-difficulty options were tested on Resurgence (+5, +6, whatever) but ended up not sticking around because it just didn't accomplish anything. If you're on a steamroller-y team at +4, the only difference between that and +5 or +6 is that you take way longer to kill things but the risk to you is still minimal because of how defense works.
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It was my understanding that removing access to the command was being put off while work was done on making the existing base TP infrastructure better. If I were in charge of this redesign, I'd probably do something like: Keep the command in the game but only function within a certain distance of an SG base portal (this way the RPers that have a library of macros for their passcodes can continue to use them) Reduce the activation time and recharge time of the current base TP powers Add base TP beacons to most zones that don't already have them Rework the existing base TP beacons to drop you in places that make more sense (see: the Founders' Falls beacon that drops you in the middle of nowhere) I'm aware that no matter what happens, if this command goes away or really changes at all (even like my list above) there's going to be a whole lot of mudslinging on the forums and people will inevitably blame PvPers for it even though it was a command that was never supposed to be accessible by players and using it to escape death in Master of X runs was also a cited reason. I'm just trying (in vain, probably) to get ahead of that.
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You're using anecdotal evidence to counter numbers-based evidence (to be more specific, as of this post there are 1346 members in the HC PvP Discord). That's not how this works. You're also assuming that the PvP zones are the only places where PvP occurs in this game which is also incorrect. While it is true that most zone PvP is concentrated in Recluse's Victory on Indomitable (and to a lesser extent Excelsior and Torchbearer), the arena PvP scene is pretty active with events almost every night.
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Considering the Homecoming PvP Discord has over 1300 members I'd say you're underestimating the PvP population by at least two orders of magnitude. But by all means, continue pretending a group of players that enjoy a different part of the game than you aren't worth the developers' time.
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The issue there is "movement suppression" only exists when the player uses attacks, not when NPCs use attacks against the player. It'd be better to tie it to combat status like fast snipe. When this topic came up last year (or was it earlier this year, I don't remember) there was some discussion about wanting some changes to the way the existing SG base powers worked before removing access to the command, so fingers crossed that it'll end up as an acceptable solution for most people.
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Not sure if this has been addressed since I can't be arsed to read this thread, but a not-insignificant portion of Shield's DDR is tied up in its click mez protection, so by stacking it you can increase your own DDR which is A Good Thing. EDIT: On topic though... is Bio Armor good? Yep. Is it really really good, like Titan Weapons good? Nope. It's versatile and has a good amount of offensive potential but requires a pretty significant IO investment to be made as survivable as some other armor sets. It's also a pretty click-heavy set that is relatively susceptible to -rech since it is not primarily a defense-based set. Yes, most of the best pylon times posted are with Bio Armor characters, but that's like looking at the powersets that are best at AE farms and going "See! Spines and Fire need nerfs!"
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I think the only clear-cut cottage rule thing I can find is when Challenge got replaced with Pacify in the I24 beta.
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You need about 145% pre-DR to still have permahasten in PvP. Not really achievable or worthwhile, most builds don't even take Hasten these days.
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As long as you know what zones to access the PvP zones from (Bloody Bay: Skyway/Cap au Diable, Siren's Call: Steel Canyon/Sharkhead, Warburg: Kings Row/St. Martial, Recluse's Victory: Atlas Park/Grandville) you can use the dot on the map to find the entrance.
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The problem with slotting the proc in TD is it'll proc randomly and there's no guarantee it'll go off when you're actually in combat. Probably better to slot it into Aim if you have a primary with Aim, otherwise Tactics is likely a better option (especially if you team often).