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macskull

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Everything posted by macskull

  1. I do wish Build Up granted Energy Focus too, so you weren't forced to wait until later levels to take advantage of it.
  2. Yeah the TP resist IOs are a 20% chance every 10s for teleport resistance. If you have both (most PvP builds do not) that is 40% every 10s which isn't bad but it's not reliable. There are melee sets that get in-set teleport protection (Elec and Energy Aura are the two main ones I think), Increase Density provides teleport protection, and resistance inspirations also provide teleport protection. In the case of some teleport powers like Wormhole, the actual teleport effect is delayed to the point where a player paying attention their buff bar will see the icon show up with enough time to pop an orange inspiration before the teleport effect actually occurs. I don't think Fold Space and TP Foe have the same delay but if you know someone is using a teleport power you can be proactive. Sure, they might get you the first time, but it's usually a one-trick pony.
  3. While the backup is appreciated, I need to be clear that the command isn't getting altered solely because of PvP concerns. The command is getting altered because: It is supposed to be a GM-level command that players were never supposed to have access to It can also be used to escape death in "Master of" badge runs There are other, more egregious issues with the command that aren't in these patch notes This game's community already loves hopping on the "PvPers ruin everything!" bandwagon, I'd rather not give them any more ammunition for their delusions.
  4. Replied to this in another location cough, but I'd rather see the existing enemy TP powers lose the intangible/untouchable/OAS. It was a stupid change when it was added in I13 and it's still stupid now. Probably added by a dev who was butthurt they kept getting TPd into things despite the options available to keep yourself or teammates from getting TPd.
  5. You don't seriously think that every single player is going to take this power and try to use it at the same time... do you?
  6. I think there are like two people on Homecoming that use Sonic Cage and at any rate 1) there's float text when a target gets caged and 2) it would take one attack for people to realize their target was caged.
  7. Tac Arrow has always had KB protection.
  8. I mean, I can see the appeal of this power for almost every character I play and I'd hardly call any of my characters "aggro magnets."
  9. Because there are other issues with the command that will be in the patch notes when this goes to live.
  10. Well, since the teleported targets aggro on the caster I would say that's not very likely.
  11. 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).
  12. Where in any of these patch notes did you get that the transport hubs are going away?
  13. 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.
  14. 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."
  15. Probably will end up being the same 16 targets getting teleported back and forth across the bowl.
  16. I'm pretty sure that if @Captain Powerhouse were to build Trick Arrow from the ground up, OSA wouldn't exist.
  17. The existing base macros will still work, just only within an SG base or 45' of a base portal.
  18. You need to log out at an SG portal to earn credit toward charges for that power. Day job credit is tracked by the location where you will log in to, not where you log out from.
  19. 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).
  20. 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.
  21. No it's not.
  22. 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).
  23. Tray o' T4 reds and ultimates with a shitload more in global email, probably.
  24. 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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