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macskull

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Everything posted by macskull

  1. I read these tags @Videra, don’t worry. Yeah, I understand that they’re called “alignment” powers because they’re locked to an alignment, but when I can switch alignments at will with 3 mouse clicks it doesn’t make much sense to make us wait a week to get a power and then have to stay as that alignment to keep it. Frenzy and Call to Justice are good but especially in the case of Frenzy it’s not worth being alignment locked to the side that has less content and fewer players. You can get either Frenzy or Call to Justice clones in PvP without being alignment locked, there’s not much reason the same shouldn’t be true in PvE.
  2. Meh if I’m leading the team and I can’t fill for a piece of content I might log on an alt, or I might just run with 7. Multiboxing ain’t against the ToS (in this scenario) and it ain’t hurting anybody.
  3. FWIW a Tanker is usually the play over a Scrapper on LGTF because the higher resist cap, better aggro management, and higher HP actually does end up mattering (for one 5-10 minute portion of the TF, anyways). Outside of hard mode, though, if we're talking "speedy meta" teams it's almost always just a bunch of Blasters with one or two Corruptors, melee need not apply.
  4. Frozen Armor's +res can be enhanced, so the power has to be flagged that way.
  5. This argument assumes that if a player isn't actively playing the game, they are no longer interested in the game or their characters. Sure, there are going to be people who play for a while and leave and never come back, but there are also going to be players who are away from the game for extended periods of time for other reasons, sometimes through no fault of their own. Who are we to decide whether the reason for their absence is enough that we should release their character names?
  6. Ooh, I love these threads and I'm bored so here are just a few reasons the proposed name release policy is A Bad Thing. It doesn't actually address the stated issue of "name camping." Getting to level 6 and spending a few minutes once a year to maintain "activity" on a roster of characters takes very little effort. The players who are holding their breath and crossing their fingers and waiting for a name to get released will more likely than not end up disappointed when the name they want doesn't magically become available. By releasing names used by existing players we are telling those existing players that they do not matter. Any time-based inactivity rule is simply an arbitrary cutoff. Why does it have to be 365 days? Why not a month? Why not a day? A player who has left the game and later returns to find the name of their favorite character has been taken is likely to simply log off again and not return. Meanwhile, the player who snatched that name up could have simply found another name in the first place. The "players who don't want to give up their names are entitled" argument sucks. You want their name released so you can have it. How is that not where the entitlement lies? As always, I'll close with the disclosure that I am sitting on some fun, non-basic names, but just like back on live I am more than willing to consider releasing one to someone if they ask. Over the last 17 years someone has asked for one of my character names zero times.
  7. The issue I see with something like this is that non-hold controls are pretty much an afterthought in higher-performing teams and this wouldn't really do anything to address the perception that Brutes are lacking in those situations. If controls as a whole got an overhaul, perhaps this might have merit.
  8. Hi it’s me, an actual player who doesn’t at all care if someone enjoys playing a bad set or AT but who would also like the set or AT to not be bad so that I could enjoy it too.
  9. Empathy is the most popular Defender primary but still manages to be the worst support set in the game, what point are you trying to make?
  10. Scorpion Shield for Blasters, Controllers, Dominators, Defenders, Corruptors, and Masterminds is incorrectly flagged to ignore external strength boosts. The power has toxic resistance but this resistance is not able to be enhanced. This application of “ignores external strength boosts” is inconsistent with how it is applied to other powers which grant both resistance and defense.
  11. Spirit Ward doesn't detoggle after a certain time period. Enflame, sure, and there's not much reason it should have that timer.
  12. What is a "normal toggle?"
  13. I would support giving Brutes the pre-I18 Fury buff (3% damage per point of Fury, 850% damage cap). Who cares if a Brute at damage cap can theoretically outdamage a Blaster at damage cap? The Brute's got to work a hell of a lot harder to get there and can't really maintain those numbers for a long duration.
  14. Hey it's me, the Sentinel, a ranged damage-primary class that doesn't get a damage proc ATO (though it's fitting that someone would completely forget that Sentinels exist). As an aside, giving Brutes an AT-unique damage proc would be of pretty limited utility since there are already three non-unique melee damage procs (one of which is the least-resisted damage type on average), compared to only one non-unique ranged damage proc (which is the most-resisted damage type on average)
  15. Sounds like it's time to turn this bug into a feature!
  16. Probably. The key difference between the two is that toggle suspension is handled for the entire power so during suspension it’s like the power is not on at all, while toggle suppression is handled for individual attributes which means the power is still running and using endurance but not having some or any of its effects. The latter is how powers behave while you’re mezzed (in PvE, at least, in PvP defensive toggles don’t suppress at all while mezzed).
  17. Let’s talk Misdirection again. You’re looking at the final number instead of the actual math behind it, which is why you’re coming to the conclusion that it is working correctly. Because Misdirection is using melee_ones instead of melee_taunt to determine its duration, two problems arise: 1) the duration is the same for every archetype and 2) the duration is the same regardless of level. Neither of these issues are present in any other placate power. The way the scales are used does mean that the PvP duration is 60% of the PvE duration (which is correct) but the rest of the way the power behaves is not. To put this in perspective, this is the same as if Tough and Weave gave the same protection values for every archetype. Considering we know that’s not how it’s supposed to work, we can conclude that such behavior would be a bug. EDIT: I will reiterate again that the OP’s premise is wrong and the placate should not be 2 seconds, but the power is using incorrect scales, so it is bugged, just not in the way OP thinks it is. Now, let’s talk Energy Manipulator. I chose that very specific example because the way I described the proc in my thought exercise is exactly how that proc worked when it was released (I.e., it did not distinguish between friendly and enemy targets and was an equal opportunity stunner). A reasonable person would conclude that a proc which puts a mez or debuff on a friendly target is very much not working as intended - and it wasn’t - so the proc was changed to its current, correct, behavior. You call it “poor design but not a bug” with the insistence that it must be working like it’s supposed to because that’s what the power info says. I call it a “bug” because it was clearly not intended to work that way and only did so because of an oversight. At this point your argument is entirely semantics-based rather than standing on any actual merits, so I have to assume you’re no longer arguing in good faith and the only reason I’m still responding is so anyone doing a drive-by reading of this thread will understand the absurdity of your position.
  18. Cages are 4 and 8 seconds, but the rest of the stuff on there doesn't have an AT-specific modifier.
  19. You should do yourself a favor and actually take a look at CoD sometime. You'd be amazed what you can learn about how the game is supposed to work, and you'd stop saying incorrect things in these kinds of discussions. Let's try a thought exercise here: let's say I have an end mod IO set, we'll call it, I dunno, Energy Manipulator. Let's say this set has a proc that stuns the target. The power data for this proc says "target" and not "enemy," resulting in the user being able to stun allies with powers like Speed Boost, or themselves by slotting it in powers like Stamina. Is this a bug?
  20. I've got a doubleheader here: Blaster/Dark Mastery/Black Hole incorrectly has a 10ft range, this should be 50ft. Blaster & Mastermind/Dark Mastery/Possess is incorrectly applying the -dmg and -special effects to the caster and not the target.
  21. Being a pedant about "if the game says something then it's not a bug" doesn't make you right. The game also says all the debuffs from Blaster and MM Possess apply to the caster and not the target but I can promise you that's not how it's supposed to work. For example, Sentinel Dark Grasp was lasting something like 8 seconds in 2019 when Sentinel mezzes are supposed to be 2 seconds - the power worked exactly like it was written to work, but the way it was written to work was incorrect. Placate duration in PvP is supposed to be standardized to 6.0*melee_taunt based on the information on CoD for Stalkers and Banes, but Misdirection is using 9.0*melee_ones. This is clearly incorrect despite "the game saying something is supposed to work a certain way." Regardless, 2 seconds is also the incorrect duration, since taunt and placate don't follow the same 2 second/4 second rule that stun/sleep/hold/confuse/immobilize do.
  22. Those powers use toggle suspension which is different from toggle suppression.
  23. Yeahhhhhhh the channels that aren't enabled by default are basically ghost towns. Did you know there's an Architect channel? Most people don't.
  24. The Beta servers already have a "Tester Recharge" power which will reset the cooldown on all your powers and can be clicked as often as you want. It works great with the target dummies and target practice targets inside the base in RWZ, which are indestructible.
  25. A Fire Armor character previously needed to slot at least one - and in many cases three or four - knockback protection IO. There are virtually no enemy knockback powers that 5 points will protect against but 4 points won’t. Given this, the single point of KB protection in-set is really only there as a token amount of protection, especially since you have to wait until level 10 to pick the power where you could instead slot a KB protection IO as low as level 7 and get 4x better protection, and the number of slots a Fire Armor character must invest in knockback protection hasn’t changed. While the change is technically a buff, it is a buff on paper only. The best part about the FA rework was the addition of +maxHP to Consume, but even that wasn’t worth the gutting of one of the two set-defining powers.
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