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Yomo Kimyata

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Posts posted by Yomo Kimyata

  1. I don't think I would ever 6-slot it, but I have 3-slotted it a few times.  The beauty of the proc is twofold:  it does everything the SA proc does plus it adds damage and additional chance of knockdown; and it adds a knockdown (and damage) element to every single power that slots damage.

     

    There are some really fun and interesting ways to use this proc (and I try to fit it in on every build).  I'm not just saying that because I'm trying to unload several thousand of them on the /AH.

    • Haha 3
  2. 1 hour ago, Techwright said:

    I'm working with a 50 seismic blast corruptor and am considering adding Overwhelming Force to his 6-slotted Meteor power.  I notice the last of the six enhancements reads like this:

    image.png.7654acf714ace7c67d7ebd7d8bba4ad2.png

     

    The wording has me a tad confused.

     

    1. So would slotting this be every bit as effective as slotting Sudden Acceleration:  Knockback to Knockdown?  I love Meteor, but am not fond of how potent the knockback is.  Sudden Acceleration:  Knockback to Knockdown has given me 100% knockdown, and that's exactly what I'm after.  I'm guessing what the Overwhelming Force enhancement is saying is that it will convert 100% of any knockback to knockdown, and give a 20% chance to knockdown on top of that.  Does that sound correct?

     

    2. Those who've utilized this enhancement, what is "this enhancement also has a penchant for the dramatic..." implying?

     

    I didn't file this thread under "Corruptors" because this really is about the Universal Damage set and its implications.  I'm just referencing in context of the current character.

     

    Let me take a stab at this.

     

    Knockback and knockdown are the same mechanic.  If the magnitude of the KB (I use that term to describe both knockback and knockdown) is > 0.75, then it counts as knockback, and the higher the number the farther things get knocked back.  If it is < 0.75 then it counts as knockdown, and the target doesn't move.  Generally, most players prefer knockdown, since then they or their team don't have to chase stragglers.

     

    The mechanics of both this proc and the SA proc is that when it calculates the KB magnitude, it modifies any existing KB so it is less than the 0.75 limit.  I'm not entirely sure exactly how, since I can't define the variables in CoD, but it seems to work effectively enough that I've never seen knock back occur when either of these are slotted.  (Note:  some enemies, clockwork particularly, seem to use the reverse dynamic so that knock down increases in magnitude to over 0.75 and they get knocked back.)  Contrast this to a situation where you have two sub-0.75 mag effects and they both trigger (like a Kinetic Combat proc in Kick).  In that case the magnitude is additive and even though each individual effect is under 0.75, when they both trigger it is over 0.75.

     

    Now, there is also an additional chance for knockdown with the OF proc, which I now know is 2.5PPM to activate, and not a flat 20% chance.  Because of the first diminishing effect, you can have two knockdown procs trigger and it not additive.  So the OF proc and the Avalanche proc can both trigger and result in a "double" knock down where they flop twice.

     

    It's a wonderfully amusing proc, and now that I know how it works I'm going to have to change a lot of my slotting choices.

     

    If I am incorrect on any of this, please correct me!

     

     

  3. 24 minutes ago, arcane said:

    I just made my 15th tanker on Friday and it just so happens to be Dark Melee. And between having that 180 arc Shadow Maul, better radii, 6 damage procs in Touch of Fear and 5 in Shadow Maul, it’s not bad at AoE at all 😄

     

    10 minutes ago, Snarky said:

    Grrrrrrr

     

    I heard a rumor that in the next patch they are going to expand the arc on Shadow Maul to 720 degrees.  

    • Haha 2
    • Sad 1
  4. How do I feel?

     

    I love the 19 degree cones, like Headsplitter.  It's very satisfying to get that lined up to hit two or three knuckleheads.  I cut my teeth on Broad Sword back in the day, and always tried to make the most of it (anyone else remember slotting Centrioles to get range extension until they removed it?).

     

    I like the 30 degree cones, like Shadow Maul used to be. Honestly, I'm not even sure I'm remembering that right, since CoD has Sands of Mu at 45 degrees.  But like the 19 degree powers it hit hard and it took a little bit of skill to line things up right.

     

    I dislike the 50 degree cones, like Sweeping Cross.  These are the ones I have the most difficulty lining up.  Sweeping Cross in particular bothers me since it is a right hook so I always assume it's going to hit mobs on my right first and in fact frequently misses them since they are not within 25 degrees of center.

     

    90 degrees is good.  120 degrees less so.  180 degrees is pretty great, since it's "Imma gonna take down everyone I can see!"

     

     

  5. 15 minutes ago, Troo said:

     

    because it would consume convertors? is that what has you upset?

     

    4 minutes ago, arcane said:

    Personally I’d just be grumpy about my wasted-billions. I’m proud of how my 53 Micros/Cytos/D-Syncs got there, why we gotta cheapen em now.

     

    Neither.  There's a path to get Micros right now -- put in bids and wait, or bid until you get the ones that are for sale.  The only problem that converting HOs would solve is "The ones I have are too cheap and the ones I want are too expensive."  I don't see that as a legitimate problem, and I would view a solution to that non-existent problem as HC pandering to the "I want it all and I want it free and I want it now" crowd.  I don't put anyone in this thread in that category, but HC has done a lot of pandering to the lowest common denominator in the past, and I dislike it.

     

    Also, get off my lawn, you hippie!

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  6. 7 hours ago, arcane said:

    This is probably the reasonable answer if they want to go the route of evening out the HO market. I was in a shit mood yesterday so my original answer was 50-100.

     

    Think D-Sync would need its own figure though or be excluded entirely. Since you’re not intended to be able to get the special combos outside of Dr. Aeon and yet the combos you can get from Hami are seeded as D-Syncs too or however you say it.

     

    I think 50 converters is a reasonable number in terms of value and probability for a level 50 HO (difference in value between a Peroxisome and a Microfilament is about 30mm right now, it would take 11 rolls on average, etc., etc.) and significantly more than that for a lvl 53.

     

    That said, if my big fat NO vote is overridden, that might be almost enough to get me to rage quit.  And I'm gonna take the /AH with me!!!

    • Haha 1
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  7. On 5/3/2022 at 1:30 PM, Andreah said:

    The joy of the marketeer; finding clever ways to store inf, discovering patterns in how other people list and bid, learning about how to convert IO's from cheap to pricey, managing the UI to minimize hand strain, and that magical moment when someone buys your one piece of salvage for 500 Million.

     

    It's a gigantic puzzle box, and it's very satisfying.

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  8. I had a few minutes so ran the numbers on proc chances for a 3.5 PPM proc at varying levels of recharge for each power.  Here it is:

     

      Recharge    
      0% 50% 95%
    Mercurial Blow 23.33% 17.50% 14.81%
    Precise Strike 41.59% 29.93% 24.54%
    Guarded Spin 42.66% 31.09% 25.74%
    Eye of the Storm 53.72% 38.17% 30.99%
    Serpent's Reach 62.83% 45.33% 37.25%
    Innocuous Strikes 52.81% 38.35% 31.67%
    Sky Splitter 104.01% 74.84% 61.38%

     

    Honestly, I hadn't really thought about it before, other than popping in a Force Feedback in everything that would fit it in (Eye of the Storm, Serpent's Reach, Sky Splitter).  It makes sense that Sky Splitter has a high proc rate since it takes about an epoch to activate it.  It's up to you to decide whether or not it's a better attack with or without procs.  Outside of that, I don't see a compelling argument for damage procs versus set bonuses.  Other than melee/AoE melee/ATO, Sky Splitter takes Stun and Knockback; Innocuous Strikes takes Immobilize and slow; Serpent's Reach takes Knockback; Eye of the Storm takes Knockback; Guarded Spin takes Defense; Precise Strike takes Stun; Mercurial Blow takes Defense Debuff and Accurate Defense Debuff.

     

    In the past I would put a LotG recharge in Guarded Spin, Force Feedback recharge in Eye of the Storm/Serpent's Reach/Sky Splitter.  I don't see a lot of interesting stuff otherwise unless you want to damage proc out Sky Splitter as mentioned by @Carnifax.

  9. I suspect you are going to get a variety of opinions.  Here's mine:

     

    First, at a certain point, and it's a low bar, we can all be fabulously wealthy.  I would peg that at a level where you can buy whatever you want for a character in short order.  2bn cash inf per active character is at or well above that level in my mind, so you'll be rich!  Rich!!!  One could argue you already are!  It's not a contest.

     

    Second, if it *were* a contest, I would only consider straight cash inf, not inventories in base or in the AH, not slotted enhancements on your built-out characters.  Under "mark-to-market" rules for accounting and finance, it is generally accepted practice to value things where you could sell them right now.  Finance desks blow up all the time when they need to sell their holdings that are valued at 100 for one unit and then they need to sell a million units and there are no buyers.  There is a person/persons who has been accumulating purple recipes for a long time now.  I presume that she is crafting them and putting them in storage, maybe selling them.  I don't know how many, ten thousand?  fifty thousand?  a hundred thousand?  And it is tempting to value each one of those at 17mm or whatever the going price is, but the truth is that if you need to sell a hundred thousand purples in a week, you are going to realize pennies on the dollar.  So I only count my net worth in terms of how I have already converted into inf.  I measure my wealth by how many bids I have in for Iron Will inspirations -- I can cancel those bids at any time and I've got cash inf.  @Ukase measures his by inf stored in emails.  I'd have a lot more wealth if I were willing to flush out all my inventory, or to strip lvl 53 hami os from 50s I don't play.  But I'm not willing to do so (So.  Much.  Effort!), and that is probably why my opinion is what it is!

     

    Third, it's still not a contest, so if someone asks you can tell them smugly, "Oh, I'm comfortable!"

     

     

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  10. 10 minutes ago, Zhym said:

    That's not too bad.  On the general principle that all Sentinel powers must suck, Sentinels have this:

     

    388337315_ScreenShot2022-05-02at5_10_22PM.png.e24904368f646f6c9081e22a83162f5c.png

     

    I took it for theme reasons.

     

    Pro tip: never take powers for theme reasons (at least if you want useful powers).*

     

    This is cold comfort, but admittedly a defender has less need of this power than a sentinel (and may have better choices in their primary).  

     

    But once you put in an Achilles, it goes from comparing (-10% resist all to -4.8% resist all) to (-20% resist all to -14.8% resist all), at least for the first ten seconds.

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  11. I have this on a handful of characters, and it's probably better than a lot of people give it credit for.  It is not, however, an integral pat of a DPS-maximizing attack chain (or maybe it is, I haven't crunched the numbers, but I don't think so) for pylons or AVs.

     

    Here's how I look at it:

     

    First, in terms of being a part of the Force of Will set.  Unleash Potential is a pretty sweet and useful power, but requires two prerequisites.  Project Will and Wall of Force don't float my boat in terms of useful attacks outside of theme, so that leaves Mighty Leap and Weaken Resolve.  So in many cases it might be a default choice.  Also, there aren't a lot of pools that have a useful power that you can pick as a one-off out of the pool.  Combat Jumping from Leaping, Air Superiority or Hover from Flight, Maneuvers from Leadership, Hasten from Speed, Combat Teleport from Teleport.  Ok, I guess that is more than I thought, but Weaken Resolve isn't a terrible single choice.

     

    Second, if my calculations are correct, your proc activation rate should be maxed out at 90%, so let's look at some of the proc options (there are a lot of them):

     

    Damage:  Touch of Lady Grey, Shield Breaker, Cloud Senses.  At least one should trigger on a hit 99.9% of the time.  All three should trigger 72.9% of the time.  (If my calculations are correct, please sing out if they are not!)  I do have one alt that uses this as a single target attack.  It's not stupendous, but since that character has no other active attacks it's his main ST damage dealer.

     

    Non-damage:  This is where it gets interesting.  Achilles Heel should be a no-brainer since it takes what the basic power does and does more of it.  Deflated Ego has chance for Recovery debuff which I guess might be useful for a endurance draining build -- I haven't gone down that path yet.  Dark Watcher's Despair is a Recharge Slow.  I can definitely see a use for that against dangerous offensive opponents.  But to me the interesting part are the two +to hit buff procs in Analyze Weakness and Siphon Insight.  They stack, so you can reasonably expect to activate one or both on any successful hit.  Against debuffing enemies, this can be the equivalent of a Build Up or Aim power (if it hits, that is, so have plenty of accuracy!)

     

    When are you going to use this?  In my experience, minions and LTs don't last long enough for it to be worthwhile, so we are looking at bosses, EBs, AVs, Monsters/Giant Monsters.  I'm not sure which effects get diminished and by how much for the last few categories (and I am in no way willing to parse my combat records to find out), but I'll occasionally put it in the attack rotation.  Is that optimal?  In this case I'm ignorant and apathetic; I don't know and I don't care.  Note:  I don't bother with seamless attack rotations, because I don't find them necessary.  It makes no difference to me if I take something down in two minutes that I could take down in 1:52 if I had an optimal attack chain.  that's 8 more seconds I have playing a game I enjoy, so it's all good to me.  YMMV.

    • Like 5
  12. 21 hours ago, GrumpyMonk said:

    You must be doing a good job.  Unslotters seem to have a very stalble price to me

     

    Thank you for reminding me!  Just checked and it had been 77 days since my last log in.  Claimed my sales, moved my buys into the AH and posted, put in my bids.  See you in 77 days!

    • Haha 1
  13. I've also learned a few things since my last build.  I think this is a vast improvement:

     

    Spoiler

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Level 50 Natural Scrapper
    Primary Power Set: Staff Fighting
    Secondary Power Set: Bio Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Force of Will
    Ancillary Pool: Soul Mastery

    Hero Profile:
    ------------
    Level 1:    Precise Strike    
     (A) Kinetic Combat - Accuracy/Damage: Level 35
     (46) Kinetic Combat - Damage/Endurance: Level 35
     (46) Kinetic Combat - Damage/Recharge: Level 35
     (48) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 1:    Hardened Carapace    
     (A) Unbreakable Guard - Resistance: Level 50
     (3) Unbreakable Guard - Resistance/Endurance: Level 50
     (3) Unbreakable Guard - RechargeTime/Resistance: Level 50
     (5) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50


    Level 2:    Guarded Spin    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (13) Superior Scrapper's Strike - Accuracy/Damage/Recharge: Level 50
     (45) Superior Scrapper's Strike - Damage/Endurance/Recharge: Level 50
     (45) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge: Level 50
     (45) HamiO:Nucleolus Exposure


    Level 4:    Environmental Modification    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (5) Luck of the Gambler - Defense: Level 50
     (7) Luck of the Gambler - Defense/Endurance: Level 50
     (7) Luck of the Gambler - Defense/Endurance/Recharge: Level 50


    Level 6:    Eye of the Storm    
     (A) Superior Avalanche - Accuracy/Damage: Level 50
     (9) Superior Avalanche - Damage/Endurance: Level 50
     (9) Superior Avalanche - Accuracy/Damage/Endurance: Level 50
     (11) Superior Avalanche - Accuracy/Damage/Recharge: Level 50
     (11) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Level 50
     (13) Force Feedback - Chance for +Recharge: Level 50


    Level 8:    Staff Mastery    
    Level 10:    Adaptation    
    Level 12:    Kick    
     (A) Accuracy IO: Level 50


    Level 14:    Tough    
     (A) Steadfast Protection - Resistance/+Def 3%: Level 30
     (15) Gladiator's Armor - TP Protection +3% Def (All): Level 50
     (15) Unbreakable Guard - Resistance: Level 50
     (17) Unbreakable Guard - Resistance/Endurance: Level 50
     (17) Unbreakable Guard - RechargeTime/Resistance: Level 50
     (19) Unbreakable Guard - +Max HP: Level 50


    Level 16:    Combat Jumping    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (19) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
     (27) Reactive Defenses - Scaling Resist Damage: Level 50
     (43) Kismet - Accuracy +6%: Level 30


    Level 18:    Serpent's Reach    
     (A) Superior Scrapper's Strike - Accuracy/Damage: Level 50
     (40) Superior Scrapper's Strike - Damage/Recharge: Level 50
     (43) Superior Scrapper's Strike - Recharge/Critical Hit Bonus: Level 50
     (43) HamiO:Nucleolus Exposure


    Level 20:    Ablative Carapace    
     (A) Preventive Medicine - Heal: Level 50
     (21) Preventive Medicine - Heal/Endurance: Level 50
     (21) Preventive Medicine - Endurance/RechargeTime: Level 50
     (23) Preventive Medicine - Heal/RechargeTime: Level 50
     (23) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
     (25) Preventive Medicine - Chance for +Absorb: Level 50


    Level 22:    Evolving Armor    
     (A) Unbreakable Guard - Resistance: Level 50
     (37) Unbreakable Guard - Resistance/Endurance: Level 50


    Level 24:    Hasten    
     (A) Recharge Reduction IO: Level 50
     (25) Recharge Reduction IO: Level 50


    Level 26:    Innocuous Strikes    
     (A) Obliteration - Damage: Level 50
     (27) Obliteration - Accuracy/Recharge: Level 50
     (34) Obliteration - Damage/Recharge: Level 50
     (34) Obliteration - Accuracy/Damage/Recharge: Level 50
     (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
     (46) Obliteration - Chance for Smashing Damage: Level 50


    Level 28:    DNA Siphon    
     (A) Fury of the Gladiator - Chance for Res Debuff: Level 50
     (29) Theft of Essence - Chance for +Endurance: Level 30
     (29) Energy Manipulator - Chance to Stun: Level 20
     (31) Superior Avalanche - Recharge/Chance for Knockdown: Level 50
     (31) Touch of the Nictus - Chance for Negative Energy Damage: Level 50
     (31) Accuracy IO: Level 50


    Level 30:    Inexhaustible    
     (A) Performance Shifter - Chance for +End: Level 50


    Level 32:    Sky Splitter    
     (A) Superior Blistering Cold - Accuracy/Damage: Level 50
     (33) Superior Blistering Cold - Damage/Endurance: Level 50
     (33) Superior Blistering Cold - Accuracy/Damage/Endurance: Level 50
     (33) Superior Blistering Cold - Accuracy/Damage/Recharge: Level 50
     (34) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 50


    Level 35:    Moonbeam    
     (A) Sting of the Manticore - Accuracy/Damage: Level 50
     (36) Sting of the Manticore - Damage/Endurance: Level 50
     (36) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50
     (36) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50
     (37) Sting of the Manticore - Damage/Endurance/Recharge: Level 50


    Level 38:    Parasitic Aura    
     (A) Panacea - Heal/Endurance: Level 50
     (39) Panacea - Endurance/Recharge: Level 50
     (39) Panacea - Heal/Recharge: Level 50
     (39) Panacea - Heal/Endurance/Recharge: Level 50
     (40) Panacea - Heal: Level 50
     (40) Theft of Essence - Chance for +Endurance: Level 30


    Level 41:    Shadow Meld    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (42) Luck of the Gambler - Defense: Level 50
     (42) Luck of the Gambler - Defense/Recharge: Level 50
     (42) Luck of the Gambler - Endurance/Recharge: Level 50


    Level 44:    Genetic Contamination    
     (A) Armageddon - Chance for Fire Damage: Level 50
     (50) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
     (50) Armageddon - Damage/Endurance: Level 50
     (50) Armageddon - Accuracy/Damage/Recharge: Level 50


    Level 47:    Weave    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (48) HamiO:Cytoskeleton Exposure
     (48) HamiO:Cytoskeleton Exposure


    Level 49:    Mighty Leap    
     (A) Winter's Gift - Slow Resistance (20%): Level 50


    Level 1:    Brawl    
     (A) Empty


    Level 1:    Critical Hit    
    Level 1:    Sprint    
     (A) Empty


    Level 2:    Rest    
     (A) Empty


    Level 1:    Swift    
     (A) Empty


    Level 1:    Health    
     (A) Panacea - +Hit Points/Endurance: Level 50


    Level 1:    Hurdle    
     (A) Empty


    Level 1:    Stamina    
     (A) Performance Shifter - Chance for +End: Level 50


    Level 1:    Combo Level 1    
    Level 1:    Combo Level 2    
    Level 1:    Combo Level 3    
    Level 8:    Form of the Body    
    Level 8:    Form of the Mind    
    Level 8:    Form of the Soul    
    Level 10:    Defensive Adaptation    
    Level 10:    Efficient Adaptation    
    Level 10:    Offensive Adaptation    
    Level 49:    Quick Form    
    Level 49:    Takeoff    
    ------------

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |78DA65945B4F135110C7CF76B7564BCBA5055A5ADAD2024A8B1430F1C560BC212F5|
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    |E8CA7EAF331A79336E33FBA3FFDCE|
    |-------------------------------------------------------------------|

     

  14. 8 minutes ago, Bill Z Bubba said:

    Since I'm on the topic... it's something that's gnawed at me here in HC. Take Shadow Maul from Dark Melee. Since it's last change, the hit effects on the enemy are no longer in sync with the punches and it's jarring every time I see it. I'm not gonna pretend I know anything about animation or character models or any of it because I don't but I do see what appears to be a lessened level of care in changes made on this front when compared to the OG animation team. And it's not something I'm looking forward to seeing more of.

     

    Anyone who thinks that Shadow Maul from Dark Melee has been improved by Homecoming is either a liar or a buffoon or both.

     

    In my humble opinion.  

     

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