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Any room or hall too confined or cluttered for me to use a 3/4 overhead camera angle from more than 1 foot away from a character is on my hate list. Because how dare I want to see what the heck is going on in a fight. Also, the "sticky" wall torches in orangebagel can go right back to hell, after stepping on all the legos. The earlier comment about the early map design feeling like old school FPS maps is spot on - the problem is no one but psychopaths play the game in first person for any significant period of time. New maps that aren't warcrimes against the camera would be appreciated. Maybe with a mission generation option toggle so that the masochists that enjoy the old maps can still go there to ERP about how much they enjoy taking a Whirling Mace to the nards too.
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How would you 'fix' Rage & Super Strength?
OverkillEngine replied to Troo's topic in General Discussion
Heck, you wouldn't even have to go as far as quirky self token/debuff stacking mechanics - Just make a mutually exclusive crashless toggle that applies a penalty to power costs for all other powers. Any endurance penalty that makes you slow down your attacks is effectively the same thing as a DPS debuff. Or if you really want to, make it give a recharge penalty for all other powers in addition to an endurance penalty (and make them exempt from enhancement). Kind of like how when the devs adjust the base damage of a power they (usually) also alter the base recharge scaling and endurance cost too. It just become the player's way of toggling that adjustment on and off at will. A Scrapper being able to obliterate a single +4 Boss with KO blow won't matter nearly so much if they have to wait until 2-3 spawns later to use it again and it ate a third or half their end bar. Or if by doing so they delayed the recharge of a critical mitigation power. And either way the entire set could use a pass to ensure that it isn't reliant on pool attacks in a way that other sets are not. Just also make sure that the set is rebalanced in such a way that you can still skip 2-3 powers (but are not borderline forced to because they are meme-tier) without shooting your self in the foot. Because having to take every single power in a set for it to function worth a damn also sucks. Usually what this means for many melee sets, is that one of the T1/T2 powers, the Taunt/Confront power, and one misc power are what ends up being skippable. -
A controversial topic: is it time to make all items free?
OverkillEngine replied to Yomo Kimyata's topic in The Market
Not quite what I am talking about. What I am talking about is bypassing incredibly jank process of manually shuffling through the various storage types to do stuff and watching the game visibly chug and reload and the inventory itself skip around and change order and the overall fiddliness of the inventory mechanics. Absolutely nothing directly to do with the tiers of salvage or the specific piece of salvage within a tier. Buying and selling the desired piece from the AH has nothing to do with what I am talking about. Basically the fiddliness of the base storage system strikes me as odd in a game that recognizes there was no gameplay value in forcing players to manually click on dead mobs to loot them. -
A controversial topic: is it time to make all items free?
OverkillEngine replied to Yomo Kimyata's topic in The Market
As noted with several other comments, the issue with items/rewards isn't really the time it takes to accumulate them, since that involves actually playing the game. You can get all the goodies near instantly for free on Brainstorm, but hardly anyone plays on there on a permanent basis compared to the "real" servers. What could *really* use a revamp is the systems we use to interact with them. Everyone here should know what a slog it is to look for on specific piece of salvage somewhere on one of their base storage bins, and how janky pulling such into one's personal inventory is. That's what could use a rework/optimization that would make the experience less pointlessly time consuming and obfuscated. Imagine if you could just walk up to the crafting terminal in your base and it knew you had that one piece of alchemical silver you needed to make an IO in storage bin 5 instead of you having to play inventory DDR to find and get it. Imagine if you could just dump salvage into one collective base inventory instead of having to poke around for a bin that wasn't full. Nothing about your decision making process was fundamentally changed, just the amount of UI whack-a-mole. This sort of thing can easily retain the same fundamental limitations as far as total pieces of storage, etc, but can also be far less onerous to deal with. Free people up from the inventory manipulation tedium to get back to what they actually enjoy. Hunt. Kill Skuls. -
Coyotes and why they should be able to fly in 2025
OverkillEngine replied to Super Atom's topic in Suggestions & Feedback
Don't actually marry them though, they'll bleed you dry in a divorce. -
Cut the filler from the Synapse TF (spoilers)
OverkillEngine replied to Psi-bolt's topic in Suggestions & Feedback
Alternately, reduce/cap the size of the map size of the kill-all missions to make them less of a tedious slog. The entire TF is overpacked with eye-bleeding time-waster filler from nearly all angles. The only good part is at least it is warehouse and lab maps instead of orangebagel or purple cake caves. Citadel is a bit of a slog too, and a huge part of that is the maps. Cutting the map size a bit would do wonders. -
I already have an .ODS file of characters. I'm trying to avoid having to invest further in it as indirectly alluded to in my original comment lol: Just want an easy way to tell at a glance if a character is in need of a respec (like invalid enhancement slotting, etc) without having to resort to all these dang hoops personally. It's one thing to manage characters at that level of detail directly when one only has like 5-10 characters, tops. But I have the kind of altitis where it's totally under control and I can quit anytime that I want.
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With all the changes that have been made to even legacy powersets, it would be nice if at the character select screen there was a way to tell if a character was in need of a respec to bring them "up to date" with the most recent version of their powersets. Right now the only way I know of to pull it off is to be anal retentive to a ridiculous degree and either tracking every single patch yourself as it affects your characters, or default to doing a respec on every character after every major patch- also ridiculous. My assumption for why older characters can have unchanged powers until they respec is they are using an older version of their powerset database that gets depreciated from selection in favor of a newer version upon respec. If that is the case, it would be nice if the game did a comparison at character select when retrieving character data and displayed some of flag or notice per character to indicate that they are "out of date". Make the computer do the work of tracking that stuff!
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On the low end/leveling track, it was definitely my experience on the DM/Psi scrapper I tested that the set was very *meh* mitigation wise and I was leaning super hard on my primary (esp Siphon Life) until I got Devour Psyche. It basically joins Dark and Fire Armor as sets that require aggression and lots of clicking to get the most out of them.
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What would you do if you were a DEV?! (Fun Ideas Talks)
OverkillEngine replied to SSR's topic in General Discussion
* Remove the level caps from contacts so that you cannot outlevel an arc nor need to piddlefart with Ouroboros pillar which is a PITA and heavily flawed workaround for that issue. * Alternately, you never out-level contacts but they sidekick you and your team down to the max level of their mission level cap instead. * Missions that require an alignment to join give you a popup to change alignments on the spot in order to join. (Basically just let us team with our friends and do whatever content we want without having to jump through a bunch of utterly silly and unnecessarily time-wasting hoops) * Escort NPC's ignore player stealth once activated, and will attempt to navigate to a checkpoint nearest to the mission holding player's current position if they somehow still manage to lose track of the player. Alternately escort missions grant a no LOS required temp teleport power that yanks the escort NPC to the user's location once they have been activated. * Give all characters a -KB mag inherent toggle power that they can switch on/off at will. * Give all characters a movespeed capping toggle. * De-cancer the older maps like the purple caves, council bases, and orangebagel by using larger rooms with shorter and wider connecting halls. Doorways remain the same size to function as chokepoints. Any room with three or more stacked levels is depreciated in favor of using more rooms connected in serial. This has not been a subscription based game in well over a decade now so there is no longer a need for blatant timewaster design. Nostalgia does not suffice as an excuse for this either. * More interactives/optional objects in missions to help relieve samey-ness of some maps. Things like being able to directly sabotage alarms systems to delay/prevent reinforcement waves, or halting a dedicated runner mob that will trip an alarm or call more reinforcements if not stopped. * rework Kheldians - Every form can use every power but there are no longer duplicated powers, and the forms are essentially a toggled buff modifier that can be enhanced by slotting that form. Add the option for a no transformation FX to each form. This would make triform, dual form, and monoform khelds mechanically equal, and differentiated mainly by power picks, slotting, and of course the player. * Adjust IO sets to only provide one kind of set bonus per set, but it scales more with that set to reward sticking with a particular set. Add additional IO's to each set to allow better slotting of base power modifiers. * Adjust IO procs to have a static set internal cooldown per proc slotted, an effect that is not altered by the power it is slotted in, nor by any effect or modifier, and a trigger condition(s) other than just "usage of the power it is slotted in" alone. This limits proc bombing without having to rework AT's and powersets in ways that are disproportionately detrimental to non IO'd out builds, and adds design space for more powerful or varied effects. For example, a mitigation type proc that triggers when the player is running a toggled power and is hit by an enemy, and the cooldown is based on the power of the proc effect and/or how limited the proc condition is, and is plainly stated in laymen's terms in the proc description. Some procs could even accumulate stacks via time or other trigger conditions that get depleted as the proc activation triggers to set limiters on them while allowing usage of them for burst applications. Hell, this way you could have procs that when in an active power, autoconsumes inspirations from your tray every XX seconds to bank charges that are automatically used to grant a related buff every XX seconds while that power is active -
I usually only use the attacks if super low level and I don't have a good chain yet. Then off the tray they go. Defensive powers and summons also get removed from the trays until I run into content that I am having issues with, like a nasty EB on a build that isn't natively strong against EB's. At most I keep a single flight type temp power on my trays on non-flight characters for missions where you basically NEED flight or face massive inconvenience. I generally don't bother actively seeking them out - a post IO game means they are largely not needed nor super valuable.
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Yeah now if it were updated to something like a toggled rapidly pulsing trawl patch that applied -range and -tohit debuffs like an inverted Hurricane, that would be interesting. Intangibility just doesn't really have a place in most content now or even back in the days of OG Live. It's plain inferior to hard cc and debuffs for mitigation because those don't actively interfere with your team's ability to deal damage...which is the primary means of advancing through content. Until this is grasped and the appropriate changes made, whether to Intangibility or Black hole itself, Black hole is going to be a very skippable power.
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Homogenation - Should all powersets be the same numbers wise?
OverkillEngine replied to Troo's topic in General Discussion
They don't have to be exactly the same, but they also should not be wildly different without a very good reason. -
This. My SG base is just an entrance room, a storage/crafting room, and a portal room. Only items placed are functional. Never had an issue.
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Trawl you off the team power, and if you are immune to trawl you get phase shifted off the team.