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OverkillEngine

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  1. I still take it on even non-flying SS characters. It's fast animating, has a useful status effect, recharges fast, and while not the greatest DPE in the world, under the effects of Rage it is "good enough". You can cycle Punch and AS with the occasional KOB woven in for a serviceable single target chain that is complete "enough" early on with minimal recharge slotting or boosts. And it looks cool as hell too.
  2. And even within the minmaxers, there is variance that comes up every time there is an argument about power variations that are cones in some sets but pbaoes in others. Neither is necessarily wrong per se. Those power formats are simply optimized for different situations and play-styles.
  3. Haha someone is an optimist to the point of naivety. This sort of thing has been attempted on other forums in the past to great failure. See: 10chars. The responses won't be any less one note for having forced people to type them out. And you don't get to determine if they feel like replying or not, so maybe drop that particular hubris. See: /jranger But...I like pizza with both, and with ham, bacon, onion, and bell and jalapeno peppers too. And Parmesan to make the cheese flavor moar pungent. Sweet, sour, salty, spicy and umami flavors locked in a post apocalyptic cage match to determine WHO RUNS PIZZA TOWN?!
  4. I'd take a crashless version with a lower bonus in a heartbeat just to not have to deal with the mandatory break time abortion of a concept for balancing every couple minutes. And just because we *can* build our way around it with proc bombing and rage stacking doesn't mean we should have to.
  5. [Semi related since this has to do with powerset proliferation too] Given that a good chunk of any needed work for Ninjitsu for Tanks/Brutes has already been done to get it ported to Scrappers:
  6. The core problem is that intangibility sucks major donkey balls as a mechanic unless it both reliable and under complete control of the player from second to second, since it inherently interferes with the primary progression mechanics of the game. Black Hole in its current incarnation has neither. It needs to be less of a quirky "I'm not like other powers" power that constantly flakes on you, and instead be something more ugg boots and northface jacket basic. Make it a placed AoE trawl patch with a moderate -tohit debuff (or even -range if you want to add some extra cinnamon to that vanilla chai latte) , and dumpster the entire intangibility fancifulness, and it becomes 1000% better despite being much simpler. Just an example. I know, I know, cottage rule. But this particular cottage needs to be condemned by the city. It's a dump.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Don't actually marry them though, they'll bleed you dry in a divorce.
  12. 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.
  13. 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.
  14. 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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