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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.
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Would be nice. I generally resort to screenshotting my enhancements window and showing it on a temp file in my second monitor so I can see power order and slotting of my old build while I respec. This is why I often do a respec while sitting in my SG base entrance or at the Tram.
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Focused Feedback: New Costume Additions & Fixes
OverkillEngine replied to The Curator's topic in [Open Beta] Focused Feedback
Same - was going nuts trying to figure out why I lost the color FX I had setup. Suggestions: D2_Seer (NoColor/Default) D2_Seer (Day/Night) D2_Seer (Always) D2_Seer (Combat) Also would be nice if the base texture on the collar lights reflected any color picks we have set even if the glow effect is not currently on. -
Incendiary Aura could still use some graphical tweaking of its effect, maybe a version where the particle/decal size is scaled down and aggressively kept at ground level, otherwise the second you are in a situation where you have to use a close in camera angle (like the scads of cave missions out there) it makes it really hard to see. Technically both Light and Dark versions have this issue, it's just worse on Dark due to the increased saturation and decreased transparency.
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Possibly, though it does help a LOT if some narrative in is play to show/tell for example why Hellions are now spawning at 40+. Another consideration is that maybe the "unaltered" core group low level range Minions should spawn as Underlings to reflect that they are still weaker than the new empowered members. To continue using the Hellions as an example, this means any 40+ Blood Brother variants would spawn as Underlings in that range. Then you don't have to change their powers specifically to make them the same actual threat as a minion from a "natively" 40+ group. And this downgrade pattern can of course be replicated with the LT and non-named Boss class Hellions. Then you just plug in the "new" bosses and EB's/AV's that of course fit the narrative.
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I mean I took it on a SS Brute back in the day on Live and it was a pretty decent addition to the attack chain. It's been a while since I played the set and some adjustments ago, but back then it had better DPA than say, Jab. 😛
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Focused Feedback: New Costume Additions & Fixes
OverkillEngine replied to The Curator's topic in [Open Beta] Focused Feedback
A thought on "locked out" costume pieces: is there any way they could still be displayed in the list but in altered text form (like red or grey) instead of outright disappearing them from the list? There are enough things in non intuitive spots that unless you memorized every single piece or were using an external guide, that you might miss ever running across them. -
They used to be more popular as destination back on Live when there was enough raw population to reliably get a whole team together to do them at almost any hour of the day. Because that's what really the best use of them was for, is when you have a strong team as those zones were not solo friendly for a long time in Live. Kind of like a bridge in content between regular contact arcs and Taskforce contacts.
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The purples tunnels and orangebagel are two huge offenders in my book of grudges. Too many twisty cramped tunnels and multi level rooms that don't play well with the minimap or the camera. If the tunnels/passages in both were forced to be wider/taller and far shorter and merely connecting one room to another (instead of being a significant portion of the entire map) and the rooms were at max 2 levels, they'd be more like an organic or arcane version of the warehouse maps which generally aren't obnoxious to navigate. Same deal with Council/5th Column maps. Shorten the tunnels, give them more vertical clearance for the camera, and maybe compress the infamous pool room down a level or two. Would be 99% less obnoxious to navigate. Hell, make three new rooms out of that room. Each floor its own room. Then you aren't throwing away the work or assets, just repurposing it.