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This has been a very helpful guide, thank you. Since I had to work to find how to enable outdoor lighting, and this information doesn't appear to be in the guide unless I missed it: enter base edit mode click Options (bottom left) click Lighting Type click an Outdoor option My own personal experience: "Outdoor with shadows" is more realistic, but seems to draw shadows for literally everything all the time, no matter how unnecessary. It can become intensive, even with a good machine. Can we please have more storage? Highly unlikely. Keep in mind that there is an item limit of 20K items for the entire base. There was a time when the devs tried to raise that limit, but it broke things in disastrous ways. Each piece of salvage, inspiration, or enhancement gets stored directly to the base map, which means they essentially become base items. The upside to this is that you cannot delete a room if there is salvage in the units. This makes a lot of sense, and most of the time I have plenty of storage room. Occasionally I find myself with more enhancements than tables or more salvage than racks. I wonder if it would be possible to make storage items 'universal storage' i.e. able to store any storable item (inspiration, recipe, salvage, enhancement). That way we wouldn't struggle to balance how many enhancement tables vs. salvage racks we want.
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A hopefully helpful callout - the 'only affect self' power is free or super cheap from S.T.A.R.T. vendors, and will allow you to keep aura powers toggled on while stealthed without alerting enemies.
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I don't hoverblast any more either, but its purely playstyle preference. On Live, every one of my ranged characters was a hoverblaster because it was just more effective and survivable. I think that's still true for the most part, but in the intervening years I've just played too many action games to be content hovering around. It's Combat Jumping all the way for me now, same as melee.
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If we're only talking about level 45+ gameplay where incarnate powers can cover the weaknesses of /Kin and /TA then I agree with those recommendations. If you're going to exemp much and want a set that works well as a high damage soloing generalist at most level ranges, I'd go with /Time. It's hard to beat a set that combines -regen & -res with excellent survival (+def, -tohit, slow, heal) and great utility (+rech, +end).
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What Is Your Reason For Choosing a Corrupter/Goals?
Greyhame replied to Paragon Vanguard's topic in Corruptor
I've always liked being a force multiplier, so playing support is a natural fit. On a practical level, I feel like Corruptors are the most effective support AT in the game as it currently stands and as I play it (I mostly do PUG TFs). Don't misunderstand, I enjoy playing the other support ATs, but... Masterminds - pets can be fun but they are slow, the AI can be frustrating, and they die too easily; a Corruptor has the same support and contributes more damage to the team. Controllers - the best AT for overall team mitigation, at the cost damage. In my experience this level of mitigation is mostly redundant in today's game and Controllers don't have a damage powerset to fall back on. Add to that - controls prevent mobs from grouping up for AoE debuffs & attacks. Overuse of controls can actively impede a team's progress and Containment requires control. I'm sad at what the current state of the game has done to this AT. Defenders - the strongest buffs/debuffs/heals in the game, at the cost of damage. I feel like the practical impact of those higher numbers is usually unnoticeable. AVs die a few seconds faster, and buffs/heals are a few percentage points higher but it doesn't noticeably affect a team's outcome. The trade-off for very low damage is pretty noticeable though. In the current game, I find that being a little more self-sufficient isn't just good for me, it benefits the team as a whole. Like Controllers, Defenders are in a rough spot, not so much because of AT design but because of how gameplay has shifted over the years. -
[edit] I've had this issue a couple times, always when using "Reply" to make sure I was sending to myself. Also was in my base at the time, and was wondering if this was a bug, but then I noticed that the "To:" field has focus when the email window opens even when using "Reply" (why?). The only time this has happened was when I was in a hurry and not closely checking the recipient before sending, so at this point, I have to guess that I hit a key by accident while that initial focus was on the "To:" field, causing it to send to someone else (or no one, as the case may be).
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Whaaaaaaaat! I played with you as Tic-Toc on Justice and never new you were BABs! ... mind blown 20 years later 😆
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A possible solution to the kheldian revamp
Greyhame replied to FlammeFatale's topic in Peacebringer & Warshade
These are both excellent QoL suggestions. -
A possible solution to the kheldian revamp
Greyhame replied to FlammeFatale's topic in Peacebringer & Warshade
I'd like to see: Mez protection in all forms An inherent that is useful whether teamed or solo All powers usable in all forms, but with significant form modifiers applied (i.e. Nova has high ranged damage and lowered melee damage and resist modifiers, Dwarf high melee and resist, low ranged, and Human more in-between) -
My solution to this was /energy and the leaping pool. This gets all the major mezzes covered except Sleep, which is less of an issue as it breaks when you take damage. Stun - Energize on autocast (easily perma with SOs) Immob - Combat Jumping (also awesome for in-combat mobility, if you turn off your travel powers) Hold - Acrobatics will block most incidental holds KB - Acrobatics
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Focused Feedback: Epic / Ancillary Power Pools
Greyhame replied to The Curator's topic in [Open Beta] Focused Feedback
A blaster's Bonfire with KB>KD is better at AOE control than most entire Controller/Dominator primary powersets. Hard to call that balanced. -
Focused Feedback: Epic / Ancillary Power Pools
Greyhame replied to The Curator's topic in [Open Beta] Focused Feedback
I am unaccustomed to this level of Thesaurus-related excitement. 😆😂🤣 -
Turn your travel powers off when fighting (Sprint, Ninja Run, Super Speed, etc). They suppress movement in combat. Have Combat Jumping always on for unsuppressed movement in combat Target your enemy (use Target Nearest and Target Next binds) Jump straight up Press Follow (while in the air) Let Follow and air control from Combat Jumping carry you toward the target Release jump key, land on target's face Profit.
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Does anyone build Bio with more of a focus on resistance bonuses instead of defense? I'm working on a Bio/Ice and currently tinkering with final build ideas. Given the lack of defense debuff resistance, I am not strongly inclined to make a build focused on softcapping.
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🤣 You're not wrong, but this was my first villain when CoV came out. The main challenge was balancing damage output, survivability and endurance burn, especially with the fast decay of Fury. I had to make several copies to Test to experiment with slotting strategies. Eventually, all of my attacks had 2 endred and I would start a fight spamming tier1/2 attacks (boxing and brawl included) to build up Fury before laying into the spawn with bigger hits. It worked, but every fight was a balancing act on a tightrope. When IOs came out, I realized that I could solve the endurance issues and more - this became one of my all time favorite characters. It was the first on HC that I gave an absurdly purpled-out build.