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srmalloy

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Everything posted by srmalloy

  1. Flying through the Hollows to a mission, I saw the following dialog: [NPC] Death Head Gunner: Hey, I can see my girlfriend from here. Proving that my mind is deeply in the gutter, I imagined the rest of the conversation: [NPC] Gravedigger Slicer: Those binoculars are that good? [NPC] Death Head Gunner: No, her ass is that big.
  2. The mission, from Paco Sanchez, has you go into an office building to defeat Hades and his crew (Hellions). Doing the mission with a Plant/Poison Controller, I found Hades and got the jump on him, holding him, then applying Envenom before adding an immobilize and dropping him with Nemesis Staff, getting the mission complete. After that, he got up with half HP and went into his monologue about his ring: [NPC] Hades: You must have a death wish! You have defeated Hades You gain 52 experience. You arrested Hades and his crew. You gain 90 experience. [NPC] Hades: You see this ring? Guess what? It makes me invincible! You have defeated Hades You gain 52 experience. [NPC] Hades: What the? The ring, it stopped working! [NPC] Hades: Noooo! I don't know how I managed to get it to work, but it looks as if I took him to 0 HP from far enough up that the effect for the ring didn't activate, allowing me to defeat him and complete the mission before the ring's effect went off, effectively rezzing him. Since he was held at the time of his initial defeat, could that have prevented the ring's effect from firing before he went down?
  3. That's the 'Matrix Room' in the arena. I parked a character there before shutdown. You go to just north of the SE corner of the zone and slide N along the force wall; there's a hidden gap that let you slip through to get outside the zone limit. From there, you fly east to the edge of the water, then go under and fly back to the arena. Now you just click on the doors in the central part of the arena.
  4. The people who customize the appearance of their Incarnate powers have an ongoing expenditure because of the nature of the incarnate abilities. If you create, say, Ion Judgement, and recolor it at a tailor to have green electricity, then when you create, say, Ion Core Judgement, it's got the default color, and you have to go back and pay to recolor it if you want the same green as you had for Ion Judgement. Repeat for each different version of the incarnate ability. Can the "Match colors across powerset" toggle be tweaked so that for Incarnate powers, it duplicates the color you choose across all of the incarnate powers in the tree? For example, if you recolored Pyronic Judgement and turned this toggle on, all of the Pyronic abilities would be set to the same colors. You would still be able to turn it off and color each one differently, but for the people who want to have a particular appearance for an incarnate ability as they build it up through the tiers, this would keep them from having to come back and recustomize it each time they upgrade.
  5. Going back to live, for years I would write up character bios in TextPad, the text editor I use, and then copy-and-paste it into the bio editor, then clean up the formatting problems from pasting (typically just not separating paragraphs). I see no reason to change my habit given the issues with the bio editor.
  6. This also occurs if you are flying/hovering and complete a respec that doesn't have fly/hover; the bug was reported some time ago.
  7. Random NPC dialog in The Hollows: [NPC] Outcast Initiate Chopper: I'm going to be the snot out of the next guy I see. Should be 'beat the snot', not 'be the snot'.
  8. Put together a full league. How many characters will have names short enough that the '@global' part of the name will be visible? Even on a regular team, the team list won't be wide enough.
  9. If I'm remembering it correctly, that's a mission that made it into my autocomplete list. Basically, Archon Whatsisname starts running the moment you exit the elevator on the top floor, and the map virtually always has one of the 'split and rejoin' blocks adjacent to the elevator, so if you don't guess right, he's past you and gone. Even if you sit back at the exit of the elevator landing, you have to stop him before he enters the room, or he'll trigger the elevator and be gone. Unless I'm playing a character with both a hold and an immobilize, I don't even try, and autocomplete it, since missing with a single CC pretty much guarantees that you will be unable to stop him fast enough.
  10. It's not something I refuse to lose, but most of my Blasters have Fly or Mystic Flight, using altitude to stay out of melee while supporting the front line, and the range reduction reduces their engagement circle. It requires a tactical adjustment, and it takes time to retrain the reflexes.
  11. The problem for me has been that snipes still give a temporary range boost to attacks whether they're used in combat or out; you used to be able to get a little more standoff by opening with a snipe, then using the range boost for the next few attacks, then the in-combat snipe again to refresh the range boost and continue. Letting the range boost expire -- for example, from using non-attack abilities like Aim or Conserve Power, or popping inspirations or whatnot -- didn't matter, because your next combat snipe would refresh it. Now, if you let the range boost expire, the snipe itself doesn't have the range to be usable from where you are, so you have to move closer to bring the combat snipe in range, which also brings the rest of your attacks in range without the snipe's range boost, so it wastes that aspect of the power and exposes you to more return fire.
  12. However, with the last change to combat snipes, the range of the attacks have been normalized to the 'standard' attack range, dropping it from 100+ yards to 80 (in most cases) -- which the Range aspect of the Range/Fast Snipe enhancement does not compensate for; you're significantly neutering your Snipe for the single benefit of getting the attack off quicker as the first shot you make when starting combat. This is not a viable tradeoff, to my mind; if it allowed you to keep the slow-snipe range or damage (one or the other; both would be unbalanced), it could be worthwhile, but as combat snipes stand now, it's utter trash.
  13. Reminds me of this:
  14. Prithee, goode sirrah, goest thou and swive thyself.
  15. Back when I was spending my summer vacations from college at my mother's house in Tempe, Phoenix bought some articulated buses from a company in Germany... and had to relegate them to use from late evening to early morning, because the daytime summer temperatures in Phoenix overloaded the air conditioning units in the buses.
  16. I agree. At least theoretically, the role of a Defender was to support their team, keeping them alive; an inherent that gives them an Endurance discount when they're failing at their job seems horribly backwards -- with a well-played Defender, they would rarely if ever get any benefit from their inherent. All the other ATs have inherents that they can take advantage of during 'average' play; only Defenders have an inherent that doesn't help them unless things fall in the pot.
  17. You don't have to go full villain; it's sufficient to go vigilante, but if you do that, you can't start the arc yourself, but have to join the team of a villain/rogue running the arc. There are often people announcing their running patron arcs and soliciting team members, so that's not a big drawback.
  18. Or 'Flagrum', which is more specifically the Roman scourge -- but it is still a type of whip. You could also substitute 'Clades' or 'Plaga', but those carry other connotations that may not translate well. Or 'Punire Rubrum', although Google Translate does not handle the conjugation properly, and simply translates 'punire' as 'punish', even though it is the nominative gerund form, not the verb.
  19. It was changed for the prestige flight powers, so I'm pretty sure it can be done. For the various missions where you do the mission as someone else (Matthew Habashy's 'enter the Hellion Safe House' mission, Sandra Costel's 'Speak with Deborah Rosenfeld' mission, Heather Townsend's 'personal mission', etc.), can they be changed to suppress your toggles, rather than turning them off completely?
  20. One of the tweaks I would like to see done with hunts is to take the "Find information on [goal]. Defeat [number] [group]" missions, where the end-mission text is always "On one of the [group] you defeated, you found [information]", and alter them so that the goal information can 'drop' from any of the mobs you defeat for the mission, so that you may not have to grind through the whole roster of thugs to get what you're after. Use a sliding chance for it to drop, so that it's unlikely to drop from the first one you defeat, but gets more and more likely as your defeat string rolls on. That way it feels more like you're out roughing up thugs until you get what you need, not a 'beat up all these thugs, and you got the information you wanted from the first one you beat up, but you kept on beating them up just for kicks' thing -- the former feels more like a hero/rogue thing, the latter more of a villain/vigilante thing (teach them not to try to hide things from you).
  21. If it's just based on the Red Skull, then taking the idea of German from back up the thread, 'Rote Geißel' (probably have to enter it as 'Geissel', since I don't think the character name entry will take an eszet). But slapping 'Red Scourge' into Google Translate and picking different destination languages until you see something you like is an option -- Latin gives you 'Flagellum Rubrum', for example.
  22. Make the six-piece set bonus for the Corruptor ATOs include raising the HP threshold at which the server starts doing scourge checks.
  23. I was doing Aaron Thierry's arc in the Argosy Industrial area of Atlas earlier today; the Tac Ops and Wolf Spider mobs were respawning reasonably well, but the Huntsmen spawns for the next mission were really slow to respawn. This mission and the next to take down the pylons were not helped by a Fire blaster/sentinel who seemed to be determined to leech off the work I was doing, firing a couple shots into whatever I was attacking before dashing off; I'd seen him at Thierry, so I'm pretty sure he had the same missions. I eventually just moved out of the way, switched to an alt, and played them for about an hour, until I figured that he'd moved on. But I was seeing the same thing you were -- of the spawns that would normally be populating, at most a quarter of them were getting respawns, and those were taking extra time. It made getting the explosives crates easy, but that was about the only good thing about it.
  24. And no procs that could be affecting other mobs?
  25. I'm pretty sure that there would need to be a major rework in how the Ouro arcs, including Flashback arcs, work for this to happen. From other threads on the forums, I'm pretty sure that it's been looked at, but that it's been put off until there are more resources to throw at the problem..
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