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Everything posted by srmalloy
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I wasn't paying attention to the 'extraneous' conditions, so other than the known presence of a ToT league hitting the 'motel' just west of the AE building, I couldn't say how heavy the zone load was, and I didn't notice if the zone state -- normal, zombie invasion, or banner event -- made a difference in either the rubberbanding or 'unaffected' prevalence. I will need to pay more attention to see if there are any correlations.
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I have noticed two quirks while ToTing in Peregrine Island. The first one seems to be rubberbanding of the trick spawns, where one member of the spawn -- virtually always a lieutenant or boss -- will come out of the door, fade away, and then come running out the door again. It's not a respawn, because the character I was experiencing this with had two PBAoE auras tricked out with procs (Irradiated Ground and Beta Decay). and when they came back out the door, they'd still have the damage they took the first time they came out -- it's definitely the mob getting yanked back inside the door and running out again. The other one is more problematic, and concerns the "just spawned protection" ToT spawns have, where if you hit them as soon as you can target them, or up to a very short time after they come out the door, they'll show "Unaffected" and take no damage (like the Fake Nemesis PFF). The problem is that this "Unaffected" state seems to only work vs. a regular attack, and sometimes persists past the mob making their own first attack. I saw this on my Rad/Rad Brute, with both Irradiated Ground and Beta Decay active; the ToT spawns would come out the door with the visual effects of both auras already applied, and in many cases already taking damage from one or the other -- yet the character's melee attacks would pop "Unaffected" over their heads. This was more common with Spirits and Vampires, but occurred several times with Sorceresses and Crones, and I had Spirits coming all the way down the staircase outside the door while retaining their invulnerability, and sometimes being able to hit my character while invulnerable. This seems to be more of a timing issue than anything else -- the server getting laggy about updating the status of a mob to make it hittable, but it's still curious that auras will do damage while the character's 'regular' attacks can't.
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It's also a "get out of failure free" power for MasterOf TF/Ouro runs, where there is a "no deaths" constraint. Disabled in combat, whether PvE or PvP, would remove it as a death avoidance tool everywhere.
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The server 'losing' your Alpha slot would cause that, as you're supposed to get a -4 level shift if you go in with your Alpha slot empty. How that's happening is another question.
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You only see "Sniper Shot" when you get a hit with a slow snipe. Once you're in combat, you'll see a yellow ring around your snipe attack, and all you'll get are fast snipes, which won't show the "Sniper Shot" announcement on a hit.
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Or to get the unattuned proc at the minimum level for the set, which gets you the same result. Depends on what's available to you.
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Actually, if you go way back, he didn't have flight when he first appeared in 1938; all he had was super jump, and could leap to a height of 1/8 of a mile. He didn't get Fly until February of 1940, in the Superman radio show. Also, it's not the traditional way it's implemented, but Bouncing Boy from the Legion of Super-Heroes could be classified as having super jump.
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An even more minor nitpick -- the character ^ is called a "caret"; a "carat" is a unit of measurement for precious stones and pearls equal to 200 milligrams.
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One of the things that has been annoying about the Halloween, Valentine and Holiday events going back into Live is that your power trays get spammed with temporary powers. Normally, acquiring a temporary power -- Wedding Ring, Confiscated Beanbag, etc. -- is rare enough that having the icon for the new temporary power appear in one of your trays isn't disruptive. However, during the Halloween and Holiday events, you get the temporary costume powers, Instant Snowstorm, Build Snow Beast, Duplicating Gift, etc. fairly rapidly, each one dropping an icon into the empty slots in your power trays until they're full. The temp powers from the Valentine and Holiday events are worse in that their uses stack, but the icons in your trays don't -- each time you receive Build Snow Beast, you get another icon for the power added to your trays -- you get it five times, you get five separate icons, each of which says 'five uses left'. Is it possible to add a parameter to the temporary powers that controls whether or not they automatically appear in your trays, and set all of the costume temp powers, the Arrows of Jealousy and Romance, Instant Snowstorm, Build Snow Beast, and Duplicating Gift to not appear in your tray when received? Or, with the last three, at least have them stack rather than adding multiple icons?
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Back before Regen got nerfed reworked the first time, what I noticed with my Katana/Regen Scrapper was that, in a fight, your survival depended on whether you could whittle down the incoming damage to less than your regen rate before you ran out of hit points, that reaching minimum HP in a fight generally occurred about 25% of the way through a fight, and that learning where the line between the groups you could and couldn't do this with was one of the primary skills you needed to play Regen. This was back when all you had were SOs, with limited ability to get Resistance and Defense on top of your regeneration. The thing that supported the arguments for nerfing Regen was that, regardless of how tough the fight was, Regen characters almost always came out of it at full HP, because you healed the hits you took over and over again until all the damage was gone.
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Wanting to give Rad/Rad a go...1st Rad Armor experience
srmalloy replied to Doc Ranger's topic in Brute
The difference between Resist and Defense is whether you prefer being ground down over time, or taken out by a lucky hit. The original version of Regeneration, with Instant Healing as a toggle, relied on outhealing the incoming damage, which left it vulnerable to big alpha strikes and resulted in a Regen character hitting bottom about 25% of the way into a fight, where they dropped enough opponents to get ahead of the incoming damage, after which they were functionally unkillable. But what works far better than one or the other is a good mix of both Resist and Defense; back during live, when I did some analysis of Regen vs. Resist vs. Defense, even relatively small amounts of Resist and Defense on top of Regen gave disproportionate benefits, and similarly for each of the others as primary protection. So it doesn't really matter which one you pick for your primary, as long as you don't try to make it your sole type of protection. I've had a lot of fun with my Rad/Rad Brute, although I have to admit that the slower animations aren't as optimal for building Fury as a faster-animating powerset would be. However, your auras can make up for that as long as you can keep enough mobs around you, which the heavier-hitting Rad attacks can work against. But it balances out; Rad Melee is not significantly worse than any other Brute powerset I've used. And running around Peregrine Island with him after I got Irradiated Ground and Beta Decay tricked out with procs has been an interesting experience. When I get a Trick, I'll go after prioritize Spirits first (just to down them before they run; the auras generally keep the others right there), then Werewolves, then bosses (Vampire Lords/Crones), then other lieutenants (sorceresses/vampires); the minions get ignored until everything else is down, and they usually go down somewhere in all of that (and in one case two Sappers and an Operations Engineer that had decided to invite themselves to the party, but which I didn't notice until everything was down). -
I haven't experimented to see whether this happens all the time when you comment on a post that's not on the last page of a thread, or only happens when new replies come in while you're writing a comment on a post that's not on the last page of a thread and don't show the new replies, but you can click the "Submit" button, and all you'll see is the button change, then revert to "Submit", without being taken to your new comment, and with no indication that the submission was successful, so that you're likely to click the "Submit" button again because something clearly went wrong... and then have to hide the double post when you check on the last page.
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Why I think Corruptors are taking a back seat to Defenders
srmalloy replied to Solarverse's topic in General Discussion
Perhaps implementing something like the Blaster inherent, where your damage rises as you keep attacking, except that you get a boost to the 'scourge point' with repeated attacks. -
I still think that "Instant Healing" just being a boost to your regeneration rate doesn't really fit the power name, and that IH should be a toggle that reacts to incoming damage -- when you take damage, if IH is active, it triggers a heal with a time delay (pseudo-pet, whatever -- Spectral Wounds does this already) that "instantly" heals some of the damage you took, with the amount of the heal being fully or partially enhanceable.
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Please fix the salvage/IO bins in bases
srmalloy replied to WillParkinson's topic in Suggestions & Feedback
This one I'm willing to bet is an artifact of the way that the storage was coded; from doing some experiments with putting enhancements into a storage unit and pulling them out, the items in a storage bin seem to be a simple array of the items put into the bin, in the order they were added. The display of items in the bin is completely separate, created by walking down the array, so when you pull items out, it removes the 'first' item of that type in the array, and if the 'next' item in the array is a different item, the entire list that you see gets shuffled and your current point in the listing gets scrambled. I've also read that the items in a base storage bin are stored in the bin's data itself as a base item, which is why the limits are what they are -- if the array for stored items gets too big, it can screw up the base configuration. Fixing that would require changes to a bunch of different things, including how and where items in a storage bin get saved in the database, but if that were done, fixing the reshuffling problem would be easy to do as part of it. -
No; you need to accumulate both badges that make up the accolade, the way the other ones do now.
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Or pass through the atmosphere and back out again (an 'earth-grazing fireball').
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What I think the major flaw of this game always was....
srmalloy replied to Krzbrg1's topic in General Discussion
Besides "movement suppression"? It was implemented to prevent 'jousting' -- queuing up an attack on a target, then moving rapidly past them with SS, Fly, or SJ to have the power trigger and halt your movement after you'd passed out of your target's range, so your attack would go off but they would be unable to attack back. This was implemented in PvE despite the fact that jousting doesn't work in PvE -- the moment you get within your attack range of your target, your target instantly aggros on you and attacks back, so even if your travel power carries you out of their attack range, they still get to attack back at you. It's mostly only usable against characters with just melee attacks, because it's much harder to judge 'just inside' your range on an attack and getting out of their range before they can respond. And with the update that gave every mob a ranged attack if they didn't have one, there aren't any mobs left that can be successfully jousted in PvE. -
What I think the major flaw of this game always was....
srmalloy replied to Krzbrg1's topic in General Discussion
Actually, it seems to me that there is a much simpler test than what you describe -- if PvP was integrated into the game design from before launch, the devs wouldn't have had to continually patch and rework powers in PvP from the moment it was implemented, with some PvP changes jamming back into PvE changes, and we wouldn't have watched the devs' declaration on the PvE changes mutate from "We won't make PvE changes for PvP reasons" to "We won't make PvE changes purely for PvP reasons" to "We'll try not to make PvE changes for PvP reasons", and then stopped commenting about the PvP-driven changes to PvE at all. -
What I think the major flaw of this game always was....
srmalloy replied to Krzbrg1's topic in General Discussion
What the OP is describing isn't changing the PvP that already exists, but creating an entirely new PvP system (in addition to the existing system) that allows one side to arbitrarily jerk over the other side in any zone at any time, regardless of the players' desire not to have PvP forced down their throats. As it is now, if you want PvP, you can go to one of the PvP zones and participate; under his proposal, you would still be able to go to a PvP zone to engage in PvP, but if you didn't want to PvP, then regardless of what zone you're in, your play experience can be affected by someone on the other side deciding to jerk things over for everyone in the zone on your side, and the only way to stop it is to participate in PvP. -
I think it's a rendering issue; I have experienced the same problem going back to live. I first noticed it around the time that the Hami raid tactics changed from the mass "kill the mitos, then hold Hami" routine that was the original style. The mito 'egg' disappears, and all you see is the glow when they're prepping an attack.
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The information text for the Elite Ranger day job benefit says it increases range slightly; under the Detailed Info tab it says "+10%% to range on self". If you right-click the day job icon below your health bar, it says "Range Bonus +110%" -- there is an extra '1', making it look as if it more than doubles your range (a better benefit than Boost Range gives).
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And, showing my age (and the general area where I live), I just had a brief urge to create a Beast/X MM, name him Cal Worthington, and name the tier-3 pet 'Spot'.
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My Bots/Dark, Brigadyr, who was a 'failed' Soviet project to develop a robotic director for combat robots (he developed sapience and began "interpreting" his orders for better efficiency in achieving the goal -- I have six pages of backstory for him hung up on my not being able to write a fight scene for shit) named his battle drones after WWII Russian generals, the protector bots after marshals, and the assault bot is Vasily Zaitsev.
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The names are "People's Army" ('Narodnaya Armiya'), "Red Menace" ('Krasnaya Ugroza'), the "Brotherhood" ('Bratsvo'), and "TASKMASTER" ('BRIGADYR'), respectively.