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Everything posted by srmalloy
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I have a bind for Meteor that throws up a popmenu, giving me the choice of a normal activation (use mouse to position the target point), straight down, or at my current target ('powexeclocation target Meteor'). I encountered a spawn of CoT on the roof of the building at the location of one of the time capsules in the High Park area of Kings Row (at [407.4 -10.0 -2585.3]), targeting one of them, and triggering Meteor using the third option. The meteor landed on the ground inside the building, under the CoT spawn, and did no damage to them. Is this behavior of Meteor WAI? It seems to me that the targeting of the ground under the building the CoT were standing on, rather than at the feet of the CoT mob, is a defect in the calculation of the intended target.
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Depending on whose take on it you prefer, the followon is either today or tomorrow -- the 'Revenge of the 5th' or 'The Revenge of the 6th'.
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I've been seeing individual mobs giving either lieutenant-grade XP -- 8337 points at level 50 -- down to minion-grade XP -- about 4k at level 50 -- but all the same, so an ambush will produce either ~24k or ~12k XP, with nothing seeming to be in between. Update: It appears that the legacy CoT and Rikti are giving 8337 XP, with most of the others only giving 4168 XP, but some give 8337 XP. Oddly, in the Clockwork ambush, the mobs give 5004 XP, the odd one out.
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So you'd rather be repulsive than repellent? 😁
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In the "Destroy the Cask of Djer" mission from Ephraim Sha, when you destroy the display case with the Cask inside, you are pushed/knocked back (I assume it's a knockback effect; the characters I've run the mission with have all had knockback resistance, so it's a repel effect) along with a debuff to movement if you try to run back to where the case was. The problem is that the movement debuff is non-directional -- you are pushed away from where the display case blew up, but if you try to move away from the splinter pile as you're being pushed, your movement is still debuffed, even though you're trying to move in the direction that the explosion is pushing you. This seems counter-intuitive; if you are trying to move with the blast of an explosion pushing you, you should move quicker, not slower.
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I don't know if there's a way to single out the powered weapons for additional animation, but for the melee weapons with energy blades, I'd like to see an option for them, when 'sheathed', to have the blade turn off. For example, my Titan Weapons tank, with her weapon 'sheathed': It seems rather unsafe to be running around with a live energy blade just waiting to carve new furrows into your rump, but it would require modified animations for each of the energy weapons to show them turning off when sheathed and turning on when drawn; I'm not sure that the effort is worth the result.
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Make the Experienced Power Able To Be Deleted
srmalloy replied to Rudra's topic in Suggestions & Feedback
I opened an extra tray on one of my characters to catch the anniversary temp powers as they dropped, and discovered that it was already full of powers that had gotten splatted there during the character's previous respec -- some regular powers, some P2W powers, and a bunch of temp powers, filling that tray and the next one. -
The respawn time appears to be significantly greater if the ambush spawn is left standing than if it's cleared, though, which stretches things out for everyone else.
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My first thought, which would have gone over about as well as a barbecue in a vegan community, was to give the ambush spawns a teleport ability that would lock onto the character clicking on a capsule and automatically teleport them to the character's location if the ambush spawn was still around when the character clicked on another capsule, so that if they clicked and ran, they'd be building up bigger and bigger ambushes until the alpha from the teleporting mobs got them, with the 'orphan' ambushes despawning as soon as the character is defeated. But it would have been funny to watch.
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The best feature of the new launcher - screenshots
srmalloy replied to DougGraves's topic in General Discussion
The PrintScreen key. Note that you can use the /screenshotui 1 and /screenshotui 0 commands to make your game UI show or hide in the screenshots; the UI is off in screenshots by default. -
Ahh, so you're one of the people who abandon the ambushes, leaving them for someone else to clean up and delaying the respawn of the capsules.
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Something I just happened to notice was the description for the Archmage badge: The badge for defeating the Phantasms, Dark Servants, and Illusionists summoned by the Carnival of Shadows Master Illusionists is "Illusionist", not 'Illusionists'; it needs to lose the terminal 's'.
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It's too late to do this for the anniversary event, but as a recommendation for future events that have items scattered around the zone that you click on for rewards, with a possible 'ambush' -- change the logic so that, when an ambush occurs, the rewards drop when the ambush is defeated. One of the things I'm seeing with the anniversary event is a majority of players clicking on the time capsules to get the anniversary token, then zooming away to leave the ambush behind them for someone else to clean up, and if no one does, the respawn of the capsule is significantly delayed. I mean, the ambush for a solo character is three white minions, something which should not be a noticeable threat to a character; if you can't be bothered cleaning up your own mess, why should you expect someone else to do it for you?
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The mass spawn events have been ugly for a long time. The initial problem is that targeting and attacks work differently if you are attempting to target mobs directly or targeting through a pet. Because pet targeting occurs entirely on the server, as soon as the server 'knows' about an arriving mob, you can attack it through the pet, sometimes even before it appears in zone. If you are targeting mobs yourself, then mobs spawning in become targetable before they appear, but cannot be attacked for at least a second after they appear. This puts an immediate severe hindrance on melee characters in a mass-spawn event; targeting through a pet will often target incoming mobs at some distance from the character, and by the time they move to within melee range, the mob has almost always been taken down by ranged characters targeting through a pet. Similarly, trying to target directly, the ranged characters targeting through pets will have had the opportunity to take multiple shots at the mob before it becomes attackable by the melee character. This handicaps the melee characters, resulting in them sucking hind teat for damage contribution, and in the case of Brutes, impairing their ability to raise and maintain Fury (and momentum for TW characters, due to not being able to get off a momentum-building attack).
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Rain of Arrows used to be even worse; the HC staff reduced the delay on it to where it's actually useful on teams -- back on Live, my TA/Arch Defender would perenially be annoyed by setting up Rain of Arrows, firing it off, and in the time between shooting and the arrival of the arrows, the spawn I was shooting at would casually wander out of the beaten zone, wasting the attack completely.
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- seismic blast
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It's not the only build that has concerns like that; my Grav/Traps controller plays completely differently solo than when on teams. Solo, she goes through missions putting down a set of Trip Mines with a Poison Gas Trap (more mines and possibly an Acid mortar for higher-level spawns, and I've taken to adding Temporal Bomb to give me a backup damage addition), then Wormholes a spawn into the minefield, waits for them to appear and die, then proceeds to the next spawn. On teams, it's virtually impossible for her to get the time to lay any of her traps except when there's a single path a known ambush will move through, and she can lay the traps while the rest of the team is wiping the spawn that triggers the ambush, so she relies on her holds and direct-damage attacks.
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- hi jimmy
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Sgt. Schorr will break Story Arc if outleveled
srmalloy replied to twozerofoxtrot's topic in Bug Reports
Did you get the little yellow book in your contacts window for him when you took the first mission? Tina McIntyre is another contact you can outlevel before getting her arc -- she doesn't give you her arc right off; the first mission she gives you is to defeat the Psychic Clockwork King in another dimension, and only after you complete that will she offer her arc. If you outlevel her before completing and turning in the first mission, she won't give you her arc. -
Or perhaps "Takin' 'em down!", if it was supposed to be a declaration of action rather than an order. Your version is more likely, though.
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It's going to go over the head of everyone but the real science geeks, but 'Oobleck'. Pick it up in your hand, it will ooze down around your fingers; step in a vat of it, and you'll sink. Hit a lump of it with a hammer, it will break. And if you have a big enough tub of it, you can run across the surface.
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It's a minor thing, but something that nags at me every time I switch characters or exit the game. When you use the quit command, you get a pop-up window with three choices for how 'severely' you want to exit: It always seemed to me that this wasn't ordered properly, with the least severe choice -- logging out back to the character-select screen to switch characters -- sandwiched between the others, which more deeply disconnect you. It's just an ergonomic thing, but I think that 'Quit to Character Select' should be at the top, with 'Quit to Login Screen' below it, and 'Quit to Desktop' at the bottom, where it is now. Comments?
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Actually, there should be two things done, one global, one specific to the Penny Yin TF. If you use Team Teleport to travel to the third mission, you get spotted standing on the tail boom of the helicopter, where the spinning main rotor would decapitate you if it had collision; getting spotted on the deck of the ship next to the Longbow NPC you click on to enter the mission would make more sense. The other change is applicable to all helicopter missions -- turn the exit around, so that when you exit the mission, you're running out of the helicopter, not into the helicopter. That by itself would relieve a significant number of pileups, as the first people to zone out of the mission won't be jammed up in the helicopter by their teammates zoning after them, and can just move forward instead of having to wait for all their other teammates to figure out what they're doing and move.
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Costume selection screen: Item name sorting
srmalloy replied to Techwright's topic in Suggestions & Feedback
You get six for breathing, then you can get one for a set of Halloween salvage, then one from the mission the three tailors will give you at levels 20, 30, and 40, to round out your 10.