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Everything posted by srmalloy
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The problem is that you can't simply kick them out of the league/team and ignore them. They can park in the Murder Motel and go AFK, and there's nothing you can do to prevent them from leaving their pets on Aggressive to attack any mobs spawned by other people in the courtyard, draining XP. They don't have to be in a league with active players; they just have to stay in range of the spawns.
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"No, Flashburn, we're not accusing you of using excessive force; we're just noting that all the criminals you apprehend are brought in by the police transporters with third- and fourth-degree burns covering more than half their bodies."
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And to have the slot for the power in the powerset changed to an additional attack All your protestations about how you aren't suggesting that Ice Patch be removed can't hide the fact that you want it folded into another power so you can have another damaging attack replacing it in the powerset.
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One of my character names would be a 'deep cut',then, being a play on the title of a 45-year-old song — Rolande, the headless Trollkin Gunner...
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When you create a character with the Bioluminescence texture for both the head and chest, you come up against a jarring texture discontinuity: The head texture has a 'glow' patch at the back of the neck, but it doesn't wrap around to the front of the neck, so you get a hard discontinuity where the chest color cuts over to the skin color on the head. If the 'color 2' patch at the back of the neck were to be extended to wrap around the neck, this would be eliminated.
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I don't have OCD issues... I have OCD subscriptions.
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Purchase Free Costume Change with Halloween Salvage
srmalloy replied to gameboy1234's topic in Suggestions & Feedback
If a set of one each of the Halloween salvage can get you a costume slot, a set should be able to get you a full costume change. Putting a hard limit on how many each character can buy, though, would probably be a good idea; the ease of stacking up several hundred of each would make the already mostly-minimal info drain even more so. -
It's more subtle when most people don't recognize it; I have a Dark/Time Blaster named 'Nochnoye Vremya' (Ночное время) — 'Night Time'.
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Okay, look at it from the other side — the proposal is to fold Ice Patch into Frozen Aura to allow its spot to be replaced with another attack. Bear in mind that this will require all the attacks to be rebalanced to avoid giving Ice Melee an unwarranted advantage; which other attack(s) get nerfed, and by how much, to account for the extra damage done by the new attack? And what is this going to do to Ice Melee characters that already have completed builds, and would require complete rebuilding to be able to slot the new attack? The proposal jerks over every existing character with Ice Melee because you want a cleaner attack chain.
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I had the "Defeat Hades and guards" mission from Lawrence Mansfield on my Poison/Dark Defender, and I was snipe-warrioring my way through the mission until I found Hades alone in a back room on the second floor. I sighted up on him and lit him up with Moonbeam. He started his monologuing about how his ring made him invincible as my shot went off... and I one-shotted him, getting the XP for defeating him, the 'mission complete' announcement, the mission-completion XP, and the mission exit button. Then, while continuing with his "the ring has stopped working" and "Noooo!" exclamations, he stood back up at half health and started throwing fire at me. I took him down again, and got a second tranche of XP for defeating him. I'm not sure whether the game doesn't account for someone being able to one-shot him before whatever effect of the ring (looks like just a big heal) takes effect, or if it's just lag that kept the heal from going off until after he'd been flattened.
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And the Outcasts are getting philosophical. I suppose you have to have something to occupy your time while you're standing around posing: [NPC] Scrounger Buckshot: Well, yes, I see your point on that issue, but it doesn't change anything. Destiny is destiny.
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Not actually a bug, just an animation oddity
srmalloy replied to srmalloy's topic in Suggestions & Feedback
Fly and Mystic Flight are consistent in that using the 'up' key just increases your altitude, and using the 'down' key just decreases your altitude; it doesn't affect your flight attitude, regardless of whether or not you're moving. Rocket Board has a different visual for climbing; the nose tips up. To be consistent, either it shouldn't tip up when climbing, or it should tip down when descending. -
Something I noticed with the Rocket Board P2W flight power is that its animation is not symmetrical. If you are flying level, and hold down the spacebar to climb, your rocket board tilts nose-up as you climb. If you hold down the 'X' key (or whatever you have bound to the command), to descend, the board just descends, remaining level. The power works correctly, so it's not properly a bug, just an odd quirk of the animation that, in the absence of anything even vaguely more important to fix with the game, might be considered for updating.
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It still breaks the power display in Mids when it's imported. If it was built with Afterburner as a separate power, then Mids should account for that and not mislabel all subsequent power picks, or just identify Afterburner as no longer being a valid power pick and leave the slot empty.
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There seems to be something broken in the build, the download link, or in how Mids loads the build; it has Afterburner at 14, when it's an autopower in the pop-up tray and unslottable; it causes all of the powers taken after it to show incorrectly when moused over -- all the powers show the power below them (including their slotting), except for Poison Trap, which shows as Afterburner.
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Poison/Water - your thoughts, input and reasons I just shouldn't...
srmalloy replied to Scarlet Shocker's topic in Defender
Aargh. Someone needs to update the default colors for the Mids export; black text on the forum's dark blue background is a legibility nightmare. -
I have CDO. It's just like OCD, except the letters are in alphabetical order. AS THEY SHOULD BE.
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That's what I always snickered at when I ran my Psi/EM Blaster on an ITF — when the Praefecti Castrorum, Minotaurs, and Cyclopes hit Unstoppable, and everyone else's damage numbers dropped into single digits, and I'm still doing three-digit attacks. I just have to remember to keep the Tankers and Scrappers between them and me...
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The hazard zones are/were characterized by tougher street spawns — either larger spawns, higher level than normal for the mission levels in the zone, or a higher proportion of higher-rank mobs, mobs with exotic attacks (i.e., the hydra in Perez Park). Or any combination of the four, plus additional threats — Peregrine Island, for example, used to have Crey snipers on almost every building.
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If you go to the Homecoming wiki and look at the city map, you'll see it's badly out of date, too — not only is The Hollows still marked as a hazard zone, but so is Peregrine Island, and it still shows the RWZ with the borders of the old RCS, along with its entry being from the west end of Crey's Folly. Lots of outdated information.
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What I learned, back before Ouro, was to, as soon as I got Trevor Seaborn, Hugo Redding, or Haley Phillips as a contact, to immediately go to them and get a mission from them, abandoning it and asking again as many times as necessary for them to give me the "Rescue the Mystic from the Circle of Thorns" mission. That way, it would sit in my mission list even if I outleveled the contact, and be there to complete later, or while in the team.
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IH as a toggle was 'God mode' when the devs tested it on their internal test server and found that a Claws/Regen Scrapper could solo +8 content... without realizing that the internal test server didn't have the 'purple patch' incorporated, so their test character was doing 10x the damage, hitting 10x as often, and taking 1/10 the damage it should have -- and rebuilt Regen based on those test results. Now, I will admit that Regen as it was built was balanced around SOs and HOs, when the ability of a Regen Scrapper to build in significant Resistance and Defense was limited, and was going to need rebalancing after the introduction of Inventions, but I feel that the devs took a brute force "have to fix it fast" approach based on their internal test -- and then continued to implement that hack job even after they'd admitted that their testing was done on a server whose environment didn't match Live. But they should have taken the time to do it more cleanly.
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Option to remove enhancement visual effects
srmalloy replied to Klaleara's topic in Suggestions & Feedback
There needs to be a visual effect to inform you that the proc has triggered. Your complaint is also applicable to every single damage proc slotted in a power with a different damage type — why should you 'have' to see fire effects on a target you've hit with an ice blast? It's a bit jarring to see a different special effect appear when a proc triggers, but as a request for a change to something baked deeply into the game, I feel that it's so far down the list of priorities that I wouldn't expect to ever see it happen. -
That bug has been around since Live, and had a second one associated with it — when you save the first item and proceed deeper into the mission, the Freakshow 'ambush' showing up to attack the second (or third) item after you defeat the immediate attackers spawned at the mission entrance and would attack and destroy the item(s) you'd already saved. This didn't affect mission completion, but it was annoying; I recall suggesting that, when you saved an item, it disappeared, so it wouldn't act as an attractor.
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