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Everything posted by srmalloy
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That can cause some oddities -- for example, the first piece of the Positron TF caps players at a level below the minium at which they could slot anything in the Positron's Blast set, and even the second piece caps players at a level where they can barely slot it. Seems weird to have a reward for a TF that the character receiving it wouldn't be able to slot due to level once crafted.
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With my Pyro/Marine Controller, I've switched from that to putting it on my Catherine Wheel, because it gets closer to the hostile mobs, creating more stacks -- and because it doesn't despawn at inconvenient times when I'm not paying attention. Even when solo, if the current activity has a cluster of friendlies (i.e., Adamastor summoning, the Kronos Titan train in Talos Island), putting it on the GM pretty much guarantees capping the number of stacks.
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A controversial topic: Is it time to make items scarcer or cost more?
srmalloy replied to Troo's topic in General Discussion
And there is the ongoing solicitation for multiple-star-difficulty TFs, where the post in LFG always has "Essential: must have Tier 4 Barrier", setting up gear checks. People found that a continuous rotation of Barriers is a way to successfully complete the TF, so because a single solution was found, it has become the only way to complete the TF, with no one interested in trying to find out whether there are other ways to succeed. Objectively, I find the canalization of approaches to beating TFs disappointing. But I'm not the one organizing the runs, so I'm not in a position to tell them they can't do it that way. -
Concept for Galaxy City Revamp: 'Reconstruction'
srmalloy replied to mechahamham's topic in Suggestions & Feedback
And judging from the sheer amount of concrete used in building Paragon City, whoever supplied the 'crete would have made an absolute fortune. -
I have made up a file of popmenus in my menus folder so it loads on client launch for location powers that, at least for me, streamlines their use, so that I'm not clicking around on the screen to try to position the AoE where I want it (at least in most cases). The individual popmenus are of the form: //------------------------------------------ // Lifegiving Spores Menu "LifegivingSpores" { Title Lifegiving Spores Option "Lifegiving Spores &1" "powexecname Lifegiving Spores" Option "Here &2" "powexeclocation down:max Lifegiving Spores" Option "Target &3" "powexeclocation target Lifegiving Spores" } So, for this popmenu, I would set it up as a macro, say, "/macro LGS popmenu LifegivingSpores". This puts a "LGS" macro icon in my tray. When I click it, I get the popmenu above, with shortcuts '1', '2', and '3' -- '1' acts like the power normally does, putting down a glowing target for you to drag around and click to set; '2' puts it under you, centering it at your feet if you're on the ground (the 'down:max' is for things like rains, where I'm flying above my target and want to drop it on the ground under me); '3' centers it on your current target. Since almost all the popmenus work the same way, I don't need to actually look at the popmenu; if I want it where I am, I click the icon or use the keyboard shortcut and press '2'. If I want it on my target, I'll press '3' after activating the macro, and if for some reason I want to target it normally, I'll use the '1' option. For powers that are location teleports, the 'target' option gets moved to '2', and the '3' option changes to a 'forward:max' move-through: //------------------------------------------ // Lightning Rod // This popmenu alters the default hotkeys; '2' is for current target, // and '3' charges forward to the max range of the ability Menu "Rod" { Title Lightning Rod Option "Lightning Rod &1" "powexecname Lightning Rod" Option "Target &2" "powexeclocation target Lightning Rod" Option "Rush &3" "powexeclocation forward:max Lightning Rod" }
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Then Build Up is just a proc. It adds damage and a moderate to hit buff to all your attacks for a short time. Envenomed Blades adds typed damage and a moderate to hit buff to all your attacks for a short time. With the exception of the damage buff being typed, Envenomed Blades is mechanically identical to Build Up. This feels strongly like a case of "I want this one effect to work differently than all the other functionally identical effects in the game, because I think I should be getting more of an advantage from it".
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The only immediate upgrade I want for Trip Mine is to make it queuable. Not to affect its interruptibility, but just to be able to put down a Trip Mine, move to where I want the next one, and queue it so I start setting the next one as soon as it recharges, instead of having to watch the recharge timer count down before clicking it again. Getting hit, or moving, or any of the other things that interrupt a queued power should still break the queue; I just want a little more convenience when I'm putting down several mines in a cluster.
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That's the way it's been since the game launched -- single-target buffs applied to you have never affected already-summoned pets. Changing that would involve a much deeper alteration to the mechanics of the game and would likely require rebalancing of pet powers.
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Are you activating Envenomed Blades then summoning your Fly Trap, Carrion Creepers, or Lore pets, or do you have the pets out and then activate Envenomed Blades? Fly Trap et al. are separate entities; once they've been summoned, any attacks they make aren't your attacks, so they don't get buffed. Expecting them to be buffed is like expecting Envenomed Blades to buff the attacks of all your teammates. As I understand it, if you summon pets while you have a buff that affects you active, the buff will carry over to the pet, but once summoned, a buff would have to be applied to the pet for it to get any effect. Interface effects are continuous, so they would be in effect when you summoned the pet, and would therefore carry over; if you had an empty Interface slot, summoned your pet(s), and then slotted the Interface slot, your pets would not get the effect from the Interface slot.
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You'll have to get Mender Silos to divulge his method of getting around the Carbon Limit for that to work...
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It was the intended path at the time of the release of Praetoria as a character origin; it was a longer-term goal to have goldside fleshed out to 50 (along with all the other longer-term plans, like Tyrant 'reforming' and getting shoehorned in as a replacement for Statesman, and the moonbase, and the Coming Storm, etc.), but that kept getting kicked down the road, so we never got any formal post-20 goldside content.
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What we need is for the enhancement tables to actually sort the enhancements in them, not just show them sorted. What is going on is that the display of the enhancements stored is sorted alphabetically, but the database 'inside' the table records the enhancements in the order that they've been added (IIRC, this made the SG leader's audit function easier for the Paragon Studios devs to write). When you take an enhancement out, it takes the earliest-stored one of that type. If there are more of that type of enhancement in storage, but the next internal slot isn't that type, then the display part of the interface gets confused, and you get the annoying jump in position to what the next most recently added enhancement was. To fix this, adding an enhancement to the table should resort the internal list, but this would require rewriting other functions associated with the SG leader's audit capability, and might require changing the database structure of all the storage objects.
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Put Veteran Level earned on the Character Select Screen
srmalloy replied to Heatstroke's topic in Suggestions & Feedback
Alignment is already visible; it's the hero/vig/villain/rogue icon. Vet level is useful to have immediately visible on the character list. For the stats in your list, 'active mission' is indeterminate unless you're in a TF (logged out while in a TF proper is rare any more, but in an Ouro arc also counts. Other stats would be better, I think, shown in a 'right-click for detailed info' pop-up window, instead of being there constantly to clutter up the screen. -
On the Windows launcher, there's a 'screenshots' button that opens a file window for the screenshots folder, so you don't have to go looking for it.
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Yes, but it's got a 250,000-year animation time; you'll get godlike damage, but everyone in the room will be dead before you can set it off.
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It can work in reverse as well. The 'abandoned office' map, with the end room that's up a stair, right, left down a stair, another left up a stair, then left down a stair to the final room? There's a small hole punched in the corner of that room you can see through from the bottom of the stairs leading into that whole mess; with careful targeting you can teleport in through it -- or, as my Grav/Traps Controller uses it more often, target the BP Ravager in the room, then lay down my pattern of Trip Mines and Poison Gas Traps, then stand back and Wormhole the spawn onto the minefield.
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In-game places that you wish would have names
srmalloy replied to Techwright's topic in General Discussion
Paragon City has gone in heavily for the electric vehicle nonsense. Which is why you don't see any buses running around between all the bus stops -- not even Dr. Aeon can figure out how to make electric buses useful for anything except starting fires in the storage parks. Well, it is a proven-effective way of heating the buses in cold winter weather, once you get past the limitations that you can't control the amount of heat produced, the amount of heat is typically hundreds of times what you need to keep the occupants warm, you can only use the heating mechanism once per bus, and it's really hard to turn off the heating once it starts. -
In-game places that you wish would have names
srmalloy replied to Techwright's topic in General Discussion
You haven't earned the zone exploration accolade for Kallisti Wharf on any of your characters, then, I see. Or figured out how to get outside Pocket D and fly around to some of the interesting things you can find there... like a gas station, two Rikti motherships, and a TARDIS. -
You know how some IO sets only have one unique enhancement?
srmalloy replied to kelika2's topic in Suggestions & Feedback
Or, as with the Energy Blast set, learning how to use the knockback to assist with clustering up spawns for more efficient AoE use. Although there were people who just wanted to watch mobs go flying and didn't care that they were spreading out the spawns. -
Further update with additional testing. The bubble fountain does not occur in my base if I have either a Barrier Reef or a Catherine Wheel summoned, although zoning out of my base to Pocket D with the Toroidal Bubble buff active causes the bubble fountain to start on arrival in Pocket D, but the effect stops if I use any movement key. Zoning back to the base restarts the fountain, and it remains on even after moving.
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Something Funky with 120s procs (Numina)(Kismet)...
srmalloy replied to brass_eagle's topic in Bug Reports
From the wiki for the Kismet +ToHit global: "When used in a toggle power, the effect persists until 120 seconds after the toggle power is deactivated." And from the mouseover on the enhancement itself: "Increases ToHit for all attacks by 6.0% for 120 seconds." -
If you fire off Toroidal Bubble in a base, or take a portal into a base while your Toroidal Bubble is active, the bubble generator goes crazy, throwing out a continuing fountain of bubbles beneath you: The bubble fountain continues until the buff expires, or if you leave the base. I haven't tested this to see if the visuals affect someone else affected by your Toroidal Bubble, or are confined to you, but it appears to be 100% reproducible for me if I'm in a base or enter a base portal. Update: In a weird bit of anti-synergy, I trained, taking Shifting Tides, and dropped it on one of the NPCs in the training cluster of my base. After doing that, Toroidal Bubble did not generate the bubble fountain, nor would it after I turned off Shifting Tides. If I left the base and returned, with the Toroidal Bubble buff still active, the bubble fountain resumed when I zoned into the base.
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Costume Pieces that are oddly single gender (a thread)
srmalloy replied to TransFemmeHero's topic in Suggestions & Feedback
Right up there with the Ascension, Sinister Plates, Spiked Pauldron, and Organic Armor shoulder pieces, which all seem to be designed to either puncture your eardrums or pierce your ears if you reached for something over your head. -
In the Info window for the Whitecap power in the Marine Affinity powerset, it describes the power as "Ranged (Targeted AoE)", but the description has the text "You summon a burst of water underfoot that hurls you from your present location to a location of your choosing." The power labeling at the top of the window matches the power mechanics -- the teleport effect transports you to your current target. The description, however, looks as if it is a relic of an earlier version of the power from development of the power set, where it had been a location AoE. Either the power description needs to be changed to something like "...hurls you from your present location to your current target" (and changing 'targets' in the second paragraph to 'a target'), or the power itself needs to be changed to a location AoE power and the general description updated to "Ranged (Location AoE)". My personal preference is to have the power changed to a Location AoE, which would make it more flexible and useful, but the simplest correction would be just to update the description text and leave the power as it is.