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Everything posted by srmalloy
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This resembles how I thought 'Instant Healing' should have worked -- a toggle power that made all damage act the way Spectral Wounds does: you take all the damage, then after a short interval an enhanceable fraction of it 'instantly' heals back. Mechanically, it would mean that when you take damage, it would create a heal for part of that damage on a time delay. That means that you only 'instantly heal' each occurrence of damage once, as opposed to the current 'heal it again and again until it's gone' mechanic that has been Regen's shtick since it was introduced. However, barring going down to the initial hit, it has in the long run the same effect as either Resistance or Defense -- you sidestep taking a percentage of incoming damage, but only once per attack. It's a little better than Defense, because it would apply to each tick of a DoT, but not as good as Resistance, which takes its percentage off up front.
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IIRC, back on Live, the devs instituted an (I think) seven-reset limit on missions to prevent people from keeping a mission like Unai Kemen's wolf farm and resetting it over and over again.
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Well, that blows out the six-and-a-half page bio that БРИГАДИР's bio turned into... It's annoying working inside the 1023-character limit when you have Unicode characters in the bio, because each one is 16 bits wide, taking up two characters of space.
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Or, sometimes, because your team leader (or active mission holder) completed the arcs, with the 'experiencing the world as defined by their choices' effect.
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Ancient Egyptian Costume Suggestions
srmalloy replied to Sin_Stalker's topic in Suggestions & Feedback
Don't forget the use of chalk and white lead compounds to lighten the skin, showing your status in that you didn't have to work outside in the sun and get tan (the same thing was done in China and Japan), so picking lighter skin tones is acceptable. -
Access to Powers At All Levels After Acquisition
srmalloy replied to Maginary's topic in Suggestions & Feedback
If the fact that everyone isn't immediately jumping behind your ideal vision of the game, with even the GMs completely denying that your idea has merit, why are you still here arguing about conditions that seem to be intolerable to you, instead of downloading a copy of the code and setting up your own server where you can make all the changes you want to the game mechanics and play exactly the game you want? You keep saying that it's a lost cause, but you keep coming back, responding to objections with the same "Let me tell you the same thing again and again until you see that I'm right" argument. I would suggest that this thread be closed; I don't think that it's going to produce anything useful if it continues. But that would be up to the GMs. -
Access to Powers At All Levels After Acquisition
srmalloy replied to Maginary's topic in Suggestions & Feedback
And this is something new that was introduced in Homecoming, as opposed to being something built into the game -- and accounted for in game balancing by the original developers -- from Live? You keep harping on this one thing as if it's new and unprecedented, instead of having been part of the game from release. -
Access to Powers At All Levels After Acquisition
srmalloy replied to Maginary's topic in Suggestions & Feedback
You made your original suggestion because you believe that you would find it fun. That's your prerogative. Most of the respondents are expressing their dislike for the concept, suggesting that it would compound problems already being seen in game. That's their prerogative, too. And you keep throwing the same rebuttal to their objections -- that the P2W powers make up for the powers lost by exemping, so there's no reason not to keep the powers instead of losing them. Yes, we get it; repetition does not make an argument stronger. And your argument misses the aspect that having the P2W powers covering for missing powers still doesn't make the character as powerful as having the missing powers back plus the P2W powers. For example, running Posi 1, characters are limited to the powers gained by level 20. Most powersets' sustain powers come much later; in Posi 1 End management is an issue -- characters who took Hasten by 20 just run out of End faster. But if they have the sustain power they got at 35, suddenly that's not a problem; it changes the tempo of the low- and mid-level game. We're already seeing power creep affecting play; there's no need to strap RATO bottles to it and get it past Mach 1. -
Access to Powers At All Levels After Acquisition
srmalloy replied to Maginary's topic in Suggestions & Feedback
That lots of people want to rush to level cap and ignore the content between creating a character and incarnate trials doesn't make that a good bar by which to judge other changes. -
Access to Powers At All Levels After Acquisition
srmalloy replied to Maginary's topic in Suggestions & Feedback
...unless you happen to be, say, running Posi 1 with several level-50 Incarnates on the team, and the rotating Lore pet/nuke rotation steamrolls every mission before you can do anything. -
It's not comic/anime logic; there are a number of companies who use explosives to put out oil-well fires. What they do is to use an appropriate amount of explosives to create a shockwave that essentially blows the fire away from the wellhead, in a hugely magnified version of blowing out a candle.
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I don't think that powers which can be visually customized to look like you're encasing your target in rock shot through with cracks showing that the inside is hot enough to be glowing would create the proper feel of putting out a fire by covering it with dirt.
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Regarding Black Hole (Dark Miasma/Affinity)
srmalloy replied to Rimerat's topic in Suggestions & Feedback
Black Hole, as I see it, has one viable use, and if your team is reasonably well-built and competently played you shouldn't need it. As an "Oh, shit!" button to temporarily sideline the third (or fourth) spawn that you didn't expect to join in, it's a viable tool. That said, I think it was sometime in 2008 the last time I saw a mob panic and run off with a Rad debuff toggle left up on it, and the resultant six-spawn aggro because a Defender wasn't paying attention. It's just too specialized a tool to make sense in all but a very few builds. You will virtually always get more use out of that power pick and slots elsewhere. -
You have to cut the Vahzilok some slack. You spend your days focused on the acquisition of bodies and organs, assisting Dr. Vahzilok in his research into defeating death, and you lose some of the nuances of villainous activity. For example, I'm fairly certain that this hot tub in northeast Faultline is going to prove useless for making your captive "sleep with the fishes":
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Croatoa final mission: Protect the Henge
srmalloy replied to Greycat's topic in Suggestions & Feedback
Or, in the case of an interesting bug with "up:max" as a destination, if you draw the wild card, you can just leave them up in the sky for the fifteen minutes: (the bug is that if you use "up:max" for a destination for the wormhole, sometimes the mobs experience a Wile E. Coyote moment and forget to fall to the ground) -
Weapon suggestionm for Titan and Staff: SCYTHE
srmalloy replied to Voltor's topic in Suggestions & Feedback
It's not a medieval version, but the Tech staff from the current choices has an energy blade on the end sticking straight out. In a similar style, a naginata would be a viable addition in various forms -- it should not be difficult to graft the blade from several of the katana models onto a staff as additional choices -
I'm suddenly reminded of Obi-Wan Kenobi's use of Force tricks to confuse or distract people -- "The Force can have a strong effect on the weak-minded."
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It's not something that's going to affect gameplay in any way, and can be handwaved by simply declaring that Praetoria does it differently, but the runway at the western end of Neutropolis is mislabeled. Every public use and military runway on the planet has (or should have) runway designations painted on any end for which an approach can be flown. These designations indicate the magnetic azimuth of the runway -- runway 9-27 is aligned east/west. The number painted on the end of a runway is the magnetic course (minus a zero) that a plane will be flying to land on that runway. The runway in Neutropolis is aligned east/west, but the western end is labeled '01', indicating that it's azimuth is 10° east of north, and its opposite end would be labeled '19'. But, because it's physically aligned E/W, these numbers should be '9' at the west end and '27' at the east end.
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A relic of the period shortly after the devs replaced the 5th Column with the Council back on live and the 5th Column were missing for a couple issues: [NPC] Nacht Elite Grenade: Fools! You didn't think we were really gone, did you?
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The order of 'precedence' when you just delete the character that's the SG leader is somewhat flaky. It's always best, if you're going to delete the SG leader, to log into the character (you want to do this anyway to strip them of enhancements, inf, salvage, and inspirations) and explicitly promote the character you want to become the new SG leader.
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The pop-up tray isn't bad in itself; hiding powers that are only available when another power is active frees up space for powers that are always available. What I'd like to be able to do is put macros into the unused slots of the tray, so that I could create macros for specific Translocation uses that would only be visible when Translocation was available, rather than taking up space all the time.
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One of the Valentine tips you can get is "from yourself", and you have your choice of delivering it to Mother or... delivering it to Mother. In either case, you're directed to "board transit" to deliver the valentine to Mother Mayhem. However, the valentine is undeliverable in Praetoria, because unlike the trams in Paragon City or the ferries in the Rogue Isles, you don't get the option to go to an instanced mission map from the Praetoria transit menu.
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I don't know if it's an issue with the lag between the client and the server or some such issue that negates the possibility of a solution, but zipping up to the tram entrance and having to stand there in front of the open doors for up to ten seconds before the tram doors close and the tram leaves before you get the blue hand that lets you click to select your destination gets pretty old after a while. The opposite problem, where the tram is arriving at the station and your character jumps through the closed gates in front of the arriving tram, is disturbing, but less of an issue. Is there some way that the timing of the tram animations could be adjusted so that what you see in the tram station more accurately corresponds to your interaction with the tram? I.e., when the tram becomes unclickable, it closes its doors and trundles off right then, instead of standing there with its doors open, and on arrival, the tram stops and opens its doors before your character dashes into the tram, instead of diving out in front of it as it's still pulling in?
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