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Paradox Fate

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About Paradox Fate

  • Birthday 01/01/1004

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  1. Gears from defeated Clockwork Princes. Dislike them ever since Synapse's TF. And Master Illusionists.
  2. There's also the weird sound lag on Cutting Beam, where the effect on the enemies is coming several seconds later after you used it. Otherwise Disintegrate requires a bit to ramp up and spread across enemies, though that is often not possible due to the rapid killing speed in teams.
  3. Definitely seeing a lot of 'prob bomb' sets in Controller builds, having also one in my Arsenal Control/Trick Arrow character. Probably all leaning hard on the 'damage is king' meta here - Which *might* be a problem in itself, but that's for another thread around here I think.
  4. I occasionally get that update loop, whereas I agree on the update, which it then does. And then wants to update to the same version again. And all the while it keeps heckling me that my build is of a older patch, even when I check on the 'Don't notify me on this anymore'.
  5. I wonder if that is more of a Blue Side observation than anything else. Even with IO's, Red and Gold Side will have you quickly if you are overconfident.
  6. Unless the person is wrong on the internet, or being openly made a fool. Suddenly a lot have enough time on their hands to throw in their commentary in.
  7. Some powers need a faster activation time, matching their counterparts in other powersets. Can't tell me that Trap's Tripmine cast time of 5 seconds is considered fine, when the one in Devices has 2.77 seconds. And has no interrupting in it. And the Poison Trap is 2.77 seconds, while the one in /poison is just a single second, literally just slapping it on the floor and setting it off. If they cut down the 'cast time' of those to match the other sets, Traps would have much better mobility and can be more aggressively used.
  8. There's also still the issue that some Henchmen, despite sufficiently slotted with +%Endredux IO's, still manage to run out of Endurance. And I don't mean on the overall scale during a longer fight - A single Henchman of the group just loses it much faster than the rest of them. I noticed that more on Zombies and Ninjas, less so on Robots.
  9. They are definitely upping the difficulty on the mid-late game, for some reason. We got the CoT and the Council remakes, along with the redone Cavern of Transcendence Trial. As the result the trial is nearly dead these days and doing Khan is less of a hassle to do than this now.
  10. The Blue Side low-level area factions definitely could use a slight uptick in their repertoire, no idea why the Council and Crey (again?!) get a adjustment while anything in Atlas/Sky/SC and Talos are mostly untouched. I thought the deck was newly mixed since Galaxy's fall and we already saw that a few 'thug factions' gotten their hands on new stuff or a shift in their hierarchy, making them more dangerous than before.
  11. There would be no tram travel anymore, because screw public transportation - Have another road lane, instead.
  12. Still got the mission for the 'Unabashed' Exploration badge, in which you need to get on the mother ship and find the badge on there. However, this has been done in a MSR instance, yet the mission for it remains in the tab, unable to be abandoned.
  13. After finishing a Human Peacebringer, I wanted to give the Warshade a spin. Nova form is nice for low/mid content I would like to tackle frequently (Dark Nova Emanation/Detonation are so satisfying to fire!), hence I would like to keep it in a build. Are any out there that I can use? Thanks in advance!
  14. I wouldn't mind it on same powersets/powers but different AT's. Example: Poison Trap from Poison is 1.0/1.188 sec cast/arcanatime Trip Mine from Arsenal Assault is 1.93/2.112 sec But both on those on the Traps powerset are 2.77/2.904 and 5.0(!)/5.148 sec.
  15. Reworking the badge system to properly have a extra window you can better track what you need for them, along with putting tracker texts on screen of which you are actively pursuing. Similar like the WoW Achievement window. So no more second guessing certain ones like History Plagues, wondering if you skipped it or not by accident in a zone you previously cleared. I'd also make Stalker's Assassins Strike hit chance to 100% when performing it while in Hide when certain accuracy requirements are being met. No more XCOM levels of '95% chance equals feeling like 30%' moments, especially when using BU to set up for a high-damage move, only to whiff it and having AS on cooldown.
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