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Everything posted by Crysis
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Tailor Bug - Dual Pistols (with Munitions Epic Pool)
Crysis replied to Icecomet's topic in Bug Reports
Animations involving any kind of different weapon models appear to be a huge mess right now. Invisible Katana’s, DP/TA and even MM’s using pistols with Trick Arrow. My money is on Sentinels to blame for all this. -
You sound like dev direction here on HC is based more on ego and “personal passion” than actual game improvement/balance? But of course it is....it’s a volunteer effort and very few chosen volunteers have access to even change/improve the code. It’s not a truly open source project.
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Best Combo to Explore - Foe Damage Mechanic?
Crysis replied to Sailboat's topic in General Discussion
Not the way you are thinking of it but.... Try a sturdy MasterMind in Bodyguard mode. When Bobcat delivers an Eviscerate that makes a Scrapper run away squealing but a MM just takes a fraction of the damage....it’s a smug feeling. Massive Resists are about the same as massive -Damage. -
I still find myself at times during very busy missions just standing there with my Demons/Storm because I’ve gotten two out of everything from Tornado, LS and FR and my Demons are just doing their thing while I stand in middle of spawn, occasionally throwing out a Lash. END burn hurts but there is a point in every battle where I compare myself to my other alts and think “being a boss is fine!”
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So here's what I've come up with thus far. Moved some power timing around, yanked a proc out of Mace Volley and shoved it into Stamina, etc. Actually ended up with better S/L +DEF and better +END as well, although I had to go crazy with some Hami-O's in Tactics. In reality, I'd likely just take the as-is +Tohit and go with two 50+5 ENDREDUX. Let me know what you think. http://www.cohplanner.com/mids/download.php?uc=1613&c=773&a=1546&f=HEX&dc=78DA65544B4F135114BE339D52A6E5516C7949299D96674B5F0AA21B4904342A3568C1C7C290110AD450DAB44384A50BF74A34468D8F954B5726203B57C6DFA0F1B5312E14E3635D4FE73BD2493A69FBDD7BEE775EDFB99DD4C664C38B5337C785E49E58D54BA5F9945E3232C55C766DD1714E37D68BFAAAA0C795367423BB1048AFE40D07EDB52A6D3EBD9ECBE5D7629319FAE54D766DB9C7C238B1BEB4144B1BF962AE7A2E9A67F2F9D5D874465FCC144B2BD982D3DCA70B99CC62A3B93C995D5E3188D9F09F58A08D6FAA905D885962A7F4850C17BDD9419525E8FBC02DF829DBC5454588A422E42B8C9F6421BA55A17C04D67FE0FD970A2AA240342199BE42DC924D9F876E3689B222DDAEC45145DD1DC4ABDB023AEF02B57BC01692C9863892AD5502C70B7C44F1EC8827EC9A306D21E23B98EF7887BCF5EF81250AA9E2CCAE9AB154D1E60576B8817E3FE1802A021AB037087C4CB95CECEBBA8CDA1A6619D9A7897D9AD8A7E32F6A0A524D8D5C5363449879C28C068568460F72F3A86CDADC5F6DC031EC9F50EE16D6AD650FB603BF187F03BD7FD063DB5B1BE643393DACBF87F5B791AD1536B9B55D32E7153804FE40123915E2B4739FEDAC919FB509B0EEDA59F8684AA54F8708D7039F529D9DECDB7909DA1C9C633C8E3A7D13A8C5F75C32EF89FF1BD10714E1A1BC5DAC5197066D8646091D3621B71195E7DCCDBA3DA35C3D6CEBE1D9DFA05441BEAFC1CFA831348EBC21D6A9F70DDB5FD3DEA3885ED666837CFBB8F6BE28B8FD09C63838FD3199B56264DF6D0A39C8F319BC009FA134E32C307C1E189D83CF2BF289209F12D9464FC32F1977D0CFF0266A8C729E5DF289717F31D62F7E1A67F129F415D7614FE630ABE475CC6E878E13AC6F82E79AE4BBEF53F6FFE7F4A147846B2C891A4BB2C672B8C632526399B65A54D49EAABE2BCA33CAFE3B424811E8A0D2AC6DB095BF3BE99CEFB514825E7B559B2469D0C17B4632EFD50F2B7F10F17E5AF9F7514374AB820E71D5695666E6BA6659EB96F58C653D16DEEFA73C6A591FA17527AF8FD2DAC5EB690FA5E15E472CFC6316FE3F9D54FE21
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Yeah but Superspeed is the only Knockback defense I’ve got. I can actually drop Hover and change Lash back to a 4 or 5 set bonus and make up the loss of both the LOTG +Recharge and still keep S/L softcapped to DEF. Then I have room for both Tactics and Burnout both. But Tactics really drains END again, so now I’m sort of back to square one. Looks like I’ll be fiddling with MIDS for awhile tonight.
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Ideas for claiming mass Character Items from email?
Crysis replied to Troyusrex's topic in The Market
I can tell you from tinkering with the private install there’s a TON of QOL improvements that could be made by some enterprising developers (myself included) but only -IF- Homecoming would open themselves up to some API gateways. For example, it’s fully possible to create an Auction House API that would allow for transaction monitoring well beyond the “last 5.” Even the existing AH UI is using a crude form of this. With the right API, you could even allow transactions without logging directly into the game. But a start would be read-only capabilities which, when coupled with the right app, would allow for some pretty interesting capabilities to monitor trends almost the same as with financial markets. Looking not only at sales price, but “crafting costs” as well over time. -
I respecc’ed into your build last night. Endurance is definitely far less of an issue. Demons seem to do about the same amount of damage. I did throw a FF +Recharge proc into Gale and still use it (always did with my build) more as a soft control and simply way to get more Recharge. Overall very happy with your build vs. mine. Thanks again. I do, however, miss Tactics. The accuracy of my henchmen and myself isn’t bad up to +2, but at +3 and higher, lots of “Miss” signs over heads of targets. I didn’t have that issue with my build since I was running tactics. It’s not a huge issue, but does concern me a bit. What was your experience with running minus Tactics? Storm powers have enough ACC slotting that they should be fine, but the pets concern me, especially the T1/T2 henchmen since they are already lower level than the Prince and I.
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I'm having the exact same issue. Thugs works. Beasts work. Necro works. But for Demons, can only get a response from the Lieuts/T2's. Everyone else ignores the bind commands. How did you fix it? You said "remember the word Summon" but I'm not sure what that means? EDIT: Never mind...I made the same mistake. The Bind file to load is actually "Summon Demons" not "Demons" which is a reference to JUST the Lieuts.
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Good stuff and thanks for sharing. Care to elaborate what else you'd do to improve it? Although on the AOE Immob, I'm slotted identical to you, so not sure where you see the difference? You most definitely have better END surplus going for you than I do. Almost 50% more net END/s between Recovery and END usage. That's very attractive to me since it means I can forgo Alpha/Cardiac. That's usually how I address my /Storm MM's sacrificial blue bars. One last question....Tactics? I've found from 45+ I'm routinely going against +4's, and that creates a lot more whiffing than I'd like without Tactics. Yes I'm aware of the bonus we get from Supremacy, but I still haven't found it enough. You do OK without Tactics?
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So in searching through the forums, there's a -LOT- of conversation about Demons/Storm and Thugs/Storm. I have one of each and have found, in most situations, that the Thugs/Storm is the slightly more potent combination of the two. But the Demon/Storm ain't no slouch either. What's surprising to me however is that there are virtually -NO- Demon/Storm MM builds posted. Or if there are, it's someone making a first time build asking for an assist and then nobody replies to actually assist them. So, I'll submit mine here for review. Like just about Anything/Storm, it's murder on the Endurance bar. I also had Hurricane until around lvl 32 and then respecced out of it. The thing with /Storm MM's is that you tend to be more focused on getting the maximum damage out of your pets and your storm powers, so in general "herdercaning" isn't really all that viable as you move up in ranks. That said, I recognize many stormies just see that as a signature power, and it's a great -TOHIT debuff so more power to you if you want it. I just don't. Softcapped S/L +DEF, high resists. I think I've got good damage coming out of the henchmen as well and have managed to work in every single one of the Pet unique proc's and both MM sets. With all the Winter sets in here, and several purples, it's not a cheap build and it doesn't shine until you hit 50 given how many need to be the Superior versions before all the bonuses kick in. But...it's pretty good I think. But you tell me....how would you improve my build here, and/or post your own for comparison? Thanks! Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Storm Summoning Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Summon Demonlings -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(3), SprCmmoft-Acc/Dmg/Rchg(3), SprCmmoft-Dmg/EndRdx/Rchg(5), EdcoftheM-PetDef(5), SlbAll-Build%(27) Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(46) Level 2: Lash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(9), Hct-Dam%(9), SprBlsCol-Rchg/HoldProc(11) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(13) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Kick -- Empty(A) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15), StdPrt-ResKB(15), StdPrt-ResDam/Def+(17) Level 12: Summon Demons -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(17), SprMarofS-Acc/EndRdx(19), SprMarofS-EndRdx/+Resist/+Regen(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(21), SprCmmoft-Rchg/PetAoEDef(21) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 16: Freezing Rain -- AchHee-ResDeb%(A), Rgn-Acc/Rchg(45), Rgn-Knock%(46) Level 18: Hell on Earth -- ExpRnf-Acc/Rchg(A), CaltoArm-+Def(Pets)(23), ExpRnf-+Res(Pets)(25), ExpRnf-Acc/Dmg(25), ExpRnf-Dmg/EndRdx(27) Level 20: Tactics -- GssSynFr--Build%(A) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(33), ShlWal-Def/EndRdx(33), Rct-ResDam%(33) Level 26: Summon Demon Prince -- SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(34), ImpSwf-Dam%(34), SvrRgh-PetResDam(34), SvrRgh-Acc/Dmg(36), SvrRgh-Dmg/EndRdx(36) Level 28: Crack Whip -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/EndRdx(37), SprFrzBls-Rchg/ImmobProc(37) Level 30: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(37) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Tornado -- FrcFdb-Rechg%(A), AchHee-ResDeb%(39), OvrFrc-Dmg/End/Rech(39), OvrFrc-Acc/Dmg/End(39), OvrFrc-Dam/KB(40), OvrFrc-Acc/Dmg/End/Rech(40) Level 38: Web Envelope -- GrvAnc-Immob/EndRdx(A), GrvAnc-Immob(40), GrvAnc-Immob/Rchg(42), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43), LucoftheG-Def/Rchg(43) Level 44: Web Cocoon -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Dam%(45) Level 47: Lightning Storm -- SuddAcc--KB/+KD(A), GldJvl-Acc/Dmg(48), GldJvl-Dam/Rech(48), GldJvl-Dam%(48), FrcFdb-Rechg%(50), GldJvl-Acc/Dmg/End/Rech(50) Level 49: Burnout -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(45), NmnCnv-Regen/Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 1: Ember Demon Level 1: Fiery Demonling Level 12: Hellfire Gargoyle Level 26: Hellfire Demonling Level 50: Pyronic Core Final Judgement Level 50: Longbow Core Superior Ally Level 50: Reactive Core Flawless Interface Level 50: Clarion Total Core Invocation Level 50: Cardiac Core Paragon Level 50: Support Core Embodiment Level 1: Cold Demonling Level 26: Demon Prince ------------
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I’m kinda glad you said this. I play on Rebirth a little also, and it’s like a barren wasteland filled with misfit toys. Seems very empty.
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Hey I’m all for taking away some of MM’s “ridonkulous” penalties but having builds now that can easily and safely do sub-100 second Pylon times I DO think the Devs were looking to balance things. Unfortunately they balanced against extremes and not the norm. They have had a history of doing that.
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This is every /Storm MM I play. First is me 5 seconds into a spawn. Second is me just standing in Atlas /emoting. Third is me with all toggles turned off and just getting penalized for having the audacity to take /Storm as a MM secondary. I wish I was exaggerating. And on every /Storm MM I play, 3 slotted Health with Panacea, Numina and Miracle +Recovery procs, and 3 slotted Stamina with Perf Shifter and Two 50+5 End Mods.
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I don't think it's a nostalgia concern. Although I'd agree that MOST forum contributors here are/were active in the Live days. But there was a time before the Global Defense Nerf and Enhancement Diversification when Defense was even HIGHER than it is now. Those higher values, coupled with zero aggro limits, allowed Tankers and Scrappers to herd the entire map for a waiting Kinetic Defender to Fulcrum Shift and Nuke. Repeatedly. I don't want to return to THAT level of silly OP Defense. I didn't want the GDN or ED to happen but it did years ago and the IO mechanism has allowed us to have a reasonable return to some semblance of Defense softcapping. The question then becomes not about Defense levels and relative ease to achieve softcapping, but rather what is "reasonable" Defense for each AT? And at what level? The Devs said at the time of GDN and ED changes that they considered the 25+ game to be the "high levels" and balanced around it. Prior to 25, Defense looks and behaves very differently. Once you start getting into Def Debuff critters, softcapped defenses are simply not enough and THAT is where outside +DEF buffs (or -TOHIT debuffs vs Critters) start to come into play. My softcapped S/L/E and Ranged Blaster at level 48 may as well not even HAVE defenses when I'm running like -38% Def after a swarm of Arachnos has DefDebuffed me.
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Somewhat depends on solo vs. team play, but in almost every situation, I think KB to KD IO in there changes this from a situational power to a Alpha strike power. It's that big of a game changer. I honestly can't think of times when having it as a KB would beat KD, even for area denial purposes. Critters on their butts aren't shooting at you any more than critters flying away from you. The only thing you may gain from KB instead of KD is if you are Ranged Softcapped for DEF. But even in that case...just cast it from range.
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I play Bots/, Demon/ and Thugs/Storm primarily. Endurance has and remains a massive hassle for me but thanks to HC I’ve managed to get it mostly under control even before things like Cardiac and Ageless. -Recovery serum from P2W vendor -The Survival Amplifier from P2W vendor -The Recovery amplifier from base buff generator -Victory Rush from Leadership Pool (actually works damn well properly slotted) -the +Recovery Accolades But I have to do ALL of those things to stay powered up. Demons is hardest because the Lash attacks do significant -RES, which is actually one of your key debuffs. I understand why this END penalty exists because if you build your MM’s for high +Recharge your DPS skyrockets. But it still sucks I have to wait for Incarnates to quit worrying about END management.
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I’m a legend in my own mind. Isn’t everyone?
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You basically just described Recluse Victory minus the PVP elements. Yet another empty zone. Badgers would come on boards barking about how difficult it is to get the badges in that zone. Someone from the group would come on here with a suggestion about how to have the ability to interact with objects in that zone without breaking stealth or while Phase Shift is running etc etc etc. At this point I think we have to look at the fact that difficult content was developed and put in place and all that work was pretty much wasted on the overwhelming majority of the player base. Casual wins.
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Interesting, but again in the vein of "it's all a system" I can't see this viably having the desired effect unless they were to also roll back ED, allowing people to stack enough +TOHIT and +DMG to actually do anything beyond +4's. And THAT topic has come up pretty frequently, usually with a general consensus that the game pre-ED, pre-GDN, pre-Purple Patch (and maybe even pre-Aggro nerfs) was just hilariously EASIER not harder. Again, I go back to my perma-MOG Regenner's who literally ignored their entire secondary and just focused on 6-slotted Hasten and Moment of Glory. Most recent thread on it I recall....but there's dozens of them on these forums already.
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My reply wasn’t to you, unless “you” have multiple accounts here? But ok I guess?
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They'd have to reverse the Purple Patch which goes waaaaaay back to like the first couple years of Live. That's not even talking about what you'd have to adjust upwards for +TOHIT and +ACC and a whole host of adjustments to prevent a player from being one-shotted. But that's the issue another poster above was trying to demonstrate. Defenses, Hasten, whatever...they all exist as environmental variables and you can't just change one without introducing a whole host of other changes as well, making it a very complex and time-consuming change. No easy fix, which is why this argument comes back to "why does this NEED to be fixed/prove that its broken." I argued this when they just nerfed exemplaring influence as a means to "slow down the accelerated rate of influence creation." If the issue is concern over influence, just level the field for the price of what influence gets used for in the first place. Far simpler than changing a fundamental mechanic of the game....just flat-price everything like already exists with DO/SO Vendors. Problem solved. Obviously, this would disrupt the enjoyment a small handful of players get from marketeering efforts and/or crafting, so I doubt the devs would ever do this. Thus, see response to number one. Everything exists in a system and changing one part of the system is seldom an option to solve the problem, if indeed the problem even exists at all.
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Now it's you who are taking this too personal. Let me try to re-phrase my request with full sincerity and a more respectful tone. In any argument FOR change, the burden is ON the person who claims "Change is Needed!" to prove their case. This is true outside of the game world and we'd both agree on that. Demonstrate a better environment WITH the change. If you can't or don't want to do that, then SIMULATE it. Intentionally build a character with only generic IO's (or SO's if you prefer) using only native +DEF, and play it to 50 all the way into Incarnate territory. Do as much as you can with it. Then create a duplicate alt but this time with ALL IO's to build +DEF you can come up with. Try to ensure you follow the same approximate leveling path in terms of missions, critters, environments etc. Then, subjectively, tell me which was more enjoyable to play? Where did you feel inadequate and why? Dissect the "why" parts a bit to differentiate if it was situational or build related. By the way, this was part of the argument basis for awarding travel powers earlier many years ago, so it's not a totally unique concept, although it was mentioned by the Devs at the time that it factored into their decisions to make that change. Then go sell the results of that new experience to a handful of us. Make a SG of just these kinds of builds. The capability to do exactly what you want is there right now. You may argue it's not the same because there are a lot of other players NOT playing that way, and you'd be correct, but you don't have to force them to adapt to your playstyle preferences to test this theory of yours. It's easily testable the moment you start to recruit people to your SG and your playstyle methodology. Heck, I'd even be willing to join you in this crusade as one of your first recruits. It's not my preferred playstyle right now, I'll freely admit, but I build kooky stuff all the time just to see how it will play. But I will wager up front that the single biggest takeaway you'll have, I'd have, any one of us would have isn't how different the game feels with diminished Defense, but how different we feel compared to watching the capabilities of other players around us. This is why this simulation isn't complete without gaining a panel/peer group of enough similarly-built players to make a fair comparison. But no amount of coding change will address an individuals' feelings of 'value' to a team. That's entirely subjective. But the rest, I'd argue, can be simulated. And if you are calling for the change....you should prove the change to yourself and then share those results with us before asking us to adopt the same view. Otherwise, status quo can and should prevail. And please accept my apologies if I've offended you.
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So download the server code, adjust it and test it. Easy enough if you have design/coding experience here, and please report back your testing results along with allllll the unintended consequences from doing same. The Global Defense Nerf and ED were introduced to pave the way for IO set bonuses. They were balanced that way. You could have a sturdy build but you’d have to make a trade off for them. You may believe, minus any evidence to support your beliefs, that the trade off isn’t enough. I believe it was and remains so today. So go build your evidence and report back and then we can talk.