-
Posts
261 -
Joined
-
Last visited
Reputation
371 ExcellentAbout PoptartsNinja
- Birthday March 26
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Locking out certain door locations on the Synapse TF
PoptartsNinja replied to ShardWarrior's topic in Suggestions & Feedback
Probably a good thing I mentioned "giving that mission a fixed location" then. -
Locking out certain door locations on the Synapse TF
PoptartsNinja replied to ShardWarrior's topic in Suggestions & Feedback
IIRC the mission doors are randomly chosen from the zone list and there's no way to lock doors without giving that mission a fixed location. That said? Maybe the doors under that tram aren't really vital to the zone and could just be boarded up and removed from the zone list. Or move them farther away from the tram, there's probably a parking garage nearby they could be crammed into. -
KM's biggest problem is that Concentrated Strike is worse DPS than nearly any combination of Quick Strike, Body Blow, or Smashing Blow you can fire off in the same amount of time. You can pop Smashing Blow, Quick Strike, and then get 80% of the way through Body Blow before Concentrated Strike finishes animating. With scrapper damage values, that's 101.9 + 57.81 + (79.83 * 0.8) = 223.574 combined damage vs. Concentrated Strike's 222.7. A small difference, except by splitting the damage into 3 attacks, the Smashing Blow -> Quick Strike -> Body Blow chain is less punished by misses. And since it's pretty trivial to have enough recharge to Smashing Blow -> Quick Strike -> Body Blow -> Quick Strike -> Repeat there's just no reason to ever use the back half of the set (with the exception of maybe Focused Burst for AoE). And if you've got enough recharge to drop Quick Strike from the rotation and just Smashing Blow -> Body Blow -> Smashing Blow -> Body Blow on repeat forever, Concentrated Strike loses outright (101.9 + 79.83 + (101.9 * 0.5) = 232.68) Concentrated Strike really needs its animation cut to 2.53 like Total Focus/Thunderstrike, if that happened KM would probably be in pretty decent shape. ... Although it'd also be funny to add a tiny duration Mag 4-6 single target fear that starts the instant CS's animation starts and has like a 3-4 second duration, so you lock down the target for as long as you're animating. Edit: That said, KM is probably secretly really good on Stalkers since they trade Power Syphon for Build Up and Repulsing Torrent for Assassin's Strike. It wouldn't be the first time a mediocre powerset is secretly really good on Stalkers (Dual Blades and Staff Fighting say 'hello').
-
Power Boost and Knockback Broken?
PoptartsNinja replied to Uncle Shags's topic in General Discussion
IIRC knockback mag has a soft cap of 15 or so, so anything above that value doesn't really add extra distance. Having higher KB values just means you'll knock higher level or knockback resistant foes back farther. -
IIRC minion speeds were set to be slightly faster than a player without swift who wasn't running sprint, so they'd be able to catch up with their summoner. Now that swift is inherent, they're basically permanently slower than summoner. I really wish they'd just inherit the movement speed (+5 mph so they'll always be able to catch up if they snag, maybe +15 for dogs and ninjas) and movement modes of their owner (so if you pick up fly, they can fly. If you pick up teleport, their teleport tether range is reduced to something that'll fire more frequently like 150 feet rather than the 300+ it is now). That would make them uniquely vulnerable to slows, so it might be worth looking at proliferating slow resistance in the MM Epics, but I think "always slightly faster than their summoner" was the original design intent, they just never got re-evaluated once the fitness pool became inherent. The snag to adding movement modes is, of course, super jump. I'm sure there's some way to get out-of-combat minions to register if their owner has held the jump button down for longer than 1 server tic and trigger them to jump for the duration the jump button is held (+1 server tic). I just don't know if making mastermind pets less irritating will ever be a priority. Honestly, I'd rank pet movement a lower priority than figuring out a way to give mastermind pets 50% positional AoE resistance.
-
Ease of Entry with some I-Trials.
PoptartsNinja replied to Tanaxanth's topic in Suggestions & Feedback
Stop immediately in front of the portal in MoM. Don't try to go through it, try to stop "inside" it with it still in front of you. Works every time for me. -
I can't see a decent reason not to expand radios (and tips) to more enemy groups. Variety is the spice of life. Imagine bumping into a Rularuu radio, or Snakes, Praetorians, Incarnate Tsoo... sounds fun to me. They could even be put in pools based on difficulty, with an easy and a challenging enemy group guaranteed and then a third option that pulls from both pools. That way people who enjoy challenge could still get their challenge while people who just want to chill for a half hour while still feeling productive can beat up Freakshow or whoever.
-
The Council change was not good
PoptartsNinja replied to jthequietone's topic in Suggestions & Feedback
At levels where you fight wolves, any non-wolf boss or LT could turn into a wolf of equivalent type. IIRC some story missions this won't happen because the Wolves are locked out for plot reasons; and to my knowledge the Council Ascendants can never wolf out. At level 40+, Galaxies get Nictus powers and can self rez. -
please Re Vamp Blaster Dark Mastery
PoptartsNinja replied to Snarky's topic in Suggestions & Feedback
IIRC this was done because the live devs thought blasters would complain about the loss of EXP due to confuse damage, so they figured there'd be less annoyance if they debuffed the confused mob's damage and ToHit. Since Damage and ToHit debuffs don't scale with enhancements the way confuse does, they made the debuff long enough to cover a super-overcapped confuse duration. -
text multiplication in AE mission editor using %%%%s
PoptartsNinja replied to Ridiculous Girl's topic in Bug Reports
I'm pretty sure the ampersand also duplicates; but it's been long enough since I bumped into it I've kind-of forgotten. -
text multiplication in AE mission editor using %%%%s
PoptartsNinja replied to Ridiculous Girl's topic in Bug Reports
That's been around forever, IIRC it's not the only special character that duplicates itself.