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PoptartsNinja

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Everything posted by PoptartsNinja

  1. The costume window sometimes picks up particle effects. If you're in a base running a lot of them, you'll sometimes see them pop up in the background of the costume window too.
  2. This is true on a Scrapper because of crits, but only on a Scrapper. Tanks don't lose much by using CS in their rotation, but it's outright bad for Brute fury (when you're down to that last target) and Stalker AS is just superior in every way. I'd argue that the top half of Kinetic Melee is genuinely good, it just needs a little something in the bottom half. An improvement to CS's animation times is what I see asked for most commonly, but I do think a boost to KM's AoEs might be warranted. Since the set is generally lacking in AoE power, maybe firing off Focused Burst before Burst could turn Burst into a small AoE; or firing off Focused Burst before Repulsing Torrent could change it from a 45* 40ft cone to a 120* 20ft cone so it's more likely to strike more than 2-3 mobs. KM wouldn't need much to bring it up. It just needs a little extra polish in the top half.
  3. Probably a good thing I mentioned "giving that mission a fixed location" then.
  4. 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.
  5. 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').
  6. 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.
  7. 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.
  8. The wording is confusing. It doesn't self rez you if you die while it's active, if you die and then use it, it rezzes you.
  9. 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.
  10. If we ignore the Brute Fury proc, which is still bugged, the Defender heal proc is probably the worst ATO proc in the game. So that honestly seems reasonable. Getting to proc an end refund on a big power is nice.
  11. 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.
  12. 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.
  13. Just tested this: Looks like people are going to need to be very careful about build switching.
  14. Forgive me if this has been answered: Does the name release count the level of your currently active build? So if you accidentally swap from a level 50 to a level 1 Build 2, it'll still treat you like a 50 right?
  15. 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.
  16. I'm pretty sure the ampersand also duplicates; but it's been long enough since I bumped into it I've kind-of forgotten.
  17. That's been around forever, IIRC it's not the only special character that duplicates itself.
  18. This was intended to be a waiting room for people queueing for arena matches, but the live devs realized dumping people into PVP Jail was kinda pointless when they could just queue in the arena lobby and load directly into the match.
  19. Levels 1-35 take roughly the same amount of effort as levels 36-42, which take as ever so slightly more effort than levels 43-50. Level 39 is half-way, because level 40 is such a bear. Everything after level 40 is a gentle downhill jog in terms of effort. The 35-40 level scaling is the harshest in the game. The OG Devs actually had to stop making EXP costs exponential when they added level 41-50 because the amount of effort to go from 49-50 would've been greater than the amount of effort to go from level 1 to level 49 if they hadn't.
  20. If you do this with Forcefields, you can add in Detention Field too, to just to heighten your team's desire to kick you.
  21. Unfortunately, the Bane Spider version got overlooked.
  22. I wonder if Cerulean's robe texture could be ported to the Pencil skirt.
  23. While you're looking at pre-existing stuff, I'd kill for the Arbiter version of the Arachnos armor for crabs/banes; with the shiny metal effect (and the silver-tinted Arbiter Widows, too) And Cerulean's robe, but I know we'll never get that.
  24. This isn't always true, either. Some sets like Electric Armor are really touchy about being 'on the ground' and even though they're supposed to be fine with flying within 5 feet or so of a surface. Sometimes the game just... doesn't count you as close enough and you lose the benefits of some of your resistance powers. IIRC Titan Weapons explicitly just doesn't have have a number of "while flying" animations and some powers become outright unusable; and I believe Earth Control/Melee and Seismic Blast all have powers (Stalagmites, Stalagmite, Upthrust?, Tremor? and possibly Seismic Blast's passive AOE Knockdown aura) which just do not work at all if you're flying. Anyway, TLDR? OP, you decided your fun outweighed someone else's fun; and that person disagreed. That person was also in a position to make their opinion matter more than yours. Don't like it? Run your own teams, be the change you want to see and don't kick anyone for running powers that annoy you. Help educate people about Group Fly and how to turn it off at Null the Gull.
  25. Null the Gull can't be talked to during a TF. If someone has forgotten, which is likely (we're all busy people, and nearly all of us are "casual players") it is literally impossible for them to disable Group Fly after a TF has started. If they don't find out you're going to be using Group Fly until 75% of the way in and it's making it difficult for them to play, asking you to turn it off is their only option. Just as you seem to feel you don't owe anyone consideration; your team leader does not owe you consideration either. They can choose to boot you for any (or no) reason. You can help prevent situations like this in the future by being considerate from the outset. Let your team know that you plan on using Group Fly on open maps, and that people can turn it off by visiting Null the Gull prior to the start of the TF. You can make a macro for it if you don't want to type it out every time.
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