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Everything posted by Troo
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oof it is not so easy to pick a color or very similar color that doesn't already mean something. https://homecoming.wiki/wiki/Con_System Dark Gray Light Gray Green Blue White Yellow Orange Purple
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Here's the thing. What they said they would look into was just one example. Another: The 'Help Me' tag color was changed to green and caused some confusion (same color as teammate). There are more examples than some might realize.
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+1 I'd make those needing help standout the most. Gold Green is often associated with new, so it does make sense why that was selected. Helper, maybe go with an helper, assistance, medic color. White
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Letting go of Def and giving in to the concept
Troo replied to hoodedKitsune's topic in General Discussion
Troo. I do like stacking it with 60-75 Resistance and/or 25-30 Defense. It can open up a lot of build options. -
Why is there no Armour set in the game?
Troo replied to Scarlet Shocker's topic in General Discussion
Well there's problem one. Just kidding. I never really thought of it the way you looking at it though it makes sense to think the gear has the power. That's how it is in lots of games. I think @Hopeling said what I'd say. Here, our armour can be whatever we want; a cloak, scales, actual old school armour, high tech stuff, cat ears, a magic bunny tail, ect. -
Letting go of Def and giving in to the concept
Troo replied to hoodedKitsune's topic in General Discussion
Trying a new archetype can highlight different tactics. Play a /Dark Miasma Corruptor taught me about Darkest Night which is a little different playstyle leveraging -Dam and -ToHit. (-30 Dam is like 30 Res across the board, -20 ToHit is similar to 20 Def) Darkest Night can also be found Soul Mastery Patron Power Pool which means all these ATs have access: Brute / Tanker / Sentinel / Defenders / Corruptors / Arachnos Soldier / Arachnos Widow / Masterminds In a funk, try a new AT. Widows are really fun and effective if you haven't tried them. sure sure but come on those are 68 really terrible characters -
Thanks @Vanden
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uh.. I don't think you know what you are talking about. Almost everything you stated is incorrect, but hey, way to put yourself out there. If you re-read the OP I am asking if there was a change, I stated my understanding which it turns out there may be some nuance. I was also careful not to say a dev was wrong but that there appeared to be conflicting information.
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As I understood it status resistance cap is ~10,000%. Was there a change at some point to: Status Effect Resistance Maximum Players have a hard status resistance cap of 10,001.01%, which translates to 0.99% mez duration in the Combat Attributes Window. Because player status resistance buffs do not generally exceed 216.25% (for example, Accelerate Metabolism), it is unlikely that the cap will ever be reached in normal gameplay. This was changed in Issue 13; previously, the cap was 100% resistance, resulting in 50% duration. The change was in part due to the change to status protection in PvP, necessitating a higher resistance cap. Note that the resistance cap for both Placate and Taunt remains at 100%, even after I13. This appears to conflict with current dev understanding:
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Nope
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I'll take this one. The whole quote is: "That said, changes are still happening and it's kinda bullshit." Power changes were still happening after open beta, after the publish; and yes I wrote that 'it's kinda bullshit'. Not innocent at all.
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Just fyi CapFab, it was presented as 'Nerfs - Stealth Changes - Bullshit'. Dashes in this case were meant to represent a break or pause; to differentiate them. I never wrote 'stealth nerf'. Did not write 'intentional'. Apologies if that was your take away. To be clear the power is not functionally identical, but they said they'd look into it and that's enough for me on that power. There are still many undocumented changes. Folks should be encouraged to note them. If you see something say something. There were still changes being made, supposedly this has stopped and the focus is now on bugs and dialing in the new stuff.
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Appreciated.
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There were two questions there. Is it a documented change or not? You've answered 'No'... Are changes still happening? Are we to guess your answer in 'No' here also? I am not making a 'stink', things are happening, folks should know about them. Folks shouldn't feel crazy or have to do detective work to figure out if they are gaslighting themselves.
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Hey I appreciate it. I can take a beating. This topic is not specific to any one power or change. There are lots. As others have stated they have noticed some things as well that seem off. We don't always agree, but I see the effort you put into unraveling some mysteries in this release. Thanks.
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Is it a documented change or not? Is it a documented change or not? Are changes still happening? Pretty simple questions @arcane. I realize you want to engage and argue minutia. Start a new specific topic and I'll participate. Maybe I already did that. Maybe I already did that a number of times and noticed a trend. Maybe this is a broader discussion since Page 2 went live and changes are still happening. Maybe for your fourth post in this topic you could expand on how you would run the forums if you were in charge. I and others are big fans of that.
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Oh Mary Sue, Moment of Glory on lasts but a moment. Whats the point if a player spends their time getting juggled or toggle dropped. The power also was setup as an escape power. A player could escape being immobilized, held, stunned, slept, etc. even being sapped. Moment of Glory When you activate this power, you gain Resistance and Defense to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Knockback, Repel (Stalkers only), Sleep, Disorient, Immobilization, and Hold effects. "highly resistant" isn't the same a 'some resistance'
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You might have some good points..
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Moment of Glory - 100.00 repel protection for 15.00s on self (reduced to 7.50) & 1,000.00%% resistance to repel for 15.00s on self (reduced to 100)
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Is it a documented change or not?
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Moment of Glory - 100 knock protection for 15.00s on self (reduced 90%+ to 7.50)