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Troo

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Everything posted by Troo

  1. It happens. The base builder is not super awesome. It is easy to accidentally have something in conflict with the portal. To fix it - move the portal to where it is clear of any possible conflicting items. Note: having done this to myself a number of times, and out of annoyance, I just don't put anything near the portal and try not to make any edits to the base portal room.
  2. I thought I would have something to add but.. nope, looks covered. Well done folks.
  3. I believe it may not be that simple. Some aspects of the powers impacted may use the AT modifiers while other aspects may not. Some aspects may already be correct and remain unchanged. A little clarity from those making the changes would help eliminate guessing. There are players that have more knowledge than others and who may well understand the changes. BUT, it should be crystal clear for all players. (especially when it comes to negatively impacting powers)
  4. Still no specifics on what the actual impacts are from the HC team. I was hoping there would be a bit more in this thread. Very general / High level information = Guessing at specifics "The following powers were using Defender modifiers, they have been fixed to use their own AT modifiers" = players left to guess -Regen, -DMG, -To-Hit, Team Heal, -SPD, -Jump, -Fly, -Res(All) and now ACC What is affected what are the changes? Example: Corruptor Old New -Regen -DMG -To-Hit Team Heal -SPD -Jump -Fly -Res(All) Self Heal n/a?
  5. I've wondered if using the AE tools, gifted character creators could assist limited dev staff with such tasks.
  6. The Incarnate system is a convoluted hot mess especially for new incarnates. pre Incarnate and post Incarnate should remain separate. Incarnate Merit Vendor does exist but has limited usefulness in the current game. https://paragonwiki.com/wiki/Incarnate_Merit_Vendor A better explanation may be:
  7. https://paragonwiki.com/wiki/Scrapper
  8. "The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. But the Scrapper is not as resilient as the Tanker, and might find himself in a little trouble if he heedlessly wades into combat. The Scrapper's aptitude for melee is countered by a total lack of long distance attacks. Scrappers possess Critical strike capability. Their melee attacks have a chance to sometimes do double damage." Close combat - total lack of long distance attacks Not as resilient as the most resilient ATs Can get in over their head Damage, lots of damage Compared to Scrappers: Stalker more single target oriented burst damage. (also stealthy) Brutes work up to damage and must maintain to sustain their increased damage. Remembering: endgame blurs the differences.
  9. Troo Power Scale ©℗®™ [ under-powered | okay at the moment | overpowered ] Scrappers definitely work. Some power set diversification might be nice (seems to be on the horizon). Idea: Let them run a little faster. That wouldn't break anything, would it?
  10. I wasn't thinking of replacing minions with lieutenants. That would.. (insert munki post here) =)
  11. Good suggestion in how it is adding endgame while trying not to impact the rest of the game. Also, I totally agree about giant hp bags don't add much. New characters, costumes and power combos for each level 50 group is no trivial amount of work. Maybe it could be farmed out to active AE content creators. Question - At +4x8 with level shift, is there any point to minions?
  12. percent change versus effective rate? can you both be correct? (1.300-1.225)/1.225 = 0.06122 and 1.300/1.225 = 1.06122 silly math
  13. common: operating system updates. graphics card settings, firewall/virus protection. try the 32 rather than the 64.
  14. Ice/Fire is pretty great. Dark has lovely -tohit that'll help keep a player upright.
  15. This is probably my #1 complaint with how they've been handling nerfs. Seems kinda sneaky, I don't like it. If you're going to nerf it, just say how and why, don't try to justify it as a bug fix when it's clearly not what you're doing. I don't think it is anything nefarious. I believe the intention is to clean up some mechanics, I get that. However when they come for the other pseudo pets.. hopefully any effective changes will be made clear.
  16. Yes, that's my guess as well. Of course I'm just imagining the most awesome thing possible.
  17. Slipping power changes in as bug fixes with little to no explanation is a bit lame. -Regen, -DMG, -To-Hit, Team Heal, -SPD, -Jump, -Fly, -Res(All) = "okay what is changing? is it easy to understand?"
  18. This totally helps. Beats flipping back and forth between AT web pages comparing each.
  19. I appreciate the clarification. It's still a nerf, just less than the -28% to the team heal. When you say 'all targets' does that include the caster (so there is no actual self heal?). In the case of changes like these there could/should be more specific explanations. Somethings get complicated.
  20. Glad we are getting to test these Powers Bug Fixes thoroughly rather than having them slipped in at the 11th hour. It may be appropriate to provide some more details as this is looking like a significant or at least a complicated NEGATIVE change from the player perspective. Powers Bug Fixes The following powers were using Defender modifiers, they have been fixed to use their own AT modifiers Controller > Darkness Affinity > Twilight Grasp Controller > Darkness Affinity > Tar Patch Corruptor > Dark Miasma > Twilight Grasp Corruptor > Dark Miasma > Tar Patch Mastermind > Dark Miasma > Twilight Grasp Mastermind > Dark Miasma > Tar Patch Pets > Dark Servant > Twilight Grasp Dark Miasma went through a lot of fiddling to get things 'right', We're sure this change is the right thing and the pseudo pets weren't also used to dodge some balancing elsewhere? @The Curator @Captain Powerhouse @Number Six
  21. Silly discord discussions always get pwned by the level headed forum collective. Everyone knows that.
  22. did we lose some or all of the notes at the top of this thread? @Jimmy maybe a link to the actual patch notes thread? The following Leadership powers have had their activation time reduced from 3.63 seconds to 1.5 seconds: Sweet! A behind-the-scenes change to the way Knockback works has been implemented Will try this out. The following powers were using Defender modifiers, they have been fixed to use their own AT modifiers OUCH Tanker > Super Reflexes > Evasion: Fixed a bug where this power would not maintain its Defense Resistance 100% of the time. 👍 Bug Fixes Thanks Whew! Great job!
  23. another heal/regen boost proc in health & stamina?
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