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Everything posted by Troo
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I've wondered if using the AE tools, gifted character creators could assist limited dev staff with such tasks.
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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:
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https://paragonwiki.com/wiki/Scrapper
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"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.
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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?
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I wasn't thinking of replacing minions with lieutenants. That would.. (insert munki post here) =)
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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?
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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
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common: operating system updates. graphics card settings, firewall/virus protection. try the 32 rather than the 64.
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Ice/Fire is pretty great. Dark has lovely -tohit that'll help keep a player upright.
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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.
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Yes, that's my guess as well. Of course I'm just imagining the most awesome thing possible.
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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?"
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This totally helps. Beats flipping back and forth between AT web pages comparing each.
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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.
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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
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Silly discord discussions always get pwned by the level headed forum collective. Everyone knows that.
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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!
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Focused Feedback: New IO Sets (Release Candidates)
Troo replied to Jimmy's topic in [Open Beta] Focused Feedback
another heal/regen boost proc in health & stamina? -
awesome
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Force Field (Cottage Rule Needs Not Apply)
Troo replied to Apparition's topic in Suggestions & Feedback
Ah, that's kinda what I thought. In a sentence: Force Fields is a victim of power creep and end game. I'll read the posts. I think folks will have the same ideas I would. Adding some late game actual force field like capability could be a boost. Additional opportunities may exist with Genesis, Mind, Vitae, and/or Omega (these may be a little too late in the game for what @Apparition is saying). Spaghetti on the wall ideas A little +absorb does seem appropriately force field-ish. Maybe some type of action could be done while using personal force field. Something simple like being able to use detention field could be interesting. What might make it really interesting could be one or two late game functions. Being able to totally protect one player from an alpha (short duration, longer recharge) Being able to totally block an alpha from enemies (again, short duration, longer recharge) Adding some +resist to late game damage types Maybe Interface should work something like Force Bubble, or another Maybe Hybrid should wait, no. maybe it needs to do things it doesn't already specialized in. Maybe the high level force fielder is able to start using their power not just to protect but to deal some damage. Damage being added in relation to distance of knockback & knockup would provide additional damage without actually changing force field and could have benefits to other sets as well. -
Force Field (Cottage Rule Needs Not Apply)
Troo replied to Apparition's topic in Suggestions & Feedback
What happened that made it so absolutely terrible now? Was there a big nerf or did something break? -
Super Reflexes: Quality of Life Improvements
Troo replied to modest's topic in Suggestions & Feedback
Nope. But I'll double check. Didn't even use that many slots and just stuck with single origin enhancements. oops, sorry, 44.8% not 44.5% at level 19 not level 20, no maneuvers or weave