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Rigel Kent

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  1. I have Achilles Heel proc in Weaken Resolve. When it procs, I see "You reduce your targets damage resistance temporarily" 8 times per proc.
  2. Issue 27 patch notes included "some additional tweaks for the higher levels" of Vahzilok. Issue 27 appears to have unintentionally impacted low level Vahzilok as well. Before issue 27, cadavers, embalmed cadavers, abominations, diseased abominations, and embalmed abominations had: 30% smashing resist -30% lethal resist (vulnerability) 20% toxic resist Now they have:
  3. Does this mean someone had to write tips for 400+ explore badges in the game? Wow.
  4. Field Medic adds a 25% global boost to heals. This boosts Aid Self and the heal portion of Regeneration - Dull Pain as expected, but does not boost Regeneration - Reconstruction, at least not for Scrapper.
  5. How about a new enemy flag, where certain flagged targets are instantly defeated if their endurance goes to 0? It'd be a fun alternative for getting rid of e.g. force field doors, destructible glowies, and other targetable objects. It could even be a special thematic weakness on certain enemies. For instance, incorporeal enemies might dissipate, electronic enemies might shut down when out of energy. Wouldn't necessarily be overpowered, either, since the enemies would be unable to attack anyway. (Hat tip to Final Fantasy VI, which probably gave me this idea s
  6. Combat Training: Offensive unslotted, brawl has 82.5% chance to hit even level Combat Training: Offensive with 3 acc IOs, brawl has 82.5% chance to hit even level This means players can spend slots and enhancements on the power, but they do nothing whatsoever. Possible fixes: Make Combat Training: Offensive unslottable and unable to add slots to, or give it some enhanceable effect.
  7. Homecoming updated Ice Armor's Hoarfrost icon from the old "generic resist" symbol (IceArmor_Hoarfrost) to a new "max hp" symbol (IceArmor_HP) for brutes, scrappers, and sentinels. The stalker and tanker versions of Ice Armor still use the old icon, however. The versions of Hoarfrost in Mastermind Chill Mastery, Blaster Cold Mastery, and Dominator Ice Mastery also still use the old icon.
  8. Back with fridge inspiration. Since we already have anniversary badges Torchbearer, Indomitable, Everlasting, and Excelsior!, how about: Reunited
  9. Scrapper Kinetic Melee Confront uses the same icon as the Brute/Tanker multi-target Taunt, KineticAttack_Taunt, but a more suitable icon KineticAttack_Confront exists in the base game piggs. Kinetic Melee Confront also has the same short description as multi-target Taunts, "Ranged (Targeted AoE), Foe Taunt", but it is single-target and should be "Ranged, Foe Taunt" like other Confronts.
  10. OK, serious suggestion Debutant ♂️/Debutante ♀️
  11. Although it's been this way forever, the Synapse TF has never had anything to do with Vahzilok. More likely, the dev who mixed up Vahz and BP in the original description for this badge also mixed up Positron and Synapse TFs. Suggestion: Award Abomination with Dam Hero badge, Positron's Ally/Positron's Betrayer badge, or Dr. Vahzilok defeat instead.
  12. As I write this, another level 20-29 enemy design, the Zoombie, has gone back to the drawing board, again. For all the tweaks and reworks, are Zoombies interesting, beyond solo badgers, to the player base in general? Quantifiably, no. Never a peep about that arc on /lfg. There's no interest. Given those circumstances, I'm skeptical of retuning existing level 20-29 content. Nobody wants it to end with Warriors becoming like Zoombies - content to either skip or solo, because subjecting mid-level randos from /lfg to it would be rude. Here's how to avoid that.
  13. In-game help says players can use /gladiators to access the "Build Your Gladiator Team" window, but this slash command appears to have never been implemented. The "Build Your Gladiator Team" window can only be accessed through arena kiosks.
  14. In uiTarget.c, getConningColor() compares level and rank, capped at diff=4 (purple). This gives a player running +4 notoriety less UI information about targets; almost every target is purple, regardless of rank. Adjusting plvl by adding the player's notoriety level, or some other optional player-chosen value, would give some players a more useful UI. For example, a level 50 player with a +4 adjustment would see level 54 minions as white, level 54 LTs as yellow, level 54 bosses as orange, etc.
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