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Posts posted by Keen
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My thing with Ouroboros is that it won't fill those progress bars in the contact window that are stuck and unfilled forever once you outlevel a contact. So I guess a bit less of a completionist and more of an OCD thing.
The point about Praetoria still stands because it plays before Ouroboros is a thing. That could probably be addressed differently, like (e.g.) raising the level range of all Praetoria arcs to level 20 to minimize outleveling them in normal play, allowing new players to enjoy all arcs at their leisure, and cause less confusion. Also just thought this specific auto-exemplaring feature would allow those level ranges to be less strict in the future, in case one of the reasons for those level range locks was players being too strong for them.
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I've wanted this for a very long time, but also agree about the toggle option.
Would this impact mission availability from contacts while outleveled? Example, if I outlevel missions in Praetoria, the contacts stop giving me them. This is one of the reasons I find Praetoria very frustrating to play at lower levels. This change would pair up nicely with the fact that I can play all arcs, from start to finish, at any level. For completionists, this would be a dream come true.
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Haven't read the whole thread for suggestions on how to die quickly, but how about the walls on Praetoria maps?
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29 minutes ago, Caulderone said:
Any chance of the Nuke's 10'/20' AoE split, the only Nuke with this split that I'm aware off, being revisited?
Target limit is already lower, so this just feels like a double penalty.
Likely not going to change as it's part of the "ranged scrapper" design.
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1 hour ago, Tachstar said:
Another thing that bugged me when I ran a brand new pistols/willpower Sentinel through Outbreak this morning -- the short range. I've never understood the Sentinel's shorter range thing. It's never made sense to me, and seemed especially senseless this morning to think that a Sentinel's pistols couldn't shoot as far as a Blaster's. I know the range thing isn't part of the current beta test, but maybe it should be.
Welcome to Sentinel design. A bullet list:
- The theme around Sentinels is "ranged scrappers", hence shorter range and smaller area radius
- The target caps on their AoEs match Scrapper values (10 for sphere AoEs, 6 for cones)
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Sentinel nukes are normalized around Scrapper values for attacks like Lightning Rod and Shield Charge
- As such, Sentinel nukes have an inner radius which cause them to deal even less total damage in the area
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With this update, Sentinel damage is now close to Scrapper level, before crits
- And no, Sentinels are not doing crits anytime soon if ever
I strongly dislike this design, and any suggestions to deviate from it are rejected right away, but it is what it is.
At least knowing the reasoning behind it makes it a bit less infuriating.
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2 hours ago, Dispari said:
As far as the purple patch is concerned, correct me if I'm wrong but the math on this works out to:
+0: -20% (old), -15% (new)
+1: -18% (old), -15% (new)
+2: -16% (old), -15% (new)
+3: -13% (old), -15% (new)
+4: -9.6% (old), -15% (new)
+5: -6% (old), -15% (new)
There was an additional -5% from the previous auto proc (now removed), which stacked with the old Vulnerability for -25% total. Both would be affected by the purple patch.
But while the new debuff is overall smaller in potency, it now affects more things. I do think the -Special and -mezresist will have a great effect on some team compositions.
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1 hour ago, Bill Z Bubba said:
Pylon time with fire/bio sent, 2:56.
What's your time with that build on Live? It shouldn't have changed much (assuming you used Offensive Opportunity).
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22 minutes ago, aethereal said:
The super-big head on the mini costume is a little egregious, any way we could tune it down a touch?
No.
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I am not angry
(but maybe I need a bathroom break)
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Just now, Ston said:
I was thinking the lethal component was for shrapnel
Do all grenades have shrapnel? (Honest question)
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2 hours ago, The Curator said:
Various grenade/explosive powers that were formerly Lethal/Smashing have been set to Fire/Lethal instead.
Can we change the Lethal part to Smashing? Lethal is cuts/slashes/perforations, while Smashing I think applies better to the kinetic element of explosions.
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4 hours ago, KeepDistance said:
What did it look like before?
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How can I "help" you today?
(Arena Headset + Hostile Face 6)
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If I could add to this idea, I'd love something like a Null option to have incoming ally buffs not change your animations as well. Many buffs cause "hit reaction" animations on allies (such as Speed Boost) which also break emotes.
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The SR (sans Elusivity) and Emp Arrow changes would be great in PvE too... just saying :)
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It looks like it affects everything TP, including Incan and Base TP. Below is a video with the latter.
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14 minutes ago, Ohsirus said:
What is the purpose of these two? I'm trying to fathom a reason.
OAS is a convenience thing. I.e., you want to stealth a mission without disabling your damage auras or effects that might alert enemies, or you don't want to un-auto your autoattack so when you target an enemy by mistake it doesn't fire. Some stuff are also unwise to untoggle while you stealth, for instance, mez protection powers that have enemy effects. So instead of untoggling several things, you just toggle this new thing on/off.
Disable All Powers is there to support a future change to Walk only disabling travel powers while leaving everything else up (so you can walk with your auras on, etc). By disabling set bonuses you can remove their visual effects (i.e., Panacea floaters) which is appealing to RPers.
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On 3/30/2021 at 10:45 AM, CaptainLupis said:
I haven't tried it but my Rad tank, not created for hami raids, also has 91% regen debuff res after using Radiation Therapy, which, as far as I can tell, is an unresistable heal on top.
So on paper, with 91% regen debuff res, 86% rcovery debuff res and 80% recharge debuff res (which I could easily get up to 100% if I were building for it) on top of an unresistable heal every 17 seconds and an absorb you'd think it would do ok, but I have no idea how it works in practice.
Regen debuff resistance does nothing in Hami raids.
Hami andgreen beam regen debuffs are unresistable.On top of that, it diminishes the regen buffs you get from Rebirth Destiny as they're resistable (this is likely a bug).
[Edit] Found out recently that Hami -regen is actually resistable. So having -regen debuffs can help if you're being hit by Hami. Green debuffs are still unresistable but they have a short duration.
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Some set combinations unfortunately can't afford very well being a good Hami tank + being good at other content, and Regen is one of them. Sets like Rad or Bio can be built to be great at tanking Hami without letting go of anything that makes them great in PvE.
For min-maxed Hami tanks that can't be such hybrids, a different build for PvE is recommended.
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Issue #1: KB resistance buff switches on and off
How to Reproduce:
- have Fly and Evasive Manoeuvres toggled on
- change zones
Expected Result:
- KB resistance buff should remain steady
Observed Result:
- KB resistance buff switches on and off randomly
Workaround:
- Retoggle Evasive Manoeuvres after zoning
Issue #2: KB resistance buff is granting 99% KB resists
How to Reproduce:
- have minor KB protection (like 3KB from IOs)
- turn Fly and Evasive Maneuvers on
- fight against a Rikti Pylon
Expected Result:
- character should flip midair when hit by Pylon attacks
Observed Result:
- character does not flip midair when hit
Workaround:
- none
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2 hours ago, GM Arcanum said:
Thanks for adjusting the animation instead of trimming it. I noticed I can cancel the animation near the end by moving, but that's okay. The animation will play in full if I don't move or attack next so that's a nice compromise.
2 hours ago, GM Arcanum said:
This is the only instance I dislike the change in cast times. I'd have preferred it stayed long (6s even!) and DPA adjusted instead. Rambo'ing for that long can be appealing to some people. Probably an unpopular opinion tho.- 4
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1 hour ago, GM Arcanum said:
Thanks for this! MMs will become a lot more enjoyable to play in Hamidon raids now.
1 hour ago, GM Arcanum said:Fixed a crash relating to buds spawning during Hamidon raids
This is already Live, so should probably be removed from the patch notes.
1 hour ago, GM Arcanum said:Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checksr example)
wat
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6 hours ago, twozerofoxtrot said:
Also, Radiation does a fine job, I'm pretty sure @Keen uses that on his Hami Tanker.
Rad Armor is right there with Bio in the list of top tier sets for Hami tanking. Both have Absorb, unresistable heals, end drain resists on auto powers, and high toxic resists. Rad, Bio, Regen, Dark, and Fire Armor can stand on their own against Hami regardless of the secondary, while other sets like Stone Armor will likely need Dark Melee as a secondary to have a reliable self-heal in Siphon Life.
But good Hami tanks don't necessarily make good tanks for other content. Good Hami tanks can be built with little to no resists to anything but toxic, and also have zero defense. Such tanks wouldn't hold up very well against non-Hami things.
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Arsenal Control > Cloaking Device > No Fade: does fade
in Bug Reports
Posted
Controller, Arsenal Control, Cloaking Device, customization option "No Fade" still fades the character out. Happens inside and outside the costume creator. Tested with Male model.