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Wavicle

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Everything posted by Wavicle

  1. Not necessarily. If a few who liked it don’t take it anymore, but many who didn’t like it start to take it, then it’s not a wash, it’s an improvement. But it would be great if a mutually agreeable solution was found.
  2. Calling it now: Super Strength will be ported to Scrappers and Stalkers, but Rage won't be an option, only Unleashed Might for Scrappers and Build Up for Stalkers, and Stalkers won't get Knockout Blow, they'll get Assassin's Knockout.
  3. You’re not wrong. Probably the best case scenario, worst case scenario, depending on your perspective, is to have healed yourself, but you’re still taking damage, so you hit Retsu and then you can heal yourself again just in case.
  4. There is a typo in the description for Retsu: "crowd ccontrol"
  5. Of all the new t9s, this is the one I feel is suffering the most for the changes. All of the others are getting something new added to help compensate for what is being lost, but not this one. Perhaps Overload could Heal you to full upon activation? Or perhaps Overload could provide a Trawl effect on enemies around the player upon activation? SOMETHING to help make up for what has been lost and to make the power more valuable. Right now it's not doing very much for a lot of builds.
  6. It means that the slow version of assassin strike does more damage.
  7. I've now tried most of the t9s on test, and I'm warming to them. I completely understand all the responses that they are too short, but I feel they have to be taken in context of everything. In several cases other powers in the set have been buffed, taking some pressure off the t9. In the case of Brutes and Sentinels, their defensive base has come up. In the case of Sentinels and Stalkers, their offense has come up. The original t9s were designed in absence of Inventions or Incarnate powers. Godmode of several minutes made some sense. Now, you get IOs for your near Godmode, and you can use these new t9s as a rotational shield alongside your self heals and other defensives. I'm not arguing with anyone who dislikes the change, but I think it's going to work out fine in most cases. Overload maybe could still use a little boost.
  8. Seems to also grant +ToHit, though it's only in the ingame numbers, not in the Description of the power, and not here in the patch notes. Also, in the ingame numbers, both the ToHit and Damage are listed as "On Deactivation", but in fact they seem to be on during the regular duration of the power, just like the other effects.
  9. The patch note is incomplete in that it should also say the power now takes Healing enhancements and sets as well. In addition, the ingame description of the power needs to be updated to include the new functionality.
  10. Somewhere it was said, but not in patch notes. There are no changes to Khelds right now.
  11. It actually got specifically mentioned that the Kheldian classes need a full revamp, not just a one power fix. So yes, they got left out.
  12. Did I miss something about light form?
  13. Invulnerability>Unstoppable is not benefiting from recharge besides slotting.
  14. Seriously it is WAY PAST TIME for all Foe Intangible and Foe Cage powers to be removed completely.
  15. It is the combination of duration and strength. The new model loses the crash at a heavy cost to both. That might be fine in SOME cases, but others perhaps should have had a smaller reduction while retaining a Partial crash.
  16. Stay "tuned".
  17. accuracy and damage
  18. Even Ice is pretty good these days, I like Rime and Icy Bastion a lot. But yea, Defense Armors
  19. Just encountered a bug I'd never seen before. I took the mission Defeat the Flenser and his minions, from Henry Peter Wong in Atlas Park. Mission level 10. The bug occurred twice in the mission, in both instances with the exact same spawn loadout: a Mortificator LT with two Reaper minions, each carrying bodies. When I initiated the encounter, the minions dropped the bodies on ground and then stood there not attacking even when damaged. The LT behaved normally.
  20. There's also a little counter that says 0, iirc
  21. Honestly, the behavior of the link vanishing when you run out of converters is probably just unnecessary. Just keep the link there all the time, converters or no. Problem solved. I think?
  22. Those contacts are all still there and accessible either by walking up to them or through the Find Contact button.
  23. I've seen similar problems in Rikti maps. Static spawns and ambush spawns fight each other. IIRC this was true in Levantera's arc...maybe Montague also?
  24. Probably too much work for our team, but it’s a terrific idea.
  25. There is precious little that we actually know will never change. There are numerous things that we once thought would never change that have in fact changed. Of course, being demanding and rude about it. It’s never a good idea, but it doesn’t mean that there’s anything wrong with making a suggestion.
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