Wavicle
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Posts posted by Wavicle
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They don't need a big boost, just a moderate one.
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Just now, Squeak said:
since hover and fly dont turn each other off, fly tends to have the hover animation now, is there a way to get the fly animation to overide the hover animation instead of the other way around, or am i just gonna need to get used to turning hover off to get the fly animation
There are options in the costume editor to select one animation or the other.
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Any chance you could look at fixing the icon for Double Jump that starts blinking as soon as you toggle it on?
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4 hours ago, Jimmy said:
Stalker > Kinetic Melee > Burst: PvE Hide Crit changed from 100% to 50%- This change has been temporarily rolled back pending further testing
Appreciated.
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I think it's just that they need to see how Blasters are doing across the board with the new secondaries before they can tell how much they can bring Sentinels damage up. That's my guess anyway.
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17 hours ago, Cinnder said:
I view a lot of this update as being in the Fixin' What Ain't Broke category (esp travel power changes)
Since the changes established that p2w options are not to be as good as actual travel powers, I cannot agree with this.
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Oh, I like the big boost in additional healing while Regen Aura is up, but that's fair.
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I still don’t see any problem with a rez giving buffs.
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11 minutes ago, Razor Cure said:
If someone died, they shouldn't be rewarded with a great buff.
lmao you mean like Return to Battle?
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2 minutes ago, arthurh35353 said:
Not sure how you could do that without breaking it for PvP though. Maybe range enhancement also increases the magnitude? x 1.6ish mag would only get it to reliable boss levels.
Different effects in pvp is possible no? But Range enhancement only working on minions sounds reasonable.
However the reason we were given had nothing to do with pvp but was instead about teleporting objects that are supposed to remain immobile.
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Well the reason why Fold Space and Wormhole can’t do bosses above a certain level difference was explained. But that doesn’t apply to lieutenants.
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11 minutes ago, KelvinKole said:
So toggling on infiltration detoggles Energy Cloak on my brute, and vice versa. Not sure how it's working with Cloak of Darkness, Field Operative, etc. Or area stealth buffs like Arctic Fog, Steamy Mist, etc. But I wasn't expecting the exclusivity with Energy Cloak. Seems like a bug?
Travel powers are no longer mutually exclusive.
Stealth powers still are.So Infiltration will stay on with Combat Jumping, but not Energy Cloak.
It's not a bug. They have indicated they MAY make Stealth powers do the same thing, but not yet. -
I think I mentioned elsewhere, I like that they seem to be getting rid of Only Affecting Self powers and I hope that extends to Personal Force Field.
Also, I REALLY think Force Field should get a mechanic similar to the Draw In of Singularity or similar to Fold Space. One or the other. Or both. Give us a Force Field that CONSTRICTS, collecting enemies at its center.
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17 minutes ago, arthurh35353 said:
10' range? I suspect it would just annoy a lot of melee characters (especially with damage/debuff auras). Their hit points might move a little, but I doubt it would actually kill them.
Something else then. It doesn’t have to be quite so over the top. I just mean the same kind of thing they did with the Family.
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Just now, arthurh35353 said:
Oh, something mean and nasty like a .5s -300% res Mag 20 hold on a 60 second timer?
As long as it’s Melee range. Yes, perfect.
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Frankly, I think JUST adding a few new mobs to the Council (and perhaps some others) at 40+ might do the trick.
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I don’t think making what people want to do now worth less is a good idea. Just make the stuff that they don’t want to do now worth more.
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4 hours ago, ZorkNemesis said:
Resistance are counted as Hero and Loyalists are counted as Villains.
As it should be.
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I think it would be reasonable and diplomatic to revert the kinetic melee change until you’ve had a chance to go over the set in its entirety, just like you did with rune of protection and sorcery.
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6 hours ago, arcane said:
Support this but also add more merits as some players are more motivated by those.
I had an idea about that. What if some level 50 missions had a chance to drop a merit at the end, but not radio missions, and not architect.
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We would still trounce them in seconds without higher hp, resistance, absorption, something.
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Please increase the magnitude of Teleport Target so it at least works on Lieutenants!
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1 hour ago, gec72 said:
The effect is neat, but functionally I'm not a fan. I do not want it to pull mobs -- which I have immobilized (often in a patch of freezing rain) -- TOWARDS me. I built for ranged defense for a reason.
Adjust tactics, back up.
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And just now I myself was unable to reproduce the problem, so it seems like a sort of temporary glitch.
That's what I'm seeing with Teleport right now, some rare, minor temporary glitches.
Sentinels Boost Idea!?
in Suggestions & Feedback
Posted
The game is not balanced around solo performance, it’s balanced around team contribution. Safety and solo performance are secondary balancing points. Since a sentinel does not have taunts it needs to do closer to as much damage as a scrapper, it lives very near melee with short range attacks and has only a small support element. It should still be the lowest damage out of sentinels, scrappers, stalkers, and blasters, but it should be in the same range. Right now it’s outside the range.