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Everything posted by Purrfekshawn
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Same could be said with ninja synergy of Mastermind Robotics & Traps powerset - one where resummoning Force Field Generator would instantly upgrade all robots with Equip Robot & Upgrade Robot powers, if the old FFGen was affected with these powers. It allowed Us to summon pets then resummon FFG and upgrade them instanteously, without having to use 2 powers and/or retarget Aything (also keep in mind that when a robot is summoned it keeps dropping its target focus like 4-5 seconds when it does Jet Boot animation, but is still vulnerable at that time; ninja synergy allowed to upgrade bots even at that time). Yet HC team removed that Ninja Synergy, and it kinda blowed 👺
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Traps, so AV's won't marathonn run away.
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Incarnate Lore Pet List (Photos/Abilities/DPS Numbers)
Purrfekshawn replied to GM Miss's topic in Guides
Every Thing dies in Fire Farmes that does not have 90% Fire Res and 45% Fire Def lahl. Thus for FF you take ONLY Radial version of the pets, who has support. And that support shud have +DMG or +Recharge or something. BP's Radial Support is very good, as it can cast AoE damaging power (Enervating Storm). -
Why make yourself not able to win in circumstances you can make yourself able? What's the point of making a character weak instead of strong? We would recommend skipping Rooted to no one BUT, at some circumstances where Rooted is not much needed a player could just switch it off, so a character would move faster. Example is Council PI farm or ITF, but even at ITF it's highly questionable because it's -DEF Debuff Resistance on top of everything. If the character uses Teleportation to move switching Rooted off makes few to no sense in any occurrences. But however, the semi-Fortress-like playesyle with average speed debuff (vs very high speed debuff which's Granite+Rooted), letz do it another way: 1. Make Rooted be activatable with any Travel Powers, flights, jumps, etc. 2. Rooted slows those slow character ONLY apply when Granite Armor is active. 3. Alternatively Rooted may get its slows moved to Granite Armor, but these Granite extra slows activate only when Rooted is active. This will result in following chart: No Granite, No Rooted - CHANGES: NO - character summary speed is as it currently is. No Granite, Rooted - CHANGES: YES - character is NOT slowed, jump is NOT disabled, travel powers ARE activatable. Granite, No Rooted - CHANGES: NO - character summary speed is as it currently is. Granite, Rooted - CHANGES: NO - character summary speed is as it currently is. And in overall it will enable a Stone Armor character play in 2 different playstyles - in dynamic Tank style, without speed crippling, with Rooted, Rock, Brimstone & Crystallic Armor & Minerals, similar to any other Tank. Or in slightly-more-than-completely-immovable Fortress style with Granite Armor and (maybe) Rooted, but being amost implossible to be defeated. Perhaps some player may even make 2 different builds for that.
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l don't suggest changing mechanic Granite does, so players could keep their current Fortress-like playstyle, if they like it. 37.5%/15%? Last time l checked it was 50%/20%, because l went Tanker for bigger AoE radius (l decided that would especially rock for Fold Space) and Target cap. And yeah, almost everything is CAPPED on that character, even PSI resistance capped at 90% all the time due to various enhancements. The only thing l suggest is change Rooted, so it won't have its disadvantages (self-slow) anymore, moving all of them to the Granite Armor, so players who picked Stone Armor could play in a NON-FORTRESS style like any other tank. Currently it's NOT an option, because: 1. A tank cannot go without mez resist. 2. To achieve mez resist you have to use Rooted. 3. If you use Rooted you're fortress. 4. If you're fortress you're fool if you don't pick Granite Armor. 5. If you run Granite Armor all other armors in the set are useless or just IO-mules. 6. 50% of Stone Armor potential is wasted. Which is why l stated you're forced to play Granite if you're Stone Armor, and that's the reason l suggest rework Rooted taking away all of it self-slows, so players with Stone Armor get 2 options to play (Fortress style and non-Fortress style), because more options is always better than less.
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1. Stone Armor Make rooted NOT slowing character, and NOT disabling sprints, flight, jump other travel powers. Generally when l first met Stone Armor characters/descriptions (before reading detailed descriptions) l was under impression that Rooted is just Mez protection power any defense powerset has, without horrible disadvantages. l understand that Granite Armor slows character seriously, but its overprotection justifies that. Rooted stats (except for self-slow) looks like an usual Mez-protection power, it's NOT move powerful than any other mez protection of any other set. So yet no other mez-protection gets self debuff, but Rooted has. This leads that any Stone Armor tank is forced to play in a fortress style, with Granite Armor with amazing defenses, but only tiny lil' capabilities to move (or use Teleport), and renders most of Stone Armor powers useless or some IO mules. That's such a waste for all that awesome Visual effects Stone Armor powers have (Rock Armor, Brimstone Armor, Crystal Armor, Minerals)! Yet they are never to be shown, as players are tecnically forced to play Granite fortresses. To play with other Stone Armor armors (non-Granite) is NOT an option right now, as Rooted will slow you anyway, and you CANNOT skip Rooted because tank CANNOT go without mez protection, and there is NO mez protections in the set except for Rooted power. Suggestion: 1. Remove all Slows/Travel Disables from ROOTED. Add the slow that is usually granted by Rooted to the Granite Armor (so its overall speed is not getting buffed, but l don't suggest nerfing any if its stats/capabilities either). Maybe (on dev flavor) make it so, that some bonuses from Rooted are granted only when character touches ground (like Electric Armor's Grounded power), but it's on designers' choice. Example: +50% regen Rooted grants always, and other +50% regen only when character is near the ground (this will cover most cases anyway). Also Granite Armor may get extra looks (e.g. Sardonyx Crystallic, tawny-colored etc...). 2. Assault Rifle/Mercenaries These powersets are generally considered to be very weak. They deal very little base damage, and damage type is Lethal, that gets resisted by many enemies seriously. Once l came up with an idea, that it should get a mechanic that would help with that and be theme fitting at the same time. It's Armor Piercing mechanic. Theme wise, isn't it, rifles really were designed to be able to pierce enemy's armor. That's why having it in game would both add extra impression of the set and boost its usefull ness. And l can imagine it would work without necessity to remake current game engine in a following way. Let's look at example of Slug Assault Rifle power. Currently it does: XX.XX lethal damage on target 25.00%% chance for X.XX magnitude knock on target But how to make it so it would partially ignore enemy's resistance to Lethal damage? Previously there was one bugged effect with enemy's pet Tar Patches, that its -RES effect was Unresistable, resulting bigger -RES effect that it's intended to be. But what if make that Intentional effect for the new Assault Rifle/Mercenaries attacks? Let's see what the new Slug would look like: -30.00%% resistance to lethal damage for 0.50s on target Ignores buffs and enhancements unresistable XX.XX lethal damage on target after 0.25s delay 25.00% chance for X.XX magnitude knock on target after 0.25s delay Making it 0.25 ensures that it will last only couple of time frames and the damage will be applied exactly within that frame when -RES is applied. What would it do at all? Letz imagine you're attacking an enemy with 0% innate Lethal resistance. -RES that applied by Armor Piercing mechanic will make its lethal resistance -30% total, which would make total multiplier of applied damage x1.3 of normal. Now letz imagine we're attacking an enemy, that has 70% resistance to lethal damage (it's what Reichsman has, without his Unstoppable buff he casts at low HP). Because -RES is unresistable, it won't get lowered with Reichsman's innate -RES and won't become 9%. It will stay 30%. And after the subtraction total enemy's resistance will become 40%. That means you will do 60% of listed Lethal damage to the enemy. While without Armor Piercing debuff you would deal only 30% of listed lethal damage. And that makes Armor Piercing mechanic deal damage x2.0 of normal!!! That's why the damage, new Assault Rifle would do would be more effective on enemies with high Lethal Resistance, rather with low Lethal Resistance and effectively reduce effectiveness of their armor. Which is why it's called "Armor Piercing"! Naturally base damage Assault Rifle deals needs to be reduced accordingly, maybe not by 30%, but by about 20%, so it won't become OP. To stay same it needs to be reduced by 1-1/1.3≈0.23%, but it would use some buff, and as you attack mostly level 54 enemies, those are +3 level higher than you (u've level shift +1 from Alpha incarnate in most content) the debuff effectivenesses are usually 0.67%. But IIRC it does NOT apply to unresistable effects, and there's also other flag for that - ignore Level Difference, and yeah don't forget about "Ignore Level Difference" flag for Armor Piercing mechanic. This new mechanic also would have an extra effect that if the 2 or more Armor Piercings occur at the same time frame the attack power will be SIGNIFICANTLY boosted. But lMO that would be not fixed or changed somehow, but compose the extra flawor of the set. It's like - the subsequent bullet hits an enemy in the spot where previous one already had pierced enemy's armor. Naturally that hit will hurt alot more. Burst would become single hit attack, instead of multi-hit, while Full Auto grant unresistable -RES to lethal damage for the whole its duration, as it's the Nuke after all. Mercenary's Rifle and SMG attacks would get these effects as well. As an alternative or addition to the effect, Assault Rifle power may grant a "power" on its target called "Armor Pierced" (+Floating Text). The power "Armor Pierced" would grant its owner unresistable -XX.XX%% resistance to lethal damage as well, and be short-lasting (last 5 seconds or so), but naturally no more than one of that effect from any source could be applied to the target.
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visual bug Incarnate Judgment - Ion Dark Version
Purrfekshawn replied to Purrfekshawn's topic in Bug Reports
Well, here it is. Note for players, don't try to replace Game files with that it's for my Private Server (based on Score i26), it has another format rather Homecoming files! https://ufile.io/ykf68cpz -
visual bug Incarnate Judgment - Ion Dark Version
Purrfekshawn replied to Purrfekshawn's topic in Bug Reports
Well, in the meantime a year and 6 days after this bug was reported - We decided to try to fix that on Private Server and... MANAGED IT. It just took Us several tries before We understood that Record names in "FXINFO.BIN" file (first 4 bytes in the record after its size, pointer to the name must come in alphabetical order). I.e. imagine its strings buffer has strings "CAT", "DOG", "TURTLE". Then records whose name pointer points at each word must come in order: "CAT", "DOG", "TURTLE", but not "DOG", "CAT", "TURTLE" or else some of these may not be read. Here's take a look on what We've succeed: -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- Do not be afraid of these Black lines you see on GIF, as it exists in its Additive Visual too, so it's not a bug (or maybe shared bug, but We wouldn't fix it). -------------------------------------------------- -------------------------------------------------- It's interesting that ALL Visual Particles required for that are ALREADY in the game, it's just "FXINFO.BIN" file Untidiness. Bad side is that it requires replacement on both Client Side AND Server Side, because server must look at its %server%\data\fxinfo.bin file to discover what identifier to send onto client. Identifiers of most powers become another after fix, so alterating only Client Side won't do the trick. In other words it works on Private Server, but won't work on Homecoming. We prepared & injected into FXINFO.BIN file extra 2 records with names "INCARNATEPOWERS/JUDGMENT/SUBTRACTIVE/JUDGMENT_ION_HIT_SMALL.FX" & "INCARNATEPOWERS/JUDGMENT/SUBTRACTIVE/JUDGMENT_ION_PET.FX" made from "INCARNATEPOWERS/JUDGMENT/JUDGMENT_ION_HIT_SMALL.FX" & "INCARNATEPOWERS/JUDGMENT/JUDGMENT_ION_PET.FX" respectively. In these records We added word "SUBTRACTIVE\" after word "JUDGEMENT\" for each of them and adjusted size descriptors accordingly (+0x0C bytes for it's size of "SUBTRACTIVE\" on string lengths for instance). Below We'll hang FXINFO.BIN files so Homecoming employees can look at that and this way see what is really needs to be done in order to fix exactly this visual bug. -
Sure, why not? Btw: Mastermind needs Alpha Barrier, all epic powersets for archetypes whose primary or secondary are not related to self-defense, have that choice. Although if it has Meltdown maybe it'll do the trick instead.
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Okay, maybe not exactly Blasters, but rather Masters instead. Masters of the AoE, Splash and Fluff Damage.
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Well, 10 ft isn't a Screen-wide thing ayway. What if tanking something like Seers and they stay away from eachotha & aint being splashed.
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Dark Melee for splash??? Is that a joke? 2 AoEs and each of them have 2 or more minutes for recharge. Shadow Maul is a cone & requires positioning. Savage Melee We can understand, but lethal damage type ((((... --- Also how about something like Blaster powersets for Ranged or something similar to it?.. Edit: ah there's updated Touch of Fear, but it's only one splash
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Please advise some power combination that lets you issue some sort of GIANT splashes, We mean AoE's in non-stop mode those will hit everything (or at least almost everything) on the screen in non-stop mode. Don't suggest a build that has both Cones AND PBAoE powers because these don't go with eachother well (require constant movement). Damage may be not that devastatic, but not tiny eitha, so don't suggest ay Controller builds with their tiny lil' damage. On top of that it's desirable this build should have something that would prevent the enemies such as Archvillains from clucking away like tiny lil' scared to death chickling (btw: one who programmed AV's to run away from you in panic back on live must have been very seriously demented. In AE mission We put 3 AV allies (they become lvl 50) into when engaging an AV enemy (lvl 54), they become scared of enemy and try to run away from it, while AV enemy becomes scared of allies and run away from them as a result everyone runs away from everyone run-run-rudolph).
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Time to enforce the name holding expiration rules
Purrfekshawn replied to Kazuuk's topic in Suggestions & Feedback
If the system is name@account then name CANNOT be camped -
Time to enforce the name holding expiration rules
Purrfekshawn replied to Kazuuk's topic in Suggestions & Feedback
Personally We would like to get those names freed from Everlasting server: Inertia Overheal Dark Horse Tachyonic -
Time to enforce the name holding expiration rules
Purrfekshawn replied to Kazuuk's topic in Suggestions & Feedback
Generally naming system in this game is very bad and obsolete (identify a character solely through its name). Champignons Online is a generally very bad game, but it has more advanced naming system. Characters are being name here not just "name", but "name@account" instead. l wonder if Homecoming Team could port this here. It would require a lot of effort though. -
Time to enforce the name holding expiration rules
Purrfekshawn replied to Kazuuk's topic in Suggestions & Feedback
The easy solution would be this: Toon Level: 1-20: if not played 30 days or more name will be genericized (TOON_NAME_%randomnumber%) 21-49: if not played 60 days or more name will be genericized (TOON_NAME_%randomnumber%) 50: if not played 90 days or more name will be genericized (TOON_NAME_%randomnumber%) -
Clarion Radial boosts earlier were improperly benefitting from secondary effect boosts granted by Power Boost power as far as We read it. That means if the character's power boost gave +50% to secondary boost (just an example), and then clarion +100%, it did following thing: activating Power Boost made Clarion buff by +150% instead, and the shield power was boosted by 200%. Right now Clarion doesn't so shield power is boosted by 150% instead, which is intended.
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With LRT Even More reason for the Shadow Shard to be co-op
Purrfekshawn replied to Wavicle's topic in Suggestions & Feedback
Yep, generally Shadow Shard looks like unfinished zone, with practical inability to move through it w/out Flight/TP, and presence of only 4 areas, while it's intended to have 8 or so (each for one piece of Rularuu consciousness). Not to mention that Task Forces there require a Reilly hellish lot of movement (the most infamous is Quatrexin TF), between SS & Paragon & back. As of right now l believe Homecoming players could get more Shadow Shard-related maps to AE (not just Nemesis base, but also with floating spiked ball-like building, with redwater falls etc), so they could make their own content for it. -
Add black jetpacks to the P2W store
Purrfekshawn replied to Take One's topic in Suggestions & Feedback
Yup, do it, because more options is always better than less. Ultimately We would like to see fully customizable jetpacks (with jet flame color customizable as well). -
Hardcore mode - die once is gameover
Purrfekshawn replied to Obus Form's topic in Suggestions & Feedback
More degrees of this stuff: SuperHardcore mode - die once is gameover for all toons. ExtraSuperHardcore mode - die once uninstalls the game and it can't be installed anymore. MegaExtraSuperHardcore mode - die once breaks your PC. OmegaExtraSuperHardcore mode - die once and GM's will hire a hitman that will kill you IRL. -
Well, jumping 10 times higher than your own weight it's not something humans can do either. And now you get access to Hurdle+Althletic Run by default, those let you do this. There's one pretty common anecdote here - "Can you jump higher than a five-storey house?" - "Of course I can! Five-storey houses cannot jump at all." So despite your spending any points to have that degree of superiority you still have it. And it's theme-neutral in my sense of this word, because it doesn't care about in which exacly way you get that type of power. Either you enchanted yourself using forbidden ancient grimoire, or drunk from a radioactive puddle, or a child of ancient god of hopping or alien of hopping or yeti of hopping, or replaced your legs with homemade robotic implants, or was spending 24 years of your life sitting it gym 25/7. Or just spend 1M inf to P2W vendor, or revoked Ninja & spent 0M inf to P2W vendor. That's why l call it "theme-neutral". Jetpacks however, you cannot pretend it being a part of your body or conjured from some ancient spell. Nah, it's technology and always will be that and you don't pretend it's being NOT technology. So this is NOT theme-neutral. It's technology-themed instead. You can copmare it with power-disabling flight options. For natural or technology themes a Rocket Board will look fitting indead, but if a character has high-energy suit or controls energy with the superpowers - there Void Skiff goes. For magical themes of characters - a Magic Carpet all the way.