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Everything posted by Monos King
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Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
All powers start at 100% damage. -
Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
Oh I see you have since added that. That is a very interesting idea. Thoughtful too. It would in fact be more reliable than a %proc rate, although likely less damage. I'll have more to say on that as an isolated concept later on. As for the one of this thread alone though. Couple things. Would have to be immune to PvP DR as well to be of any use there. I actually do very much value damage variety procs create for theme and performance, and since discovering procs made several characters with this in mind. If the idea is overall better for game health this concern would be dismissable for me, but it is a genuine factor. Lower damage ATs would be negatively affected. I believe I saw this mentioned before but I'll note it again, their base damage isn't high enough for this to mean anything good for them along with the fact the high dmg ATs will already be near dmg caps and thus won't be helped much either, as you noted. Proc imbalance. This would worst case create greater dmg gap between sets that will retain dmg procs and those that wouldn't and best case keep it the same. Broadswords advantage over say fire melee would ascend. Scrappers could still be left at the damage cap here, with useless DR ignoring enhancements and no procs at all. BS would still have quite a few. -
Replace Damage Procs With ED-Ignoring Damage Enhancements
Monos King replied to aethereal's topic in Suggestions & Feedback
It is worth noting there are attacks that do trivial damage to the extent even a 625% dmg increase is meaningless. Gale, sleet and various patch powers, the original Stun, scramble thoughts, screech, and most ranged mez focused moves...brawl. There are a lot of powers in which people allocate one or so melee/ranged/TAoE procs into make do damage. -
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In the event you are attempting to complete Tobias Hansen's Get Spell From Stephanie Peebles mission at a level higher than 29, Stephanie Peebles does not award the player the Warwolf Whistle pet. I assumed this had to do with some odd interaction between how the temporary powers Echo version is received if the mission is done later on via Ouroboros, and so I tested what would happen if I completed the mission while exemplared by someone of a much lower level. Curiously enough, if exemplared up to level 31, speaking with Stephanie does grant the temporary power. If exemplared to level 32-49, the mission will still misbehave. Most unfortunately is the fact that if you first fail to receive the Warwolf Whistle via playing the arc normally, the game counts this as having received the Warwolf Whistle previously. This makes subsequent runs via Ouroboros instead grant the limited echo version, and makes it impossible entirely for you to have ever obtained the normal Warwolf Whistle. I would be in favor of just removing the Echo reward altogether as it was something of a relic of past philosophy (especially since they ended up just adding Warwolf Whistles to the paragon market), but if that's not to be done this bug should probably be investigated. Temporary Powers this bug affects: Warwolf Whistle Nullifier Gun Mk I Wedding Band
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I like this idea (though I'm positive it'll never happen). It's pretty much that instead of taking 3000 damage at once (almost always a one shot), you'd take a DoT of 300 dps over 10 seconds or another interval. It'd definitely be pretty powerful an ability; different from absorb in that the damage isn't outright countered just delayed.
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Was thinking the same thing about interior/exterior color options. The information on the work around is definitely appreciated though, I'll be sure to let other people with the issue know.
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Never bought it; the additional weight and density would easily make up for it when your pounding things. Freakshow tanks, giant monsters, heavy weapons like mace and titan weapons (the latter of which puzzlingly now will do less damage with momentum directly refuting this) all good in-game examples of why the damage penalty is illogical. We all know the real reason it was added was because the devs thought it was pretty OP to have a T9 toggle so added some debuffs to balance it out. Which probably isn't even needed anymore honestly. The -rech makes sense though.
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Well, there you have it @VileTerror. I agree that changing the behavior of powers between PvP and PvE is troublesome for entry level participants. However, there is nothing more discouraging then the oppressive tactics something like this can result in. Perma-pursuit and abuse of range via the Jump Packs is a no slot route to maximizing your vertical advantage. Flight wouldn't even be as troublesome, as it is very slow and cost a power pick. -Fly also exists in spades. With an issue like this, the minor convenience of Jump Pack would be overshadowed by it's competitive imbalance. Unless it was agreed this wasn't as much a problem, it'll stay deactivated. I believe the only thing to do now would be describing particular instances in which not using Jump Pack is notably disruptive to your experience.
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He's being considerate, if not disingenuous, but I think the point is it's not that big a concern for the PvP community. I myself can't recall of any major issues Jump Pack/ Steam Jump create aside from perhaps pursuit issues, so it isn't that big a deal for me. But if there are substantial issues you can bet it'll stay disabled. If a dev wants to come and refute this they probably will, but in PvP zones PvP concerns should take priority. Particularly if matters are limited to just those zones. Whatever badges or activities you are going there to accomplish are very possible without Jump Pack, and weren't made with an expectation to rely on it. What the badges were created with mind to are exactly whatever rigors you say Jump Pack ameliorated. I'm not dismissing you though, perhaps you could go into detail of what it is the power averted and we'll understand your issues better.
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Yes.
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Focused Feedback: Energy Melee Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Yeah they're misunderstanding you pretty hard. All BrandX is saying is that a lot of scrappers/stalks would go full ET crit if they could. Because we like damage. I am one of them, and someone else above in the thread was also, and this was a point made to jestingly comment when Azra noted that ET healing was something Scrapps/Stalks enjoy. It wasn't that relevant, but it was not to propose that Energy Transfer should get a full crit to any extent. We all know that's impossible. This misconception is bringing us a bit off topic, so let's not continue. -
I gather that's part of it, as must be the case with all of the Siren's Call zone control temps. But it also comes down to the nature of the nukes, which are clicks. Faultline knows best here. We're apparently moving onto removing some clicks too now, but I don't see much reason for EoS to be one of them. This should probably be evaluated on case by case basis (I'd be willing to do this, I have every temp anyway) on how disruptive they are, and how obtainable they are. The most I can say we would all agree with is disabling of all armor temp toggles and autos.
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Well CoP buffs are auto so that makes sense. Enchantment of Serafina is a very similar to Warburg nukes, have long rech, and you have to do a SF to get them. Don't think those are disrupting anything really, especially since it just isn't good. Not really significant, just play into setting precedents.
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Not that I use this (it is mostly trash) but this one should be kept right?
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The decorative tape on the belt seems to default at black and white and is not currently changeable. Even more disruptive, the cloth always flutters in rather than out, causing some geometry overlaps. Might have been reported before, if so consider this an update.
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Yeah, would definitely love to get to mess with those again when desired.
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Focused Feedback: Asymmetrical Shoulders
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Awesome, now we just need resistance shoulders to be added (that one already has an asymmetrical version so it may have been missed). -
Focused Feedback: Teleportation Pool Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
...That is correct. I am saying if you had Teleport Foe, you should also be saved the respec. Edit: Forgot how Pools work. -
Focused Feedback: Teleportation Pool Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
Just a side note: Currently when you previously had Teleport Foe you are given Combat Teleport instead of Teleport Target as the default replacement. Should probably be Teleport Target, and save people a respec. -
Also can we get Enable Non-Arena Temporary Powers to enable all temps, including autos like Amplifiers and Mutation/Fortunes? I like to have control over whether or not those are actually enabled, especially for when I'm messing around with friends seeing how their full PvE builds would do in PvP or stuff like that.
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>>>>Post makes reference to changes on the Beta Server (Feel free to see Beta Changes)<<<< Benumb is not offering -Strength to Endurance, which is inconsistent with every other -special affect in the game. This includes Weaken, Bone Smasher, Ice Arrow, and Weakening Shot; the first and last of which follow the ordinary rules of -special for a strong debuff. Witth Ice Arrow being added as a 2x duration -Special that also does have the correct -strength to endurance, it is evident that it's absence in Benumb is a bug. It is not a display bug, have tested to be sure.
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Focused Feedback: Energy Melee Revamp
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
*throws glove at face*