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Monos King

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Everything posted by Monos King

  1. I actually never saw it working for pets even on the beta server. I made note of it and assumed it was fixed but I guess it slipped past the sensors.
  2. I'm actually totally fine with how assault hybrid works right now. The damage difference is enormous between using it and not, and MMs benefit disproportionately from doublehit due to the nature of pets so...seems like a fine trade off.
  3. Ok, cool. I don't know what argument is unfolding right now, all I'm going to do is clear up what the ones in favor of this idea have been proposing and make it abundantly certain for future viewers, as it seems there is already misconception over, like, nothing. You unlock a contact at a lower level You are able to do its arcs/side missions You level up You continue to be able to do its arcs/side missions, regardless of if the enemies are now gray to you Convenience! Right now we're working with "Contact level range is a-d" so if you get to level e+ that contact stops giving you their content past whatever mission or arc you were last given. The OP is suggesting that Contacts act as though you were still in the level range when you out-level it. Aka removing the level range for mission acceptance. We know the NPC's level range would be unimpacted, and we're ok with that. The idea is strictly a convenience that should be pretty useful and never harmful. It seemed like you, Switch, were maintaining that the enemies encountered being gray would be a game-limitation issue, and to that I gather thunder cited how that already exists in the form of higher levels doing their existing arcs and encountering low level fodder in retort. If that's not how it was, probably just a misunderstanding. This idea though, is not a motion to make NPC groups level scale. The big thing for everyone to take away is that, mechanically, doing missions where the native hostiles are uber weaker than you is possible because it does exist, and that a potential (but yet unverified) concern with this suggestion is if it's actually troublesome or not to go in and remove whatever makes contacts acknowledge your level and stop giving you missions in the first place.
  4. I'd think so, yeah. Maybe you'd still get useless enhancements to sell. I think if this did happen the real arduous deed would be the potential push to specify the level range of contacts in game so noobs don't go about killing grays endlessly as they move through story arcs. But honestly, anyone will realize they've outleveled the missions once the grays start popping up. I don't think that catering to that possible predicament is necessary, since a quick question on help or basic deduction would resolve it.
  5. Oooh, ok that clears it up. I'll edit. In regards to displaying crit, since it varies between rank, I'd just think the buffs would be displayed rather than make it an inherent thing. Displaying Stalkers base 10% crit chance and the 3% bonuses per party member, 100% crit given by Smoke Flash or Hide, that sort of thing.
  6. If that's true, I suppose that's that. Got any links to those threads though? A lot of times it's just assumed to be a rigor, and I'm not in for every convenience being shut down due to the presumption of complexity. Severely limits the extent of proposal efficacy. The claim alone can hinder a suggestions traction, so it's pretty important to show evidence on that account. I personally haven't seen it discussed to often, nor has the OP I imagine if he suggested it here. Seeing those threads will probably effect future suggestions people decide to make a post about too.
  7. That makes sense; probably wouldn't hurt to call it Elusivity though in detailed info. I personally know about all of what you said before though. What is interesting is that regeneration the powerset seems immune to heal changes entirely, -heal and +heal. It isn't due to the unresistable marker either, as every self-heal has it and yet they can be affected by -heal.
  8. I mean the powerset yeah
  9. So, a bit of a minor suggestion, but I think it would be handy nonetheless. Here are the current displayed Debuff Attributes: You'll see that there are only 5 shown. However, looking at Ageless Radial... There exist at least 3 additional Debuff Resistances that are not displayed; Endurance, Perception, and the seemingly synonymous to Recharge Resistance Movement Resistances. There is also some odd null purple stat that either is a glitch or refers to Elusivity, something I'll touch on in a second. We know that with the existence of things like Inexhaustable that Endurance res is actually a separate feature to Recovery resistance. And while often coupled, the movement resistances are all separate to Rechage Resistance. Global (not rank dependent) crit buffs are absent. And finally, Elusivity looks like this: Which doesn't actually tell you that is Elusivity, or what particular damage type it is defending against. I don't doubt a few of these have been brought up before. If there's ever extra time, I'd like to see added to combat attributes: Global Crit Chance Percent (Scrapper ATOs, Mastermind Smoke Flash, Stalker group bonus, etc) Endurance Resistance Perception Resistance It might also help to see Recharge Resistance just changed to Slow Resistance in the menu, since rech and movement seem to always be paired together, and Elusivity clearly defined in the Detailed Info of powers that grant it as Elusivity. None high priority, just putting it out there.
  10. Seems to be a consequence of how Double Hit Operates, perhaps an AoE and rech formula actually so might be intended.
  11. Yeah as long as that's possible I see no issue here.
  12. There's literally hundreds of minor-arc missions and actual arcs not in Ouro though. I'd rather try and see if this actually does constitute a fundamental change, and get shut down for that reason than assume. If adding to ouro is easier, I'm down for that, but I don't have reason to think universally removing the out-leveling of the contact as a feature would be more difficult than individually tracking and adding every single arc that isn't in ouro; there's a lot. I also think there was a reason all of them weren't added to ouro, though it's just a theory. What's added to Ouro will be for everyone universally anyway, origin and arcs played regardless, and at least in my vision of this request I would like to see some of the reward for unlocking contacts and completing arcs maintained. You know, you finish the arc and you have the opportunity to do another contacts once you're introduced. Adding them all to ouro would just practically remove the point of contact progression entirely. The idea above just prevents the achievement of unlocking a contact in of itself from becoming useless once you hit a higher level. You have greater general option of arcs to play at 50, but only depending on what you were doing up until that point. I'm again willing to concede if the removal of the level limit is too much of a task, but I'd like to see if it actually is. I think this would be really convenient, and without whatever gripes come with additional sources of rewards from adding things to ouro.
  13. Yeah gotta hard no to everything you just said dawg. Think I made my point pretty clear already too. I'll let someone else take the wheel from here.
  14. I will note though, that it should be well known to you that I am not in favor of making things superfluously easy. I invite you to step back and look at what exactly is being made easier here, tell me exactly how it's an issue. I'm aware that XP lock exists. It just doesn't do what the OP is asking for. Think of it as a renovation. A qol option to go back, from later levels, and discover things you might not have known you would have had interest in. There are many, many great stories not included in ouroboros that fall short of players eye, unappreciated due to the race to level 50. A change like this would increase the chances of those arcs not being missed, and a step closer cultivating an appreciation of stories many might overlook. And those that do want to do them can do so without worrying about hindering their level growth. Just having the option goes a long way. The OPs not even calling for the removal of level gates altogether. Just that you get to complete the stories of an already unlocked contact. What's the problem with that?
  15. Well, we don't have to agree on this one. Can't say I'm gonna see your reasoning though. No problem there.
  16. Well, not really though. It isn't life, it's a game. If the convenience can apply to a lot of people, and it doesnt negatively impact performance, steal spotlight from a playstyle, or disrupt game balance, then there really isn't any reason not to implement the convenience besides the possibility of it being more trouble that it's worth. I don't know the inner workings of this game myself, so that might actually be a real possibility we'll all have to come to terms with, but XP lock itself was instated as a convenience, and it clearly has its limitations within that intended function. So, the OPs point stands. You probably missed this point, but there are a LOT of arcs that exist and aren't included in ouroboros. As such: It's really just a qol thing. It's not specific to any playstyle, or appeal of a powers, or anything. It's just there to make it easier to follow through in arcs you might not want to miss, without worrying about carefully tracking your progress and slowing your level rate. It opens up stories to people who may have missed them otherwise. It increases, not guarantees, the ability to get cool temporary abilities you might have missed out on. XP and Merits disabled. I can't see any reason not to implement this one Doc, well besides the aforementioned possibility it'll actually be a code catastrophe.
  17. I'm pretty sure some of the older, less interactive contacts are, yeah. And even if there weren't, there should be. There's sadly a bunch of arcs and missions that aren't on Ouroboros. What's added to Ouro is pretty general, including contacts your origin might not even be able to unlock, so the really obscure contacts or hyper specific arcs aren't there. Ouro is kinda there so you can't miss out on key story arc badges, I think. Rather than suggest they add all missions to Ouroboros, I think the OPs idea of just not out leveling a contact once you've obtained it would be simpler.
  18. This is true, but what happens often is you're doing an arc and accidentally level outside of the range, and then plop -- can't do that arc anymore. If you were a noob just doing missions and didn't know that you could over level your contact, it really sucks. It's especially infuriating when it's one you were pretty immersed in the story of, or you were seeking to get a certain badge, temp, what not. Not everyone knows to put the XP lock on, and if they realize it too late that's kind of it. It's also true not everyone is trying to slow down their natural progression rate soley for the sake of finishing the storyline, and I can't think of a good reason why they would have to. It doesn't impact game balance in anyway. But a sudden cut off can be a huge irritation, especially if you were for instance, thematically or otherwise after a non-ouro temporary power, because cut offs mean you just got permanently screwed. Sure, really careful planning might prevent that (if you know about XP lock) but should that really be necessary? If you got the contact, you should keep it. There are already a good deal of missions that let you finish the arc they give you even if you go outside of the level range, but just won't introduce you to a new contact or give you XP/ enhancements from doing their stuff. I can't see why it shouldn't be that way for every contact; it would be much more convenient. Getting cut off of an arc half-way seems silly, you should at the very least be able to finish it regardless of level, even if it doesn't give XP or merits anymore. I'm in favor of this completely; if you outleveled them you don't get XP or corresponding level enhancements or anything but you oughtta be able to see things through.
  19. Well, we luckily aren't in the business of ruling out suggestions just because it might be difficult. Might not be too. Besides, color palette overhaul and adding/designing new pieces aren't really the same thing. Either way, it'd be cool to put might to right and put it out there to see how many are in favor of it. And even if it is arduous, we might still get it eventually. Might as well show the good devs how much we want it!
  20. That's cool and all but yeah let's get long robes/kilts for men.
  21. I'm just gonna post the desirable now. I want this.
  22. Blistering Cold doesn't do damage though @Rathulfr
  23. In other games, necromancer is a class sort of like archetypes in this game. I wonder if this calls for a new age of heavy primary specific mastermind customization? Hmmmm...
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