Jump to content
The Character Copy service for Beta is currently unavailable ×

Akisan

Members
  • Posts

    547
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Akisan

  1. I really like the idea behind this, lore-wise, but mechanically it'd lock almost everyone out of those pools (very few people are still gold when patron pools unlock, and you can't get back in once you leave).
  2. They could also re-arrange some of the philosophy behind epic pool design (Praetoria's different, right?) and have pools that reinforce the ATs' strengths, instead of shoring up weaknesses (like controllers getting buffs/controls, scrappers getting melee attacks & armors, etc.). It'd be sacrificing utility for power, so it'd make some things easier to do, but potentially weaken a character's ability to adapt to challenging content.
  3. If this is for new patron pools (with different powers/themes/etc.) then I'm all for it (especially if it comes with badges and is available to both red & blue sides). If these will be simply reskins of the existing pools, then I'd have to ask that they be added to the (long, and somewhat overdue) list of power customization options, along with the regular pool powers (my very definitely magical Blaster cringes every time she pulls out a device to heal someone)
  4. And I'd agree with you, but if this system could cause someone already on the team to immediately leave... it might be worth knowing about beforehand
  5. Your original wording can be taken 2 ways - that you want to add a damaging component to all taunts (and maybe punchvoke), OR that Taunts already do damage (it could've accidentally made it to live), and you wanted to add that damage to punchvoke as well. Both are suggestions. (That and illusion damage is a new term - Spectral Wounds from Illusion Control deals Psychic damage) Lumi's (probably*) mad because you're being defensive about it (and coming off as condecending), and refused to clarify which of those 2 suggestions you were suggesting. (We now know it's the former, since Taunts aren't doing damage on the live server). * - not psychic here, just guessing.
  6. Does this mean I shouldn't invite @Luminara and @Snarky to a dinner party?
  7. Sorry, should clarify why I suggested this (since I accidentally deleted it while editing that post): So that the player being ignored can decide if it's worth dealing with that headache, or make their excuses to the team lead and then leave. As you guys have said, there's no real reason to drag the team leader into this (and it'd make for one nice headache for them, too!). One point you guys did bring up though - should the team leader get a pop-up when inviting someone that has an existing teammate on ignore?
  8. Instead of an outright lockout, it'd probably would be better to have this as a pop-up warning as part of the invite - Team/League has <player(s) ignoring you>, and possibly a pop-up warning for you if <player ignoring you> joins. Kinda defeats some of the purpose of ignore lists being private, but this way you know ahead of time (and can somewhat work around it), instead of trying to figure out why so-and-so apparently isn't listening.
  9. Sounds fine by me - I'll occasionally cancel buffs so I can see my characters, so... Yeah, not having to do that'd be nice. Implementation-wise, this would probably be best as an individual graphics option (menu, choice between: Normal, Only you don't fade, Nobody fades). Putting it in the power customization implies that you won't cause others to fade, even on their screen (so they may not know they're stealthed). Putting the option in with Null implies that you won't fade when stealthed, even on others' screens (which would drive me nuts as I try to figure out why my buff isn't affecting you. I doubt I'm the only one that will bother)
  10. That's about how I read it - they want all the Taunt powers in the game to act like Spectral Wounds from Illusion Control. I'll have to say "No" to this one - if it does minor damage, all it will really do is make Taunts break sleeps/fears, and if it does more than that, then they're no longer Taunts - they're ranged attacks (usually on a melee AT) with a Taunt bonus.
  11. Air guitar while electrical blast lightning shreds nearby enemies? It might be fun to RP an up and coming literal God of Rock (appearance of an awkward teenager optional)
  12. This'd be great to have (and has been requested before (and maybe should be again...)), but the various zones still only allow Radios to be run at the levels of the zone. While this could be set up as a bypass (exemp down to zone level), it wouldn't allow us to run higher characters against the higher level factions that might threaten the zone later (like capturing a Nemesis cell, or saving someone from the Family or Trolls in King's row). This would be even better if we could do both, and switch between the 2 types by speaking to a detective.
  13. Isn't this roughly what happens if you leave the ramrod in after loading a musket? There'd likely be a few odd hangs or unusually fast shots of the assault rifle as well, to account for the various cast times. (And may end up as a minor nerf to some sets, as they would trigger redraw without the +0.05x Acc to compensate). It'd also be cool to see Dual Pistol & Magic Archer versions of the non-weapon sets, so yes please!
  14. You know, 50 tips & story arcs run all over the city - couldn't the bumped radios run various subsets of the mobs of the appropriate level? (like IP having 5th Column instead of Council in Radios, even at 50, and Atlas having Carnies instead of Arachnos at 50). I'd update the detectives to let people know what enemies can appear, though.
  15. I've only one problem with this one - Unless people can use a respec to move from Legacy to Revamp versions of the powerset, it would force people to reroll if they want to take advantage of the rework to their (underperforming) set. Probably not a problem for most folks, but if that happened with my main (a Badger), I'd be really, really reluctant to reroll.
  16. Yeah, that's the one. I keep getting the 2 sets all mungled together since I rerolled a /SR into a /Shield. For non-supers (and many SR toons), yes. For supers, my thought was that this was the difference between "totally dodged that bullet" and "only dodged it enough that it just cut me", or "I dodged that entire salvo of bullets" vs. "I dodged most of that salvo" (mechanically, SR is you either totally dodged the salvo, or ate all of it). My Elude suggestion was for a "lazy" (or desperate) SR to accept the partial damage in exchange for not trying as hard - freeing their energy for other things.
  17. Fair enough. I may be able to address one of those though - the doors in the destructible part of the city aren't added to the master list of doors for mission doors (that is, they're not interactable, and just part of the building model). Other stuff in that area (sewer entrances, cave entrances, etc) can still be valid mission doors, so the area's not completely dead for missions. Doesn't help with needing a new map though...
  18. Ooo... tempting. Can we please also make some (most/all) of the zone destructable, so we can have a zone event of trying to stop this thing from destroying large swathes of town?
  19. IIRC, from my tinkering with Power Analyzer: It doesn't show the inherent Rank protections. (Even regular bosses will show 0 Hold protection, but still require 4 Mag of hold). So, Rommie has Mag 6 protection, Requiem has Mag 3 protection. (They're not immobilized until it shows -4 or below on their stat windows, not simply a negative number). I don't know what negative values you were seeing, and it is possible that Spectral's immobililze isn't applying correctly.
  20. Will these be dynamically resized? (Please?) Fistful of Arrows has a 60, 90, or (rarely) 120 foot range depending on which buffs I have running, so knowing how far it'll reach at any given moment would be very helpful for positioning. Also requesting a reticle update to Targeted AoEs to show radius/plane of effect. The generic wavy thing's great in general, but I've yet to figure out exactly how big some AoE powers actually are. It's doubly bad for casting AoEs into midair - Rain of Arrows is a circular AoE, not a cylinder. I don't miss with it very often anymore, but being able to see if I need to shift it up or down would be incredibly useful.
  21. 1. Buffing Practiced Brawler Right there with you on the taunt/placate resist, but honestly, I'm surprised there isn't taunt/placate protection. Not even Break Frees get you out of those immediately. And yeah, they're annoying on more than just high-defense characters. It's so bad sitting there waiting for a Held enemy's placate to run out. (As a side note, I'd be ok with pretty much all survival sets getting those 2 added) Not sure about the endurance discount. It takes a lot more effort to dodge everything, vs. blocking, absorbing, or simply out-healing incoming attacks. Last I checked, one of the great things about Practiced Brawler is that it stacks. If you've enough recharge in it, you can get even more DDR, which is... really amazing, and one of the best things about it. If the cost of "perma out of the box" is that it's recharge is unenhanceable, or that it no longer stacks, then no thank you. 2. Altering Passive Resistances No complaints here, while that would result in lower resists overall, they'd definitely be worth more over the course of a fight. Of course, if the new ones are enhanceable, and the old ones aren't, then you wouldn't actually even lose any resistance at low HP values. 3. Improvements to Elude I don't think I've ever taken Elude. It just doesn't seem worth it, especially since by the time I realize the fight's gone too far south and I need a T9, I've usually already started a survey of the floor. Usually because the RNG is being spiteful (which happens, given enough fights). No amount of +DEF will help that, but current Elude would help with a defense cascade (rare, but does happen). Instead of an Ultra-speed mode for Elude, maybe a rework along the lines of "not spending the energy to fully dodge everything, but just enough to minimize how much it does" The defense buff becomes a 20% (30%?) defense penalty (base defense, irresistible) - as you're no longer entirely dodging everything 50% resist/all (unless the Psi/Toxic hole needs to stay for thematic reasons). You're taking hits now, but they're all glancing blows. 25% endurance discount - it takes more effort to completely dodge something, vs. partly dodging something. Some of the buffs you've mentioned could be factored in too - but they'll take the place of that endurance discount, as at that point you're trading defense for offense, not changing defensive styles (this would also prevent the last point from being a thing) Is now a toggle, like Granite Armor - this is less of a godmode, and more of a change in fighting style. (Like knowing that the Rularuu Eyeballs will hit you anyways, so you just dodge enough make sure they won't hit your vitals)
  22. Yes please! I've been asking for custom fletching since forever, along with the ability to tint the flame on Blazing Arrow (it's the only red fire I have, everything else is blue foxfire). I hadn't even thought about the color on the shaft, but now that you mention it... that too please!
  23. That is definitely one way that we could up difficulty. It may not be wise to put it to the WoW dogpile extent, but having certain maps have "security breach" protocols trigger after an objective is reached (triggered ambushes, all mobs have more Perc, some groups start patrolling (or more spawn in to do so), pop up turrets spawn...) Stuff like that could make your day more interesting without necessarily making the map impossible.
  24. Gonna have to disagree with you here. The community is already heavily fragmented over difficulty - we see that in every QoL, buff, nerf, etc. thread. We can't agree on anything, since some of us want to stop all Power Creep (no matter how minor), some of us hard disagree with any nerfs (which would help bring said power creep in line), others want no buffs to mobs (the game's not balanced around IOs, it's balanced around SOs), and others want no nerfs to mobs (the game's not challenging enough as it is). Providing an outlet for the high-end players to still get the challenge they want, without making the game incredibly difficult for people running traditional builds (or even SO builds), could honestly relieve some of that tension. We'd be able to get QoL buffs, weaker sets could be brought in-line with the others, etc. There'd be room to grow again, difficulty wise. On the flip side, we could beef up the existing mobs to crazy levels, and people running partially slotted, SO builds could still solo content. (And no, I'm not saying we should be irresponsible and allow buffing players to the gills here. We should still keep a close reign on further power creep, but it won't be a critical issue anymore)
  25. I know. It's why I usually run higher +Level, and don't usually run above x6 (weaker groups, like Council notwithstanding), since my build is more suited to locking down & killing single targets. Somedays I'm on to relax and unwind after a hard day at work, most days I'm looking for the challenge (ok, these days it's mostly unwinding). As far as the XP/rewards go, I don't care - I'm almost fully kitted out and have no alts (every alt I've ever tried feels... wrong somehow, and I always end up going back my main). I'm pretty much only playing because I enjoy the game, and seeing what I can clear (there is a certain frustration with too-hard content, so I don't seek extreme challenges). However, I have that sneaking suspicion that if a new, much harder difficulty was released, with no reward increase to go with it, it'll see very limited use, especially after the novelty wears off. That's why I'm arguing xp/inf/reward rates here, because I want others to want to play this content as well. (Somewhat self-serving too - I want to be able to find teams for this!)
×
×
  • Create New...