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Everything posted by Akisan
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In normal content? No. On 3 or 4 star hardmode TFs... sure! I'd be ok with bumping aggro cap to 50. (If you can take that much heat, go for it!)
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I'm really confused about how Frigid Protection works...
Akisan replied to Story Archer's topic in Blaster
Archery/Ice main here... For this one? I'd say it's because that 30' aura draws a TON of hate. It's a mix of Slows (-40% recharge / -70% movement) and -Damage, which seem to be right at the top of the AI's hitlist (right behind actual taunt). I've even had enemies already in combat with (and damaged by!) another player change targets, even if I don't attack (I don't steal kills! Edit - this was while street sweeping in PI). And before they changed it so full stealth suppressed debuffs, it was effectively a 30' anti-stealth aura. This. So much this. I put a white End.Mod, and the Perf. Shifter End.Mod+End.Chance in both this and stamina in one of my early builds, and it was overkill (ran 9 other toggles, including 3 leadership toggles, and could ignore every source of End. drain except for Sappers (who still barely mattered)). Now I have 2x Power Transfer (end.mod & heal) and 2x Numina (Heal & regen/recovery) in this, and only the Perf.Shifter End.Mod in Stamina - and it's still plenty of endurance (dropping a few toggles helped that, though). As far as the absorb goes, well, it's nice, but the -14% damage and the slow do so much more to stop damage (well... after they finish their alpha strike. After that, there's a lot of standing around). Also - if you haven't looked at your Alpha options yet, give Radial intuition a look - Hold (melee hold in secondary), Damage, Range, Slow. It pairs beautifully with this secondary. As a bonus, it brings that slow value to about -90% movement (slow recharge is unenhancable), so enemies will very slowly try to run to you - and fail hard if you have Ice Patch and/or Bonfire. -
Well, yeah. That's kinda the point I was making, along with: I don't like that system. I have a few characters I made with specific badge titles in mind. One of them is alignment-locked because of it. (Mad Scientist badge, 3rd red-side healing). So, yes, please, more badges, gimme. But stop making me have to choose whether I'm good or evil (or a blaster, or a tank, or...) to get the one I want. (No more locked titles!) (Yes, *some* are thematic red/blue, but it'd be nice to be able to choose any of the unlocked titles - so that Mad Scientist can still practice Mad Science after redeeming themselves... *if* they ever do...)
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There are different names for some of them, yes. I'm guessing you haven't yet locked a toon to an alignment because you want to keep that badge as part of their title? I'm not against the addition of the badge, I'm against the fact that the granted title will be different based on what AT I'm on.
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Very much this, and I'd be pretty unhappy if a different AT got the badge title I want... Edit: I'd definitely want that Control Freak badge on my Defender. It's not like she has a bunch of Slows and 3 holds or anything...
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That, and I'm pretty sure his fangs always do that sparkly, pretty guy smile shine... even in the dark.
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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).
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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.
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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)
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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
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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.
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Does this mean I shouldn't invite @Luminara and @Snarky to a dinner party?
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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?
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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.
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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)
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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.
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Blaster Rifle Animations for All* Ranged Damage Powersets
Akisan replied to Herotu's topic in Suggestions & Feedback
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) -
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.
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Blaster Rifle Animations for All* Ranged Damage Powersets
Akisan replied to Herotu's topic in Suggestions & Feedback
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! -
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.
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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.
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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.
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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...
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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?
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incarnate powers Spectral Core Interface Immobilize ignored by AVs
Akisan replied to Jacke's topic in Bug Reports
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.- 6 replies
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- interface procs
- spectral
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