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Akisan

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Everything posted by Akisan

  1. "The Glass Fox" sounds like she'd be a notorious, rather accomplished (and elusive) thief. I'd lean towards either <Ice/Dual Blade/Katana>/SR Stalker (a catburglar, focused on not getting caught), or a Mind/Ice Controller (Carmen Sandiego-style femme fatale, doing what she can to have her marks hand her what she's trying to steal). I could also see an Ice/<Ice/Stone(crystal variant) Scrapper, if you'd prefer a bruiser, assassin or just generally rougher character (though, I'm not sure how a tougher, melee fighter would come by the Glass part of their name and have it be a good thing)
  2. Oh, that makes a lot of sense, actually. I can appreciate not wanting to make a dozen variations of each animation.
  3. Not sure why the decision was made to have attacks root, but it is what it is at this point. Though, I do remember that -25% accuracy penalty from playing DDO, and I was not a fan of missing my attacks all the time (though, it did make the Spring Attack feat very attractive...) As for fixing the problem, you could probably add this effect to your own keybindings - for example [/bind w "+forward $$ powexec_abort"] or [/bind w "+forward $$ powexec_unqueue"] would make it so moving forward would dequeue your next attack (the former also disables your auto-firing power). Similar binds for left/right/backwards/jump would perform exactly what you're asking for (except for removing the rooting, that's an engine limitation).
  4. Somewhat? The mob "scatter" AI seems to be based on how fast their allies are defeated, as well as how much AoE damage the group is taking. If I stick to ST attacks, they'll usually stand and fight, even if I'm one or two-shotting all of them. On the flip side, I've found the enemies' fear of AoE is somewhat higher than it should probably be, as they'll often scatter after I use my 2nd cone attack (they'll scatter after the first if I hit the target cap). That panic does seem take a little longer to set in for higher ranks (bosses usually only run after I use Rain of Arrows, and AV's almost never run), but if you're opening with strong AoEs, expect everything to scatter immediately. (especially Warwolves. Sometimes they'll leave if they think you might use an AoE) Of course, it's also possible that said bosses are leading by example, and it's how/why they got promoted - "He who fights and runs away, lives to fight another day"
  5. Some glowies also provide a (small) amount of Inf and/or XP to the person collecting them. It's very possible that the early difference was because she disarmed the bombs (xp for her only), while you defeated the attacking Longbow (xp for both of you). That early in the game, 25 xp for each of 3 glowies could be a couple of fights' worth. It may be that all you have to do to stay even is occasionally changing who grabs the glowies. (unless someone's behind, then they get the glowies) And yes, Level Pacts would be great to have back, but if they're dangerously buggy, I'm not sure it'd be worth the extra frustration.
  6. That sounds right, just like the colors of the contacts in some smartphones as they're added. But yes, it would be amazing to be able to see that on creation, or better yet, have the option to set/change it.
  7. Very possible? I know that a lot of the "weird" doors (vans, manholes, holes in the ground) have a nearby door that's also considered to be that entrance. The door I'm facing here in PI is attached to the van, so you can click on it instead to access PI bank missions.
  8. You can somewhat work around this with /enterbasefrompasscode. Your alts can each have their own individual bases, and use the base passcode of your main base for RP, travel, etc. Doing so does have the issue that only alts in the main SG will have that SG name (the others will have their individual SG names), and could also be a hassle if you want to make a crafting hub in the main base since your alts couldn't access main storage for it (they'd have to step out to their own storage to grab materials and/or drop stuff off).
  9. Mag 2 to match Acro should be fine. As I mentioned, that should be enough to stop most minor stuns (Eidolon Gloom, hopefully also the random stun proc from Tsoo Ink Men and Crey Power Tanks), but still allow dedicated Stun attacks through (e.g. Malta tasers) The other CC that pops up occasionally is Fear, and a toggle protection from that would also be nice to have. Sleep's annoying, but not as big of an issue, as any HP change breaks it (whether that be being attacked or healed, even if it's a tick of regen).
  10. I'm still a fan of /enterbasefrompasscode. It still works wherever, you just need to use LRTP first (there's a ~10s window after LRTP goes off where that command works, even if you're nowhere near a base portal). I generally save my base portal charges for when I need to jump zones more than once every 10 minutes (very rare, especially since so many people seem to have TT).
  11. I was under the impression that Holds, Stuns and Sleeps are generally Mag 2 - Mag 4, so wouldn't a Mag 1 protection be effectively useless? (The only effects that I know of that are less than 1 Mag are knock downs, immobilizes and confuses - with the latter two intended to be slowly stacked until they affect something) I'd be ok with that status protection being just Stun, and Mag 2 (catches the minor stuns, like Murk Eidolon's stun aura), on par with Acrobatics (maybe add some sleep/stun resistance, similar to Acro's hold resist). If someone wants to lock themselves into 2 pools (leaping and Sleuthing) to get minor permanent protections to Stun/Hold, that's fine. If they want a non-perma clickie for higher protection, there's always Sorcery, or Clarion once they get to 50. (I'd also be okay with it being changed to Taunt/Placate protection. Last I checked, those 2 effects only have resistance, which is all kinds of frustrating for builds that need to prioritize targets.) @Rudra's idea about Contingency Plan teleporting you elsewhere would be an excellent twist on a self-rez. Pretty much all the current rezzes have you stand back up into a group, which is... not great if you were overwhelmed before. Distraction seems like it'd be a great utility piece. I can already think of several rather useful situations for it - distracting a patrol so you're not overwhelmed, drawing enemies into a /traps minefield, herding multiple groups together for an AoE...
  12. Yes, and not quite. An even-level AV has a 7.5% chance to hit you, provided that you have at least 45% in combined defense and applied tohit debuffs (42.5% defense gives them a 7.5% base tohit, for a total of 7.5%*1.5=11.25% actual chance to hit). Enemies of a lower level than you suffer a tohit penalty, and so don't lose minimum to hit chance. Enemies that are +1 to +5 get 10% more accuracy per level (so a +2 AV would have a 7.5%*1.2=9% minimum chance to hit). Enemies that are more than 5 levels above you start getting 5% tohit bonuses in addition to a 1.5x accuracy bonus - so a +6 AV still only has an 11.25% minimum to hit chance, but requires you to have more than 45% defense to reach that floor (50% at +6, 55% at +7, etc., jumping sharply to 85% at +10 or higher)
  13. No. A character's minimum to-hit is always 5% * Accuracy. (5% for minions, 5.75% for leutenants, 6.5% for bosses, 7.5% for AVs at even level) Chance to hit is clamped to 5% before accuracy bonuses are taken into account, so accuracy directly affects a character's minimum chance to hit.
  14. You're right, while it does a good job of parting out the Unique IOs and your Powers, generic set bonuses just get lumped together. I haven't looked at the code responsible, but I'm pretty sure it does that so that it can easily keep track of the "Rule of 5", instead of having some crazy parity tree where it checks dozens of names for the same effects. Mids at least has a "Sets and Bonuses" window (View Active Sets button) that will show a similar detailed breakdown, including by power, and also highlights when a build has more than 5 of a set bonus. It's tedious to cross-check, but it's there. But... it's so easy! You just check your Oracle's almanac to see which gods are in which houses, check your recent devotion to RNJesus vs. the total recent contribution, take into account the current moon phase, and solar cycle, and... Kidding. Cliff's notes version: Tohit (Raw chance to hit something) x Accuracy (multiplier) = Actual chance to hit something (which, for some reason is also called "tohit").
  15. Gods, what didn't I play? CoH was nearly impossible to replace, so... off the top of my head: Diablo 3, Path of Exile, Minecraft, Terraria, Mabinogi, Champions Online (very briefly), Dungeons and Dragons Online, Tera, Starcraft 2, Spiral Knights, so many Steam games, several Legend of Zelda games, Pokemon SoulSilver, and the Metroid Prime trilogy. I'm sure there's more, but those are the ones I remember.
  16. Me neither, but then, I feel that way about a lot of "proper" ettiquite. @Rudra's right though, it is a bit of a catch-22: it's considered bad form to resurrect "dead" topics (even if they're still relevant, or new information is obtained, or the situation's changed), and starting a "fresh" iteration on the topic can be frustrating for those who filled out their side of the prior debate. (I guess it's kinda like bringing something back up in conversation after an uncomfortably long pause - while there may be more to say, it's still all kinds of awkward)
  17. Nah, the fastest way to do that (as far as this thread goes) is to let the suicidal AI commit suicide - we still progress to the next mission, which is (hopefully) less frustrating.
  18. Thread necromancy may be a faux pas, but it's not nearly bad enough to recommend that people leave the community over it. Unless you're attempting to say that those 2 servers have somehow managed to fix this AI problem, in which case, why didn't you say so? And yeah, the AI's still fun to work around some days. At least some of them can be skipped/bypassed with Stealth, but that's still just a workaround. Fusionette syndrome is spreading though...
  19. To be fair, half the time it feels like the players are huge. I'm typically on my main (about "average" height, 5'7" female), and often feel small from just hanging around my teammates. It's to the point where it's weird if the rest of the team is about my size. So, um, I guess it's possible that the average size of thugs, council soldiers, and supers in general are just... that sized? (Plus the Natural store shopkeeps... they're usually pretty big)
  20. Usually Skittles and/or chocolate, occasionally trail mix of some kind. Once in a while though, I hang out in my base and watch Help chat while base building; those days I make a big bowl of popcorn (kettle corn, eaten w/chopsticks of course!)
  21. Oof, guilty. I still use it on my archer because that animation is a kick to the groin, and it's oddly extremely satisfying to finish off minions that way (especially after they survive a quick snipe with 1HP). Could go either way on whether it needs a buff, though - it's true I don't use it after about level 10 on most of my toons, but as they've said, it's primarily a filler attack to use while we don't have enough recharge or endurance to make a real attack.
  22. One of the nice things about said Peregrine - Talos ferry line is that it has no dialogue pop-up. Entering the ferry immediately zones you to the other zone, just like the highway tunnels through the war walls. I'd rather miss the simplicity of simply flying into the ferry to change zones, so I'd much rather they simply added a second (nearby) ferry in PI (and a match in IP) so you could do the same on the other ferry line.
  23. There is a "random" button in the costume bit of the character creator, but not for scales/power effects. If that's what you're after, maybe it's already there? Related to that though, I'd like to have the ability to lock pieces of the costume before randomizing the rest - so if I'm making a character with horns, or I like a certain pair of goggles, or the way a certain boot/skirt combination looks, I can reroll everything else without having to repick those costume parts.
  24. Nobody'd make any influence blueside if we had to pay to clean/repair our costumes. Half the missions are in the sewers! (That, or in one of the many blue caves...) Of course, having full impervium costumes does explain how insanely high Icon bills are at 50... Really though, the base game may be easy enough, but QoL fixes are still nice to have. Hopefully, we'll also get a few optional ways to bump the difficulty of our everyday missions (like harder enemy AI/powers) without sacrificing rewards, but stuff like the Hardmode TFs will have to do for now.
  25. No? No?! What do you mean "No"!? OP didn't even suggest that autohit powers even be removed. Any suggestions to that effect in this thread have been half-hearted at best, and if anything, the only thing I'd want is for the autohit rule/pattern to be consistently followed - Location based AoE debuffs like Earthquake, Sonic Grenade, or Super Stunner Rezzes being autohit, and ST Mezzes (Scramble Thoughts) should *definitely* have to-hit checks (seriously, right now it's just a penalty for being a squishy) Normally wouldn't call this out, but that's really elitist. Not all of us play at upper difficulties. Not all of us want to (or can) team. Having to stay away from certain common enemy groups because they're imbalanced is obnoxious on a good day. Being told to do those things is quite insulting, especially under the guise of "the game's too easy anyways". I know that I don't appreciate the feeling that I'm somehow less of a player, simply because I can't effortlessly clear harder content. And while I'm at it - It's incredibly frustrating to get fixes and QoL stuff constantly heckled and vetoed "because the game's already too easy", especially since threads to create optional difficulty bumps for normal content keep getting shot down. -*sigh*- I know several different people on both sides are involved in that mess, but still... (Oh, and by the way - spoiled milk and cottage cheese are both gross. Along with sour cream.)
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