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

Akisan

Members
  • Posts

    548
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Akisan

  1. Yay, kindred sprit! Love bouncing around the shards, though I don't fly (SJ here), so lots of Gravity Jet use! (Side note- one of the jets just rockets you out into open space, don't use that one) Please no. The jets are so much fun to play around in, and once you know your way around the zones they're much faster than traditional methods. As for easily teleporting around the zones - part of the existing zone storyline includes the molepoints, which are progressively revealed as you progress. You can teleport to/from Firebase Zulu and these bases. I'd love to see more of these bases added, along with extending that storyline and/or branching some of the new content off of those points. I'm not sure about making the shard Co-op - as Crey and Nemesis have proven, there's a lot of profit to be had by exploiting the shard, so Villains probably won't have the same goal as Heroes out there. A "world threatening" hook to unify the sides could allow it, but we already have that in DA and the RWZ. I'm also not ok with making the shards PvP (factional or freefire), so maybe 2 instances of them (red & blue)? It'd add to the mystery if you could glimpse "echoes" of players that are in the opposite faction mirror. I'm... not sure either way for making it an incarmate zone. I kinda like being able to just fool around in FBZ without constantly aggroing everything that I pass (...stupid grey DA enemies...), but there's definitely potential for that kind of storyline in the deeper shards.
  2. "Hand shoe"? I'm wondering if a lot of German words are the original words that English was based off of, but were phased out as we blatantly stole borrowed words from other languages.
  3. Always fun to parse. I tend to prefer garden path sentences though: The old man the boat. Time flies like an arrow. Fruit flies like a banana.
  4. A lot of Oriental languages are that way - the conjugated verb is pretty much always the last word in the sentence. Also, having taken 4 years of French and Japanese (native English speaker), I can vouch for English grammar being weird. I do love the fluidity though.
  5. Not on my watch.
  6. Yeah, "proc" is both noun and verb, kinda like "ski" is. Not sure "proc" is the best (or even correct) verb to be using in "the mission's not going to proc" (unless said mission is itself a random drop/occurrance), but language evolves, so...
  7. Can I vote for option 1 please? It drives me nuts that Stun is the *only* hard CC I can't get any permanent protection against as a squishy. (I'd also be okay with both options being applied - even if the base value on the toggles drops to 40%)
  8. That's... every bit as horrifying as I suspected it might be, based on your first clarifying post, @Luminara. I can't even imagine how often powers are/were bugged at some point in development because a dev mis-matched cost & actvation frequency.
  9. As horrifying as this is, it makes me hope that more expensive toggles both tick faster and drain more per tick. Having that pulse rate not correlated to toggle expense would be madness-inducing. But... then how else would I guarantee dreams about being my characters?
  10. Sort of, yes. Toggles don't continously drain endurance or offset recovery, they periodically drain a small amount of endurance (I don't know if more expensive toggles tick faster or take bigger bits of endurance - that'd take a seriously specific testing setup). If a toggle tries to do this and can't, it detoggles - so the "random order" is the order in which they tried (and failed) to pay their upkeep costs.
  11. Funnily enough, the only times I'd noticed that effect when I was tired enough that I could barely play (and had chalked it up to seeing things because I was so out of it). Maybe it'd be more noticible if it turned blue -> purple -> magenta, instead of just desaturating?
  12. Well, 2 travel pools and an Origin pool, which have their own weirdness involved (like being mutually exclusive & having the only non-epic ranged pool attacks). And @OverkillEngine didn't even mention that the first three powers are available in Flight and Leaping, making it that much less likely for the attack to be the preferred pick.
  13. And it doesn't have to be that damaging, if it provides good utility. Stuff like Air Superiority only does T1 damage, but 100% knock-up. Jump kick (same rank, also in a travel pool)? IIRC, it's got a longer cast, but is still T1 damage, and only has a chance to stun. Stuff like that should either get bumped damage (T2-2.5?), always stun, or be reworked to have some other effect. That's definitely the current design philosophy, especially in regards to damage. I'm saying they should be on-par, damage-wise, or provide good utility. I'd even be ok if other pools followed up on what they did with fighting - like Arcane Bolt having a shorter cast time, or Jump Kick guaranteeing the stun if certain other powers are picked in their pools.
  14. IIRC, many pool attacks (like Jump Kick & Flurry) have a long animation time. And, regarding T1/T2/T3 eqivalency - lots of players skip either their T1 or T2 attacks. For a pool attack to be a viable pick it needs to be equivalent or better than the power it replaces (CC, utility, DPA, whatever) - so these attacks need to be T2 equivalent minimum, OR bring something else to the table (like there are no ranged attacks in the basic pools) I did mention AS for its excellent utility. SA's less common though - it requires 2 other powers, but the mobility is nice to have (though, I tend to favor Acro instead on my squishies - that 2 Mag hold protection is criminally underrated). So not advocating for prereqs to be removed. I'm asking for pool attacks to be reviewed so the majority aren't widely regarded as wasted picks. And my blaster has 3 powers from the Medicine pool (Injection's so worth it on Posi 1!). We don't need all of our power picks, but if I'm going to give up utility for a basic attack, it needs to count. And if the price of the boxing attacks actually mattering is a nerf to Tough/Weave, that's fine - it's poor design for Boxing/Kick to be a tax on people taking Tough/Weave.
  15. Right there with you on this. In general, I'd like for a review of all pool power attacks : They're all balanced to be weaker than our core powers, often too much so. I pretty much only see them used as A) gimmick powers (fighting pool, spring attack), or B) have other utility (excellent control with Air Superiority's KD), or C) Mules/ Prereqs. If they were strengthened to the point where they were equivalent to some of our mid-tier powers (i.e. Jump Kick being roughly a T2/T3 scrapper attack), we'd probably see more build variety (since they'd be alternate choices, instead of weak/dead choices). As a bonus, they'd probably be worth slotting at that point, too!
  16. Since you mentioned Blasters: their sustains typically have a base endurance recovery that's twice as powerful as Stamina - so it's usually not worth putting any extra slots in Stamina unless you're going for procs/set bonuses.
  17. Would this also fix the NPCs just shoving us out of their way as they walk down the street? Because while that's funny for a while, it gets old fast when you're street sweeping.
  18. *sigh* I really wish people would stop looking/pointing at the travel power pools - they're a bad example. The early travel power was a VIP/P2W reward on the Live servers; free (and low-tier premium) players still had to wait until 14, and have another power from that pool (just like all the other pools). Those got grandfathered in, along with a bunch of the other P2W stuff - Mystic Fortune, Inner inspiration, unstable mutation, the various attacks, etc. As far as I'm concerned, taking an early travel power is still a P2W gimmick, even it it's been granted to all of us for free. As for the lowered level requirements for primaries and secondaries (and skipping the T1 in secondaries) - As I recall, the main force there was to prevent players from being forced to take pool powers in their earlier levels (a level 24 character had to have at least one pool power). Plus, nice QoL there on the secondaries since some builds just don't use their T1 secondary. At least with Kick/Boxing, you chose to have a dead power, instead of being forced into it. Yes, there was some power creep involved there, but not nearly as much as we'd get by freeing up those prerequisite power pool picks.
  19. My goto for that sort of magical mischief is an ice/elec/fire blapper. 3 ranged holds, a melee hold, AoE denial (bonfire), slows, endurance drains, sleeps, stuns, and a self rez for when I get too careless. Wish I had more Fire attacks to mix into my chain, but it works fairly well, theme-wise.
  20. Fine by me. Many of these basic powers can be aquired infinitely (if randomly) by stopping the weapons deals in bank missions. I'd definitely pay inf. to give some of my characters thematic side weapons instead of continuosly grinding bank missions. I'll agree with @Rudra though - they are (and should be) inf. sinks, so if they get a perma option, it'd have to be expensive - maybe not inf cap expensive, but still up there a ways.
  21. It'll still help with (non-melee) cones though, by extending how far the cone reaches (but not the angle). Circular (PB)AOEs don't get any bonus to their radius though, as @Snarky said.
  22. If you're just looking for a visual effect (and not any combat effect), you could try some of the CC emotes - Light Magic or Pure Energy might do what you're after.
  23. Horray for immunity by virtue of not liking coffee! I will, however, vouch for one of their secret menu items - spiced apple cider (steamed apple juice, with a couple pumps of cinnamon syrup & whipped cream). They're the perfect pick-me-up on chilly fall mornings. (Though, I'll never turn one down, even in high summer. They're that good!)
  24. IIRC, you can make a macro that'll target a specific minion and buff them, but you can't do that then switch back to your original target (unless you've macro'd that target by name, which isn't really practical). If that's what you're trying to do, you can gamble a little - casting a buff on an aggro'd enemy will cast said buff on their target (same system as targeting through an ally), so if your boss minion is that target... (I use this trick fairly often on my Empath Defender for heals, it's really convenient!)
  25. But... but... he's doing something, I just know it! You didn't see that massive pile of cathode ray tubes in that base I raided the other day!
×
×
  • Create New...