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Steampunkette

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Everything posted by Steampunkette

  1. Only on the first costume slot. All other costume slots work like normal, save the final costume slot. https://paragonwiki.com/wiki/Costumes#Soldiers_of_Arachnos It's not just a matter of spaghetti, it's a matter of attachment points. The 'Back Spider' thing for Widows and Soldiers that looks like an ant wrapping it's legs around you? It goes into a custom spine slot that isn't normally accessible. Even the "Back" details like the Cybernetic Spine costume piece don't actually use the same attachment point. I think it's -technically- considered a form of Jacket because it'd designed to deform with breathing instead of remaining rigid. Suffice it to say: The Live Devs originally intended to make the Arachnos Costume Bits available to VEATs in -all- costume slots. But when they found out it was't feasible in a Money/Time/Result sense to try and force it to work, they settled for the single costume slot setup.
  2. Not exactly... The odds of getting 10% in 1 roll is one in 10, but the rolls are each independent, rather than linked. So while the odds of getting 1 on a d10 rolled 10 times -seem- like 10% x 10 = 1, but it's actually closer to 66%. https://www.omnicalculator.com/statistics/odds Just fill out the first and second spaces with 1 and 9 respectively. You can also hit "Advanced" to see more possibilities. Each roll is independent but we're looking at total chances of missing in a row. A streak, essentially, which at 10 rolls comes out to 34%. While each roll has a 10% chance to hit, it doesn't work out to a 1 in 10 being 100% chance of getting a 1. Once you get to about 3 checks in a row the odds start looking more 40/60 of rolling a streak-breaker. And since you're essentially dealing with 10 checks that's anywhere from 1 in a row to 10 in a row. You'll still get at least one almost every time, no doubt. But often enough you'll get 3. And here and there you'll throw a Whirling Hands and win the lotto to get 5. The only thing this encourages you to do is start a fight with a Whirling Hands, see how many stacks you get, use Barrage and EP to build up a couple stacks, and then use Build Up when you've got 5 stacks for the bigger hits or to toss ET or TF for the added AoE to clear mobs faster. But if you'd feel more comfortable with a 15-20% chance I wouldn't say "No"
  3. WH has a target cap of 10, and it's not -that- hard to saturate. Especially for Tankers in the coming update... 10% over 10 attempts you've got high odds of getting at least 3 stacks in a given cast. Though I did mean to add Bone Smasher to the roster of Residual Energy builders. That said: No reason not to start the fight with the big hitters. They'll recharge at some point while you're building stacks or after you've got stacks built. As far as Momentum... That would require having a separate power built for every "Fast" attack in the powerset. That's how Momentum works, by doubling the amount of behind the scenes effort. You can't change a power's attack speed or animation on the fly, it's got to be baked into the individual power.
  4. I think an exploding arrow aimed at the ground would work just fine, sure. Or a group of them Rain of Arrows style that places a mess of Trip Mine equivalents down, each one with a knock-up effect. How about instead of "Fistful of Anchoring Arrows" we do "Pinning Shots" with the character Pinning the enemies to the ground with Arrows? Still the same animation, but less "It's a ball and chain arrow!" I think the Dampening Field Arrow could work if it functioned -primarily- as a Sleep with a Debuff tied to it. But how about instead of Neural Amplifier Arrow we just do a straight up -attack- power? This powerset lacks a pet, so having a couple of DPS powers makes sense.
  5. You're suggesting as a way to offset the self-harm of Energy Transfer? .... seems like a reasonable way to go. At least potentially.
  6. You could do it, I'm fairly certain... But it would be a bad idea. For starters it would have minimal effects on certain content and -massive- effects on other content (Since most basic NPCs don't have much regen or time to regen in, but AVs regen 100hp/second) It would also affect some builds significantly more than others. Regen Scrappers/Stalkers/Brutes would be far more affected by a -Regen effect than, say, an Invuln user. And stopping people from Self-Healing would also impact those groups more than others, as well as Bio Armor characters and Ninjitsu stalkers/scrappers/blasters/sentinels.
  7. Okay, so... EM can't be the mondo ST damage dealer that it used to be. There's simply no way to make that a reasonable choice without completely screwing over PvP balance thanks to it's tendency towards one-on-one combat and Spike-Centric damage shutting people down as quickly as possible. Giving it KB on top of it's Stuns as a way to offset the DPS loss is also not really much of an option. Giving it AoE attacks requires a bit of a stretch of the Cottage Rule and results in a fair amount of pushback, particularly with the new AoE Increase that Tankers will be getting. So how about we give the set a Gimmick? This way, we keep them largely focused on ST attacks, but allow them to throw out more AoE once in a while, or to temporarily heighten their ST attacks. Fighting AVs this would have very little impact, since the AoE increase from Total Focus or Energy Transfer wouldn't have secondary targets to hit, typically, while the Build Up buff would only increase the build up damage by a single target struck by the Knockdown Effect. The effect in PvP would be similar, but Stun's benefits would be more useful, though only once (Thanks to the PvP control resistance rules) and only if the Energy Melee character had 5 stacks before firing off the big mag stun.
  8. Yeah... I think the biggest benefit of the MSR LFG Queue is that you can do it from Crotoa or Kallisti or some other zone where there's a higher cap with less people doing content in the zone and everyone can get together to hit the button to go in, instead of juggling RWZ1 and 2.
  9. Arrow control is a fine idea, but one with a straight buff and a straight debuff with a chance to sleep seems a little... awkward. Trick Arrow as it stands is a fairly controlly Support set, so I really feel as though it should be pretty much solid control for stacking purposes. Especially since a Strategic Arrow/Empathy Controller would get 2 AoE Regen and 2 AoE Recovery buffs, essentially providing endless endurance and big regen. I also think some of the individual powers, like Gravity Inversion Arrow, are a bit on the weird side, even for a comic book superhero game.
  10. Looks great to me! /Signed
  11. Turn off your XP. Or just buy the accuracy booster. Or some Inspirations.
  12. I like the concept of your sets, but I feel like you're putting too much power into the tier 1 defensive power. I get that defenses are built as sieves and you're supposed to get a variety of powers to cover the various damage types, but I still feel like sticking them with S/L/(Set Type) for resistances and typed defenses or Ranged/AoE for Positional defenses is the better path to go. It gives them some durability towards the most common damage types, plus one special type (or some common vectors) but doesn't quite give them enough to make them melee-happy characters. At least 'til the EPPs. I've gotta say, though, I LOVE that you're setting up different placate structures. PBAoE, TAoE, and Cones are the kind of variety placates deserve! Particularly with an AT that uses ranged attacks rather than exclusively melee ones.
  13. ^ That There are people who cannot stand the idea of moving. Of taking 2 tenths of a second out of their perfect attack chain to reposition and resume. Who see that delay as a major loss, a central pillar of frustration where someone else is trying to -ruin- their game. And those people are not quiet about it, by and large. They might start out with a helpfulish 'Use the corner for KB' or 'Only KB things to me'. But if that doesn't instantly curb the KB? They tend to rant and rave, and god forbid they get the Star 'cause they'll kick someone without a word and when people notice at the end of a big dust up that one of their teammates was kicked they'll ask why and get told "Too much KB" I want to be SUPER CLEAR, here. I'm not saying everyone who dislikes KB does this. I'm saying that the people who boot people from teams because of KB are like this. It's a much smaller category of people.
  14. ... I guess I just feel like it isn't, then..? The Debuffs are useful. Alright they're not -as- useful as a level 1 AoE heal would be, granted. But particularly for a set like Time, which gains power based on your temporal selections, skipping the "Crappy single target slow" is a huge mistake. Heals and Debuffs both work to stop the enemies from killing you. One's just more group-friendly than the other.
  15. You act like I don't play the game, too. I play on my Incarnate Main (Cyclone, Kin/Bio Brute) with my husband (Autotune, Sonic/Sonic Defender) and mow through those same Tsoo in Dark Astoria. Yeah, my run speed turns to hot garbage. So I fly, instead. The siphon speed debuff doesn't apply to that. I don't think it applies to Jump Speed, either. Night Ward... that I haven't -really- done since back on Live. I've run a few of the "Midnight Mansion" missions in an 8 man team and we did die, -hard- at the living spells in the mansion part. We died a -lot-. But it was never a "Why am I even bothering?" moment, for me. One person on the team quit but we kept going and we won. No sammiches required. And yeah. The blue patches are big. But you have the ENTIRE MAP to fight Valkyrie on. The problem is that people always try to fight her right where she starts 'cause they're inured to the "Stand next to the boss and hit the keys" style of gameplay. Move. Drag her out of the patches as they fall. Spread blue fire over half of Praetoria. It's -much- more fun than standing in a loose ring playing the "Left Right Left Right" dance.
  16. None of it "Devalues Melee" Melee is strong as hell and has been forever. What it does is make the other powers beyond "Hit Hard" more valuable than they were, before. Things like control effects that are largely useless for most content 'cause locking down a group of enemies is pointless when the entire team has softcapped defenses and capped resistances. It's not a zero-sum game, Heraclea. Making control powers more useful (in order to lock down specific dangerous targets) doesn't make melee characters any less useful. Someone still has to beat those people to a pulp and it's not going to be the Earth/Time Controller. Well. Unless they wanna be there all damn day.
  17. I'd like to make a suggestion: Ditch the multitoggle idea. Make it Multi clicks. Have them share a joint cooldown, to avoid people combining different functions, and make them ignore recharge rate changes. Have them recover the instant they end. It'd be different from the "Toggle Swapping" because you'd need to decide what you need in advance of a given fight, rather than changing during the fight. Plus if you got held/stunned/whatever you'd still get the currently active click power's defensive benefits even when your toggles suppress, setting it even further apart from most other defensive sets.
  18. Sweet carrot puree sounds good to me. Add in your typical Mediterranean favorite spices and it could be really good. But, like, straight up carrots just sitting on top of a pizza all hard? Noooo...
  19. You can get the t2 in your secondary at level 4... It seems like a needless change.
  20. Very very true! Might explain, in part, why Energy Armor gets it as their Taunt Aura.
  21. Yeah. They're all still there. Though it's /e sitchair1 not /e sitchair. At least for women. And I think the Lotus one might just be /e lotus ... oh wait. https://paragonwiki.com/wiki/Emotes All of these old emotes still work. There's also some new ones like /e texting
  22. Honestly... I dislike the "Everyone stand on top of the enemy and eat on it until it's green bar drops to 0" I -desperately- wish there was more movement in the game, more mechanics which encouraged it, or created incentives for running battles instead of standstill punchouts.
  23. Entirely scrapped. Not revamped. Not merged. Scrapped. E's not feasible, E's passed on! This inherent is no more! He has ceased to be! 'E's expired and gone to meet 'is maker! 'E's a stiff! Bereft of life, he rests in peace, 'Is metabolic processes are now 'istory! 'E's off the twig! 'E's kicked the bucket, 'e's shuffled off 'is mortal coil, run down the curtain and joined the bleedin' choir invisible!! THIS IS AN EX-INHERENT!!
  24. Right here: Page 3 of this thread.
  25. Gravity control presumably wormholes it in, based on the animations. That said, you're right that Hurl doesn't leave a Hole. It -can't-. The floor of that building is a 2 dimensional plane with no thickness. nigh-infinite blackness surrounds it on all sides. That also doesn't touch the clipping issues involved in a car going through your legs. The comments about the third floor of an office building were meant to be humorous. Not the core of the argument.
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