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Steampunkette

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Everything posted by Steampunkette

  1. People pointing out problems and constraints on suggestions isn't stupid. It's an important piece of feedback that, if accepted, can lead one to make better suggestions which take into account the constraints and potential problems their future suggestions may have. It's also a great piece of information to use to retool a suggestion which contains these problems and constraints to eliminate them. Complaining that people take part in process of refinement of ideas in a way you don't like? -That- is pretty ignorant.
  2. Step 1) Take Hover Step 2) Press Spacebar Step 3) Hit 10 targets every time. Cone downward is a Circle Or, y'know. Arrange your bar so you never accidentally hit it.
  3. That's really cool! I'm happy that people who have visual impairments or reading difficulties have this accessibility option. I think the best thing the Homecoming team could do to support that segment of the community is to promote Sidekick as an optional add-on for those with said disabilities. But taking the time to go through all the missions in the game and assign voices to the characters with AI audio just seems like way too much work for way too little benefit and major ethical considerations. Kudos to the developer!
  4. How do you miss? Easy. When the light's coming from -inside- your eyes, you can't see where it's pointed, giving people time to dodge as you warm those bad boys up between blasts.
  5. Permahasten, Permadom, 5 second cooldown on Envenomed Blades, 10 second cooldown on Glittering Column, 12 seconds on Hypnotizing lights which have a 55s sleep duration and 22s confuse duration. With Enflame in play, and Spirit Ward on my Catherine Wheel, I'm at 0.99/sec on end costs... but I could pick an incarnate to offset end costs... How's it look? Fun?
  6. Control/Armor is redundant. Both powersets mitigate incoming damage. They'd also be completely useless against AVs. All in all, an ineffectual AT that does little more than 'survive' at things.
  7. You know what would be an absolutely massive benefit in place of Chance for Opportunity? Chance for Vulnerability. That would make it SO VALUABLE to slot. Set the Vulnerability from the Proc to a 5 second duration or something, and allow it to stack with normal Vulnerability... -so- sexy.
  8. Counter-Proposal: 1) Make Vulnerability irresistible. 2) That's it. That's the whole thing. People would DEMAND Sentinels on teams against hard targets. But they can't do that, because while 99% of content would be only minimally affected by the change, high end hard content would be much more significantly impacted with enemies taking hundreds of times more damage than they otherwise would.
  9. If an attack is under 5 endurance I don't slot an End Reduction SO. 5-8, I slot one. 9-15 I slot two. 15+ I slot two... but I don't use that power except as either an opener (Nukes) or incredibly sporadically (AoE Holds) If you slot a single End Reduction SO into all your attacks, then that's a big problem, yeah. You need to scale based on the power's needs.
  10. The only way I can imagine running out of End every fight: 1) Only damage slotting for attacks. 2) Only defensive slotting for defense. 3) Only Control slotting for controls. 4) No slotting for support. With 0 Accuracy slotting they whiff most of their attacks wasting the end cost entirely. With 0 End slotting they burn end hard and fast by using their biggest attacks and work their way down to the weaker ones. That'd leave most characters huffing and puffing after one spawn. ... oh my god. Do you think they came back from, like... quitting in Issue 2 before Enhancement Diversification? What if they're 6-slotting damage and stuff?!
  11. That arrow is useful when I want to use the windows Snip function to get a targeted screenshot with PrntScrn or get the chat window out of my way when I'm just faffing about. The solution is in the same spot on the minimized chat window: See the little up arrow on the right side? Click it. Congratulations! You now know how to use the UI. Now if you're talking about this issue: This is because you have intentionally shrunk the window by grabbing the top line and dragging it down. Grab the top line and drag it back up. Then stop grabbing the top line and dragging it down. If you notice your chat-window is changing shape while you're holding down the left mouse button, move the mouse back up, then release the left mouse button. Again, this is just how you use the UI.
  12. I've been playing this game almost 20 years. Attacks get one accuracy SO, first, so my end isn't wasted. If the cost of the power is 8-10 it gets one end reduction. If it costs more it gets two. Toggles get their defensive functions first, up to 3, then 2 End mods. Later I go back with MidsReborn and design an IO Build for set bonuses... Ostensibly. At this point I mostly just make the build before the character. >.> But those have long been my SO Slotting Rules! And if you wanna get FANCY with it, toss a Performance Shifter +Endurance into Stamina and a Panacea +Health +Endurance into Health. Then take 3 seconds between fights to occasionally use the Rest power instead of rushing 3 spawns in a row without any kind of time recovering End and HP. Your endurance issues will be gone outside of Sappers and Super Stunner fights.
  13. Counter proposal: 1) Speed up the animation time. Still four hits, but drop the animation time to around 2 seconds instead of 2.43 seconds. (It looks so cool) 2) Add a -Res debuff to the first hit.
  14. We've got Acc, Dam, Rech, EndRed, KB, Taunt, and Range. So how about Area? Could make melee and ranged sphere AoEs larger in all directions, and cones wider since range already makes them longer. No increase to target counts, obviously. But it would definitely make things more forgiving to put in an enhancement that adds another couple feet to the radius of a power, or widens a cone by 10-12 degrees. Sure, the animations and FX won't match up, perfectly, but that's a sacrifice a lot of people would be willing to make for easier targeting and better coverage.
  15. Hero: Good person doing good things. Vigilante: Someone who convinces themself they're doing the right thing while they progress further and further into villainy. Villain: Bad person doing bad things. Rogue: Someone who convinces themself they're the big bad having moments of mercy while they progress further and further into heroism. The arc fits precisely where it is, and would undermine the Rogue alignment. That said I wouldn't be opposed to allowing Villains to do the arc, too, or Heroes to do the Rogue arc. Sure, Punisher wouldn't manipulate literal Nazis to attack and kill his enemies, or use the DE to force the issue against his foes. This vigilante arc is just further along the "Becoming a Villain" line than Marvel has Frank Castle at. Perfectly good "Crossing the moral event horizon" arc to become a supervillain. Also: While Magneto and Joker both draw the line at working with Nazis, the Red Skull and White Dragon have both had tons of team-ups with other villains across the last 70 years with various supervillains. Now, of course, they MOSTLY only work with other nazis and white supremacists in the comics, and largely exist as an easily punched supervillain no one balks at while helping to humanize or create sympathy with other supervillains... Mostly because for good reason, nazis and white supremacists are seen as among the worst of the worst types of people.
  16. Mechanically, sure. RP, not so much.
  17. Simple version: Because superheroes never ever fight supervillains on the streets of Paragon City. The number of supergroups I've seen over the years of Blue-siders RPing as Supervillains and hanging out under Atlas Statue or wherever else while twirling their moustaches and talking about how "Evil" they are is high. And I, myself, have lead a couple of "Covert Hero Teams" in the Rogue Isles. Why? 'Cause it's fun RP. But the Orbweavers and Black Hand Society are free to roam around every Paragon City Zone on Everlasting without ever being stopped by a superhero. Whatever reason you might give your character to not punch them in the face in Steel Canyon is the same explanation for why you won't punch them in Kallisti Wharf. As far as the "Why don't the Cops": It's because BWI are corrupt corpo-cops who don't actually care. That's why their EBs attack heroes, vigilantes, rogues, and villains alike. You're dressed vaguely funny so they get to pound your face into the dirt. And 99% of the rest of them won't mess with you no matter who you are. The real question is why the UPA, Skulls, and Freaklok are totally cool with you hanging out...
  18. Deep sleep has a damage lockout, @Shin Magmus. I think it's 0.25 or .35 seconds. But if the Deep Sleep takes damage from 20 sources within the .25 seconds it only counts as one 'Instance of Damage' for the purpose of reducing the duration of sleep. Minions stay asleep in Rain of Fire/Sleet Storm/Category 5 for a good 2-3 seconds off a Mass Hypnosis. Follow it with another deep sleep AoE and you can keep them there 'til they die.
  19. You're still looking at a situation where we'd see practically no new content in the pipeline due to the massive quantity of work required for several years. Powers would be working on it. Backend would be working on it. They'd need to find and bring on animators and 3d Modelers to get the animations created. The sheer quantity of work required is just not worth it for the relatively small benefit, which even you acknowledge would be limited to specific characters. That's just too much work for too little gain. That's tearing down a mountain to put it back in the same spot but with the mountain's peak slightly further south so sun falls on the valley 2 minutes earlier every day.
  20. See my above post. The amount of underlying code and design work would be an incredibly massive undertaking for a very minor benefit that only a handful of characters would enjoy. It's just not worth it from a cost/benefit perspective.
  21. Oh, nah. That was all of them, really. Just way too big an investment for way too little benefit. There's still Champions Online, out there, for people who want to chuck trucks, too! It was built into that game from day 1.
  22. Damn! You're right. Same with Shield Charge. However, Savage Leap, at least, has an interesting interaction with target of target!
  23. Very True! However I think ground target area of effect can bypass the door, too. It's been a -long- time since I've been in that situation. Oh. You know what? I bet teleport-attacks would still work, too? Shield Charge, Lightning Rod, Burst of Speed, Savage Leap... So long as your buddy is targeting the bad guy, still, after he goes through the door, target your teammate and do the teleport attack -to- them, and hit the guy behind the door!
  24. Check the color channels. I learned the hard way that only one of them makes the glow actually happen. And the Tailor keeps defaulting various pieces on costume edit. Notably holstered dual pistols, some trench coat options, etc.
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