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Everything posted by Vanden
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The figure you quote from the wiki is talking about status effects like Holds and Stuns which are resisted by duration, meaning resistance shortens the amount of time it can affect you. In the quote from Captain Powerhouse she's talking about Repel and Knockback, which are resisted by strength, which means resistance weakens the magnitude of the effect. There's no conflict, they're just talking about subtly different things.
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I'm not sure what you mean? Just picking the Mobster costume preset on a Huge character gets you 90% of the way there. All you have to do is change the tie and you have a Family boss suit. I assume the reason there are no Family costumes in the aether shop is because they don't have any costume pieces that aren't in the creator.
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I would like some proof that this supposed nerf actually occurred and wasn't just revealed to OP in a dream or something, because I am looking at the City of Data entry for MoG and they do not match the supposed post nerf numbers.
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for the love of hockey... plz fix this
Vanden replied to shortguy on indom's topic in Suggestions & Feedback
This little arrow on the right side of the Chat window collapses it down to just the field where you input chat. -
You want your Small Time badge to be tied to level 40+ content?
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Can't the people running the game just give us a nice bonus from time to time without the community making it a whole thing?
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The tanker cone change feels terrible, please revert!
Vanden replied to nyttyn's topic in Suggestions & Feedback
From where I'm standing, it looks extremely unlikely that Tankers will get those arc buffs back. However, the fact that the buffs were implemented as a power that increased the arc of other powers means that that it should be technically possible to create a new category of enhancements in order to widen cones. These would be different from the old Cone Range enhancements of antiquity. To anyone who wants those wide cones back, I think your best bet is to keep asking for this new category of enhancements to be added. -
It would likely have to be one of the tier 3 aether costumes.
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Beheader has been the t1 far longer than that.
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Foot Stomp was never going to be affected by the PBAoE radius/damage nerf because it always broke that rule. You can see it on the Brute version.
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Robert Kogan's arc: ARE WE THE BADDIES? (spoilers)
Vanden replied to WhiteNightingale's topic in Suggestions & Feedback
Sounds like you shouldn't be drawing conclusions about things you have no experience with. I'm not here to defend Homecoming's honor or demand you like their content or anything, but this sort of thing just makes you look ignorant. -
Robert Kogan's arc: ARE WE THE BADDIES? (spoilers)
Vanden replied to WhiteNightingale's topic in Suggestions & Feedback
Well I can tell from this post you haven't run the arc, but you sure were eager to jump to conclusions about it. For anyone wondering, no, Robert Kogan's arc doesn't have you working with the 5th Column. You manipulate them to sic them on another group, the same sort of thing that's all over the Power arcs in Praetoria. -
Focused Feedback: Powerset - Electric Control
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
So with build 5, both Synaptic Overload and Jolting Chain have faster chaining: But as you can see, there's barely any "chain" to them. They pretty much feel like targeted AoEs now; both powers can apparently hit up to 9 targets with their first jump, and in the clip here Synaptic Overload hits its 10 target cap with only one jump. They just don't feel as fun and unique any more with these huge target caps on their jumps. Compare it to live: Jolting Chain actually feels like a chain as it works its way through the mob, knocking them down one after the other instead of just hitting them all at once. And while Synaptic Overload takes much longer to hit the whole mob on Live than on Beta, that delay meant it never felt overpowered like Seeds of Confusion does. In addition, with the changes on beta, both powers have lost the visual effect of the arcs of electricity that jump between the targets as they chain. There's only the on-hit FX now. -
Focused Feedback: City Badge Tracker
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
The displayed character seems to be periodically restarting the loyalty emote animation, instead of just looping it endlessly. -
Focused Feedback: Mercy Island RIP Precinct
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
Now we see the true face of Arachnos, and it is a dedication to oppression! Of course the government of the Etoile Islands wastes no time in putting in a new headquarters for their corrupt institution of "law," while the land tunnel between Port Oakes and Cap Au Diable remains closed after 20 years! -
Focused Feedback: Powerset - Plant Control
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
A bug with Spirit Tree: It's visibly summoning two trees, one for the taunting and one for the regen buff, which means it's doubling up on particle FX. -
Focused Feedback: Sleep Revamp - Deep Sleep
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
No, I took it out specifically so there’d be some misses in order to demonstrate what it looks like when there’s a miss. Yup, even with the thrice-damned hit cap that does happen from time to time. -
Focused Feedback: Sleep Revamp - Deep Sleep
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
All sleep powers are autohit; the tohit rolls they have to do for anything that isn't regular sleep don't show up in the combat log. -
Focused Feedback: Powerset - Plant Control
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
I'd like to echo what others are saying here that's it's very easy for the Spirit Tree to lose aggro. I assume its Taunt power has a very low target cap. -
Focused Feedback: Powerset - Plant Control
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
Incorrect. Misses do not count against the target cap. This is easy to test, if you don’t believe me. -
Focused Feedback: Powerset - Plant Control
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
That doesn't contradict what I said? I said that when AoE controls roll their tohit checks, anything that's already mezzed would be skipped until it runs out of non-mezzed targets to check against. -
Focused Feedback: Powerset - Plant Control
Vanden replied to The Curator's topic in [Open Beta] Focused Feedback
It would be pretty convenient if AoE controls could be forced to do their ToHit checks against already-mezzed targets last, so if it hits the target cap before it can affect everything in the AoE you don't get redundant controlling. -
Homecoming did publish a statement with their long-term balance goals, over four years ago.