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Vanden

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Everything posted by Vanden

  1. Putting out power sets with lazy, hacked-together visuals is not a good look for any development team.
  2. No more reusing FX that were never designed for the powers, thanks. That’s the reason I’ll likely never make a Rad Melee or Rad Armor character. If they’re gonna put Wind Control in the game, they should do it right and make FX that fit the powers.
  3. This sounds like it would make for a good Equivalent Power for Rage. Call it Might, and players have a choice between consistent performance, or spiking higher with the risk of survivability hits and periods of weakness.
  4. If you're double stacking, you get the 10 second debuff every 60 seconds, not every 120.
  5. What level is the Exploit Weakness enhancement you're trying to convert? It's the only Sniper set that's available below 20, so a level 10-19 Exploit Weakness IO wouldn't be convertible to another Sniper IO.
  6. Masterminds being tanks is part of a design concept that never actually got put into practice. The only vestige of it left in the game is the high threat modifiers henchman have.
  7. That’s exactly what vorpal is generally understood to mean. Whoever named Vorpal judgment back in the day was going way against the grain.
  8. Yes people will care if random players start walking up to vomit on them. Obviously.
  9. Well, most Support Lores are pretty bad, so it sounds like Drones are par for the course.
  10. Being able to walk up to someone and vomit on them is on a level above (or maybe below?) any other emote we have access to...
  11. Yes, I actually managed to level my Fire Brute to grab Burn since I made that post and confirmed that's what it does. I tried to find the post, but it seems to have vanished. Maybe the thread was deleted? Anyway, that'd also explain why Burn sends enemies rocketing off with the Avalanche: Chance for Knockdown proc, since it'd be making up to 6 proc attempts on targets at once.
  12. You've probably encountered this bug yourself: a power's icon in your tray is full-sized and lit up, but you go to activate it and you get the "Recharging..." message. Maybe you get hit by some recharge-modifying effect and the client recalculates all your power recharge states, and the power greys out on its own to show it's still recharging. It happens when there's some kind of hiccup in the mapserver and the client gets ahead of where the server says your powers are. It seems to be happening a lot more on Homecoming than it did in the old days on Live. Now, I don't know anything about making this stop happening entirely (though that would be ideal), but I think I have an idea to keep the bug from tripping us players up in combat. In the General Combat chat channel, every time a power recharges you get a message about it. "Hasten is recharged," for example. These messages come from the mapserver, and they aren't affected by the bug. If there was an option to only light up powers after use when this message is received from the server, the client should stop getting ahead of the mapserver when depicting power recharges. The General Combat messages are already being sent from the mapserver to the client, so this option wouldn't affect network traffic at all.
  13. I see that on mobile, and I just click the Homecoming logo to get to the top level forum list in one click.
  14. But some powers have FX that plays on top of the pom-poms, like Total Focus.
  15. Nice job synching the sound of Total Focus with its new animation. However, the FX are still timed for the old one; there's a final pulse from the pom-poms that happens after the enemy is hit, that was synched with the hit in the old animation. Could that be fixed?
  16. If the Peacebringer FX are being looked at, could we possibly see Solar Flare and White Dwarf Flare returned to the Foot Stomp animation? Also, it would be really great if the Light Form FX actually stuck to our character, instead of staying put while the character animates around it. I like that fix for the White Dwarf Step FX. I honestly didn't think Peacebringer FX even existed for the power.
  17. Hm, when did patron pets get changed to spawn at +0? I'm sure they used to spawn at -1.
  18. The powers are (currently) identical, yes, but they exist in different contexts. In Devices, they're in a set that's expected to provide damage, among other things, so the changes to make them better attacks make sense. However, in Traps they're part of a Buff/Debuff set, so making them better for attacking isn't necessarily the best option. I'm not saying they shouldn't be changed (they probably should), but it makes more sense to try to come up with a change that will make them better at the things you expect out of a Buff/Debuff set.
  19. Just from watching the combat log you can see that the +End and +Health show up separate from each other. Sometimes you'll get both at once, but usually you'll get one and not the other. It seems to effectively be two separate procs in one enhancement. I'm just wondering if the stated 3 PPM is for both total, or each will trigger approximately 3 times a minute, like if you had two separate 3 PPM procs in an auto power.
  20. The changes to Stealth on Justin seem to have caused it to have no running FX once toggled on. On the live shards it has a particle effect that remains active as long as the power is toggled on, but on Justin there's sjust some sparkles when the power is initially activated, then nothing while it's running. I tried with all three possible themes (Original, Bright, and Dark), and all three have lost the toggled FX.
  21. Has anyone tested the Panacea proc extensively? It's a chance for +Health and +Endurance, and it's supposed to be 3 PPM. However, the +Health and +End trigger separately. I'm wondering, does this mean that you get 3 procs of each effect per minute, or only 3 ppm total?
  22. I think this too. Maybe we could have Fire, Ice, and Electric Lores made from the Animus Arcana minions of the same type, scaled up to the appropriate ranks.
  23. You're too used to IOs if you think defense sets give "freaking perfect mitigation." Without IOs, Scrapper-level defenses won't let you take the aggro of a full team's worth of enemies without some kind of help, like active mitigation from controls or buffs from a teammate, or just a lower difficulty setting than most people want to run on. Even less so if the defenses are going to be weaker than that. Even so, melee ATs get their armors so they can survive in melee long enough to fire off their attacks. Staying at range for the most part while occasionally jumping into melee for an opportunistic AoE or melee attack is a staple Blaster playstyle, and they do it without armors for the most part. It wouldn't be something new. I'm not being reductionist and negative just because I see flaws in the proposal.
  24. No way, The Stand wouldn't deceive us like that.
  25. Why Summon Blaster over Call Reinforcements? Call Reinforcements is the better power, no? Or does it not matter, because you're only after the S/L set bonus?
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