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Vanden

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Everything posted by Vanden

  1. It kinda sounds like you guys are thinking of spawns of all monkeys or all drones as something that happens by happenstance? Those were specifically programmed to happen by the devs. Certainly it can be something you find annoying and wish didn't happen, but it is intentional.
  2. And yet that's one of the animations with no clipping.
  3. The good news is, thanks to the Shield+Broadsword animations, all the animations for melee attacks you'd need for this set are in the game. The bad news is that there's only 3 left-handed pistol-firing animations in the game. 3.5 if you count the left-handed Suppressive Fire animation, but that has some bad clipping if done with a sword in the right hand. Maybe it'd be possible to stitch together the rest of the animations you'd need by frankensteining sequencers together, but that sounds like a hassle. You can make some cool poses with the idea, at least.
  4. They needed a trainer for Temporal Warriors to use, and the irony of having them train at Castle was too great to ignore.
  5. A fundamental problem with Assault Sets is that since they're split between ranged and melee attacks, they generally don't have enough attacks to put together a ranged chain with no gaps while leveling. This means that when it's not safe to go into melee, their DPS takes a big hit. For Dominators, they can fill these gaps with powers from their primaries, which ends up helping reinforce their role as a hybrid control/damage AT by making them literally split their time between control and damage powers while at range. Without something similar, any other AT with Assault Powers will end up effectively being another melee AT, since they'll always want to close to melee anyway.
  6. Maybe that’s a list it’s better to not expand.
  7. This doesn't really seem like a plot hole to me. All it takes for the CWK to not be in prison during the LGTF is for him to just get out on parole. There's 15 levels of time between his appearances for that to happen.
  8. Why not just give them Quick Recovery? Put the bonus onto Fast Healing.
  9. Isn't that the enemy NPCs' job?
  10. Some kind of head injury on the dev team, I imagine
  11. Powers are balanced within their context, not in a vacuum. If Bruiser’s Hand Clap gets buffed, it’s going to be because Thugs needed to be buffed, not because the same power in a completely different set got buffed.
  12. You don't drink out of your money cup, every good vagrant knows that
  13. This is news to me. Purple sets give 25% more enhancement value and have Ultimate-level set bonuses. It seems pretty unambiguous, IMO.
  14. I happen to think that Shadow Hunter's spear is quite ugly, and not up to the current quality standards for player costumes. The head of the spear is a completely flat, low-res 2d texture. That might be passable for a rarely-encountered enemy mob who wouldn't stand still long enough for you to see it when he was first introduced, but its flaws would be plain to see as a player costume option, not to mention the actual NPC now that he wears it on his back.
  15. But that dripping is part of Soul Noir things in real life
  16. They gotta be the same origin, type, AND level? That's way too restrictive to see much use.
  17. Romans didn’t have knives, knives weren’t invented until ca. 500 CE when Irishman Puckett O’Knife needed to invent a sword sized for leprechauns.
  18. This is an idea that I'm surprised hasn't been floated more often. It is more punitive than this suggestion, though; the HP increase between tiers is comparable to this suggestion at around 6 or 7 team members, but there's no scaling for smaller teams besides there being fewer mobs, all ATs and powers are equally affected rather than having the various provisos this idea has, and naturally with higher ranks the enemies' powers get stronger and more accurate, instead of strictly being an enemy survivability buff. There's also the issue of control effects; with every Lt becoming a boss and every Boss becoming an EB, control effects become severely weaker, to a much greater degree than anything else. That is, in fact, the exact issue that lead to me thinking up this idea as an alternative.
  19. *shrug* Bosses and Archvillains are forced on in TFs, I don't see this as much different. TFs are supposed to be tougher than normal missions.
  20. The lightning is the main effect.
  21. They can't be slotted for a reason. Because of the wonky enhancement system, pet powers only take enhancement from IO sets that match exactly. So, for example, if you put an Accuracy/Slow IO in Storm Cell, the lightning strike procs would NOT receive accuracy bonuses from that enhancement, because the lightning strike powers don't have a slow effect. Maybe that weirdness will get addressed some day, but until then, not allowing those sets is preventing players from falling into some very unintuitive pitfalls.
  22. Sometimes you get an idea in your head, and you just gotta get it out there! So here's the rub: enemies are dying too fast. I don't mean too fast to challenge players, I mean too fast for it to feel like you're really playing the game. In the current high-level team environment, any power that takes longer than 2 seconds to use will probably just hit a corpse on a team. Two seconds is NOT a long time, yet in a typical high-level team it's too slow to be competitive. In an attempt to counteract this, I'm proposing an additional difficulty setting that should both bring some lost challenge back, while simultaneously increasing the value of certain archetypes in teams. Details are as follows: This new setting toggles On/Off independently of other settings, just like the Bosses/No Bosses and Archvillains/Elite Bosses options Every additional teammate or Team Size setting above x1 reduces the damage of AoE attacks by roughly 8.6%. With a full team or at x8, AoE attacks do 40% of normal damage. Single-target attacks do normal damage. AoE attacks that require a target do full damage to the primary target. This setting is forced on for most TFs, with the exception of issue 0-2 TFs, because of their length. This setting is forced off for League content. Certain archetypes have partial exceptions to the AoE damage reduction: Brutes, Defenders, Kheldians, and VEATs only suffer 2/3rds the damage reduction for their AoEs. At x8, their AoEs do 60% damage. Scrappers, Stalkers, Corruptors, and VEATs suffer no reduction to the critical hit portion of their damage from AoE attacks. Yes, there would be increased XP/Inf/Drop rewards to compensate for the overall slower clear speeds. Under this new difficulty setting, single-target specialists have more value in teams, as do any sets that shine in longer engagements. It also restores to Brutes some of the luster they lost with the Tanker AoE buffs, and gives extra incentive to invite some lower-damage ATs to a team.
  23. I got the ticket: disable travel and stealth powers in the mission. That'll fix things!
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