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Posts posted by Vanden
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Probably still Ice. It can't benefit from the snipe changes, but the buffs to its holds that it got as compensation were very kind to it.
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We know from the Steam Jump and Jump Pack prestige powers that powers can grant the ability to jump in midair.
We know from those powers (which grant flight) that we can make the Fly status switch on or off immediately when players press or release the ascend key. We also know from that that the Paragon devs were clever and tricksy.
They don't grant flight, it's clear from using them they let you jump in midair.
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They already do when they can. Escort NPCs that fight alongside you already have +perception powers. However, the invulnerable ones that don't take part in combat aren't combat-enabled NPCs at all and can't use powers, so they can't be given +perception.
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That would spam the hell out of the Error channel, though.
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Arachnos Soldier Bane Spider build is probably what you want.
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I've even thought of a way it could be implemented without having to change the code for player movement. We know from Grounded in Electric Armor that powers can grant effects based on whether or not the player is standing on the ground. We know from the Steam Jump and Jump Pack prestige powers that powers can grant the ability to jump in midair. It sounds paradoxical, but if we put a "can jump in midair as long as touching the ground" effect into Hurdle, that should give a result quite similar to coyote time. The effect can probably be coded to have a duration that lasts a few fractions of a second after the player actually leaves the ground. The only other thing that would need to be done is reduce the max jump height buff granted by Hurdle; since the effect would increase how high the play can jump if they're on solid ground.
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Just being booted from the SG should revoke their permission to use any shared resources in the base. They'd still be able to use crafting tables and teleporters and whatnot, but that can't cause harm to the base or SG.
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While it would be nice and +1 for the idea, it may be easier to just add a measure of air control to Super Speed, as Ninja Run and Combat Jumping have which basically allow for all sorts of ludicrous shenanigans.
That wouldn't do at all what coyote time would let us do.
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What is coyote time you ask? Coyote time is a short period after a player character has left the ground from running off the ledge, where it is still possible to jump as though the player were standing on solid ground. A reference to the antics of one Wile. E. Coyote. It's common among many platforming games. I'm sure all us Super Speeders have experienced that frustration where we try to jump, but we're just moving too fast and the ground dropped out beneath us as it sloped down, causing us to run headlong into the obstacle we were trying to jump over. Coyote time would solve that problem!
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More badge opprtunities while you grind WSTs: Every time you click a glowie in the mission, you get a medium inspiration, and every time you clear the trial you get a rare recipe. If you set those drops to be rejected at the P2W Vendor, you can also make progress on those rejection badges.
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The HC team seems to like to do things without looking at the actual effect it will have on players...and then backtracking if it is easy to do so...when people complain.
You seem to have extrapolated a whole lot about how the Homecoming devs operate from the... one? balance patch they've put out since bringing the game back.
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I'm sure the power already gives an amount of ToHit that compensates for not being able to slot it. In other words, if it were slottable for ToHit, the base amount it gives would be weaker.
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I’m not sure the issue is one of stacking knockbacks. IIRC knockback needs to be > mag 1 in order to actually knock the target back. KB-to-KD IOs put a -10000% reduction in knockback enhancement on the power they’re slotted in, leaving pretty much any mag of knockback somewhere around 0.01. If you stack that with a chance for knockdown proc, probably a typical 0.67 mag knockback, that’s still well under mag 1 and should still be only knockdown.
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Unless you do nothing but newspaper missions or DFBs 1-50, you’ll get reward merits as you play. You can spend those merits on ATOs. They are plenty available to mid-level characters.
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Stop trying to reinvent the wheel. Rage doesn’t need a huge rework like the ones people keep proposing in this thread.
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I rarely ever slot for it myself, but the range Enhancement in the Intuition alpha slot is one of the reasons I like it so much.
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Tactics: Unpopular opinion time, Tactics is over rated. In the current 'meta', most ever build out there slots enough accuracy to have very little issue hitting +4 foes once you hit 50, especially once you also factor in how easy it is to get 50+1 from your Alpha slot.
I just don't think this is true. Your base chance to hit a +4 enemy is 39%, you need more than the ED cap accuracy to make that 95%. Most sets give around 60-70% accuracy enhancement when six-slotted. You can get more accuracy from set bonuses, but nobody actually builds for that, they pick it up incidentally, and it's perfectly possible to have very few accuracy set bonuses in a build. Tactics is also great for Lore pets, which always spawn -1 to you, and can't be slotted for accuracy unless you take Nerve or Vigor Alphas.
My scrapper sits at 1.45x accuracy global, plus another 1.6x to 1.9x in individual powers.
The lowest that 39% is going to net me is an 80% chance to hit- which doesn't count that she never faces +4s due to being 51 effectively.
Even against +3s you have only a 48% chance to hit at base; that requires a 98% accuracy boost to hit 95% chance to hit. And there are enemies with defense, enemies with -ToHit, enemies with level shifts of their own; plenty of reasons ToHit buffs remain useful.
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Take a picture with her in Independence Port. No pedestal or groupies to deal with there.
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Short answer, no.
Long answer, no.
Then what would be the medium answer? :o ;D
A ghost told me the answer is no.
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I don't see any reason the "flying ghost appears and does your attacks while you pose" idea couldn't be ported to virtually every power set.
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I'd rather just have a customization theme for Super Strength where a floating transparent ghost man (like the ones you see as target dummies in Arachnos bases, or the Dimension Shift costume change emote) appears and does the animation for the Super Strength attacks while your character just poses. I think that's simpler.
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Tactics: Unpopular opinion time, Tactics is over rated. In the current 'meta', most ever build out there slots enough accuracy to have very little issue hitting +4 foes once you hit 50, especially once you also factor in how easy it is to get 50+1 from your Alpha slot.
I just don't think this is true. Your base chance to hit a +4 enemy is 39%, you need more than the ED cap accuracy to make that 95%. Most sets give around 60-70% accuracy enhancement when six-slotted. You can get more accuracy from set bonuses, but nobody actually builds for that, they pick it up incidentally, and it's perfectly possible to have very few accuracy set bonuses in a build. Tactics is also great for Lore pets, which always spawn -1 to you, and can't be slotted for accuracy unless you take Nerve or Vigor Alphas.
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The Partner/Conspirator badge is for completing Weekly Strike Targets when you've already earned the reward for the week, 50 times to be precise. This week the blueside WST is the Cavern of Transcendence trial. This trial is easily soloed since the removal of simultaneous glowie clicks from the game. Any two of Stealth/Super Speed/Stealth IO will allow any character to sneak past the enemies to grab the glowies, and a tray full of Lucks can let you grab the glowies if a mob happens to spawn near them. If you don't have stealth capabilities on your badger, you can always switch to a second or third build and pick them up there. Once all eight glowies are collected, all you have to do is run past the boss enemy in the last room and defeat the mobs guarding the hostage in back. The whole trial can be done in 5-10 minutes, and you can cut down the time on (some) runs by using the various mission door teleporter powers (though you can easily finish before they recharge). After you finish the trial, you can solo queue in the LFG menu for the trial to get back to Karsis and restart immediately. This is a great opportunity to grind out WSTs to get that badge.
You do need to run the story arc for Talshak the Mystic to unlock Karsis for the trial, but since that's part of another badge I assume the for badging community this post is targeted towards that won't be an issue.
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Jack Emmeret may have wanted MMs to be the Redside tanks but Jack Emmeret is a gibbering idiot who was wrong about literally everything in CoX. Forget his intentions for the game; he thought that three minions should be a hard challenge for a fully built level 50 player; who cares what he thought 14 years ago?
By I18 the devs clearly thought that Brutes and Tankers were equivalent enough to have them share ancillary/patron power pools while Scrappers were thought to be closer to Stalkers and thus shared pools with them.
Like can we finally retire this asinine meme of MMs being tanks? Because most MMs do not even try to tank or aggro manage for their teams while Brutes were given multiple tools to do just that. The initial concept of Masterminds was as tanks, but the initial concept did not pan out, nor did any of Jack's attempts to try and force it to pan out.
You need to let go of your hateboner for Jack Emmert. No one even brought him up, there's no reason for you to start bashing him in this thread, too.
Something i wish we could do with Primary or Secondary sets
in Suggestions & Feedback
Posted
Ah, here it is. The old "super respec but only once per character" suggestion. I was wondering when we'd start seeing these threads again.