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Vanden

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Everything posted by Vanden

  1. But if you stop making alts, isn't inf just as useless?
  2. I have thoroughly tested every single aspect of this patch in the 35 minutes since it went up and everything is ship-shape, push it live
  3. I think Manticore going after Crey makes the most sense, since he's the most Batman-y, Vigilante-type character, so he'd have the least problem with openly going against "legitimate" business.
  4. I’d probably go for soft-capped persuasiveness, with a nagging-focused build, to get the devs to add more than four enemy groups to the radio mission pool.
  5. Doing a TF revamp to still end up with 9 door missions (with 3 defeat alls) and a street hunt is a no vote from me.
  6. I do have an SSD. Don't know how much it helps, but it's there.
  7. You don't have to actually rob any banks, just break a few objects to get the mission time limit above 15 minutes, then make it back to Lord Schweinzer before it falls under 15 minutes again, and he'll let you abandon the mission.
  8. Sub-7 minutes, a new personal best on this flashback 😉
  9. Cold Domination ➡️ Ice Affinity Dark Miasma ➡️ Darkness Affinity Electrical Affinity ✔️ Empathy ➡️ Life Affinity Force Field ✔️ Kinetics ➡️ Kinetic Affinity Nature Affinity ✔️ Pain Domination ➡️ Pain Affinity Poison ➡️ Poison Affinity Radiation Emission ➡️ Radiation Affinity Sonic Resonance ➡️ Sonic Affinity Storm Summoning ➡️ Weather Affinity Thermal Radiation ➡️ Fire Affinity Time Manipulation ➡️ Time Affinity Traps ➡️ Gadget Affinity Trick Arrow ✔️ I will not be taking questions at this time
  10. To be clear, this isn't a change intended to nerf the effectiveness of S/L/E defense. The goal is to add more potential flexibility to future game design. Suppose a dev wants to add an attack that targets an exotic defense type, like Negative Energy. They want this attack to be difficult to avoid. But they don't want the attack's damage to be as difficult to resist when it lands, so the attack should do Negative Energy and Smashing damage. Under the current rules, this attack has to check against Negative Energy AND Smashing Defense, so the attempt to target an exotic defense type is nullified. The only way to make it so Negative Energy defense is the only defense type that can avoid this attack is to make the damage of the attack 100% Negative Energy, which means it's more punishing to actually get hit by this attack than the dev actually wants. Now, yes, the powers system is flexible enough that it's technically possible to make an attack that does Negative Energy and Smashing damage, but only checks Negative Energy defense. It could be any arbitrary combination of damage dealt and defense types checked. But then this attack would be breaking the rules. The rules on HC Live are that attacks check against the defense of every damage type they do. If the devs are allowed to just disregard that, suddenly there are no rules, and players will just have to guess (or find the exact power info for every attack) what defense they need to protect against certain attacks. This is no bueno. Players have to be able to understand what the game expects of them. This change does have the side effect of slightly devaluing S/L/E defense in existing content. But given that those defense types have been proven to be massively, disproportionately effective against the majority of content, and even then this change only impacts a fraction of enemies, it's ultimately a very minor side effect.
  11. Until it gets changed to be more convenient, I'd suggest logging out next to the indoor detective and logging back in again until you get the other one. Takes less time than zoning and returning for every attempt.
  12. Frostfire's done his 20 alignment missions and 2 morality missions to go from villain to hero by 50, though
  13. As an example of how these charts can be useful, I'm currently leveling a Brute, and in the early 40s I realized that my endurance issues were basically solved; this character is simply not running out of endurance. My build calls for Physical Perfection, however, and a quick consultation of the chart showed that Physical Protection gives more +Recovery than a second level 50 EndMod IO in Stamina. That means that when I pick up Physical Perfection, I can replace an EndMod IO in Stamina with a Power Transfer proc, and put another Power Transfer proc in Physical Protection instead of the originally planned Performance Shifter proc. A nice boost to survivability. 😄
  14. I prefer shorter recharge. Less time between clicks means less time teammates spend without the buff if they miss the cast, and less time you have to wait to get it back when you die.
  15. I've been playing Radiation Emission lately, and it feels like it could use a little something. Accelerate Metabolism's effects are nice, but they aren't all that powerful. I think the recharge should be reduced, so it can be used more often. Right now it lasts 120 seconds and takes 422 seconds to recharge. I would reduce that recharge down to 336 seconds; with that recharge rate, 95% recharge slotted in the power, and the 30% recharge bonus Accelerate Metabolism provides, it will take only a modest 55% global recharge boost to achieve perma-AM. That's down from the current requirement of 127% global recharge, which is a very high amount to invest.
  16. No such thing as level 50 Eradication, the set stops at 30. Attuned versions will show as having level 50 enhancement values when you mouseover them, but it's a lie (bug). When you put them in the power, they only provide level 30 values at most.
  17. The FX on Unyielding are supposed to start playing as soon as the animation to toggle the power on begins. Instead, they don't start playing until the activation time is complete and it's possible to use other powers.
  18. When Council Ascendant Archons get to low health, they put up a shield that makes them untouchable and drastically increases their regeneration for a few seconds. This is supposed to be accompanied by a special animation where they cross their arms in front of them and a shield with the Council logo unfolds in front of them; that animation is not playing. Instead, they simply stand in the normal combat idle stance.
  19. When using the default FX theme for Invincibility, the FX don't loop properly. After being toggled on, they fade out. When an enemy moves within range of the aura, the FX plays again, and only loops as long as an enemy remains in the aura. When using the Bright Invulnerability theme, the FX do loop properly after being toggled on. However, they restart every time an enemy moves within range of the aura. When using the Dark Invulnerability theme.... I dunno. It's too darn dark for me to be sure if it works or not. I think it behaves the same as the Bright theme, but I can't be sure. For all themes, the FX should simply loop after being toggled on, and not change at all regardless of whether there are enemies inside the aura or not.
  20. Conserve Power in the Primal Forces Mastery epic pool for Dominators is using electricity-based themes and FX, but Primal Forces Mastery isn't an electricity-themed pool. It should be using the same themes and FX used by Conserve Power in all the other pools in which it appears.
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