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Vanden

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Everything posted by Vanden

  1. You should probably be aware, then, that /yell is already an alias for /broadcast.
  2. Oh, they mean the emote channel. That whole thing is a mess; what you type appears in a thought bubble above your character like it's something they're thinking, but in the chat log as though it's narration about what they're doing. There's practically no way to write something that works grammatically in both formats at once. They should split that function into two separate channels.
  3. ...What? Emotes are animations your characters do, how are they supposed to become “sticky” like custom AFK box messages? You can already adjust your bubble size with the <scale x> parameter, which I believe accepts values between .5 and 2.
  4. Don't do this, devs! It's a half measure! Instead, add a "forearm detail" category that allows us to mix-and-match the underlying hand texture with the extra 3D geometry that some glove options have. For example, take the plates from the Justice option and put them on the Stealth gloves. It'd lets us use separate colors for the gloves and detail, or even have glove options that show skin while still being able to make the forearm detail use two different colors. It's the logical next step for the costume editor!
  5. Um... I don’t think that’s gonna solve the problem Greycat was seeing.
  6. Some of those have low supply, but I've never failed to get my ATOs by just putting up some reasonable bids and waiting a day.
  7. I’m just saying, we still don’t have just that.
  8. Sentinels expressly don’t have all the range or damage of a Blaster, though.
  9. It’s technically true! Before the -Damage was put in, it did Only Affecting Self instead, meaning you used to do even less damage during the crash.
  10. @Captain Powerhouse has already said he wants to do a full audit of enemy resistances and adjust them so they aren’t so lopsided, so buffing sets to get free damage based on their damage type is never gonna happen.
  11. Because the way it is has already made the set one of the most popular in the game.
  12. We really don't know what, exactly, made Powerhouse pull the plug on those changes. I know there were a lot of people upset that they couldn't just leave Rage on auto any more because it would stop them from bypassing the crash. It seemed backwards to me that they apparently didn't mind the periodic 10 seconds of no damage, but having to spend less than 10 seconds manually clicking Rage less often than they'd get the crash was a dealbreaker for them. Still, it's not like their point (or their feelings) were invalid. It's something I kept in mind when I was coming up with my Rage proposal I linked earlier in this thread; rather than alter the mechanics of the crash, I put tools in the set to mitigate it.
  13. A fair point, but pool attacks are intentionally undertuned compared to primary/secondary powers, not unlike Super Strength attacks, so it still doesn't unbalance Super Strength as a whole to have this advantage with non-Super Strength attacks.
  14. Still fixating on the negative! You see it as bad attacks that need an amazing buff to lift it up, I see it as an amazing buff that needs bad attacks to keep it in check.
  15. I think you better just explain what you think the word "balanced" means, because I don't think you and I are working from the same definition. Middle-of-the-pack =/= terrible
  16. It's hardly Super Strength's, or any other set's fault if players don't want to use it to do what it was designed to do. Oh, Super Strength absolutely does stand above other sets in certain areas, just not on the time it takes to defeat enemies. It's the only set I've ever played where enemy ToHit debuffs or defense buffs are barely an inconvenience. It's the only set I've ever played where Temporary Powers are worth mixing into the attack chain because they'll actually land and do decent damage all the time. And while this isn't unique to SS, the knockdown on every attack makes it extremely survivable even against enemies your armor set is poor for, like Invulnerability against psychic enemies.
  17. Again, fixating on the negative. The penalty period is 1/12th the length of the buff period. 6.5% of the time. And calling the player useless during this period is nothing less than hyperbole. You can still manage aggro, you can use the two AoE controls SS gets to stop the enemy attacking, both things that are well within the expected role of the tank classes Super Strength is available to. Wrong. Rage is the only melee self buff power that penalizes the player for using it, but that only means Rage itself should stand above all other melee self buff powers, and it does. This is subjective. I have no doubt it’s true for you, but it’s undeniably one of the most popular sets in the game and no doubt plenty of people find it fun. I know I do.
  18. What is “it” in this sentence? Super Strength, or Rage? If you mean Super Strength itself, then no. If they’d given Super Strength a power that is simply much better than any other power in any other melee set, and consequently Super Strength itself was also much better than any other melee set, that would be the opposite of balance.
  19. No, the original post is that Super Strength is an example of good balance because despite its self buff being heads-and-shoulders above the self buffs in other sets, Super Strength itself isn’t heads-and-shoulders above other sets, but closer to the middle.
  20. No, my comment is that Super Strength has the best, longest-lasting self damage buff in the game, yet in spite of that isn’t the undisputed top dog of the melee sets. Instead, it’s more middle, top-of-the-middle. Because it has been balanced.
  21. Now I have to eat crow My bad, I thought you were still talking about Aimed Shot. You're right, Snap Shot does do damage above the formula, but it's scale .84, so I still don't know where you were getting scale 1.39. Aw, you're right, I am.
  22. I’m always interested in what people think of my proposed changes to Super Strength, especially the Rage replacement for the Scrapper port. I think having Brutes and Tankers get Rage and Scrappers and Stalkers get something else is a passable compromise between the people who like Rage (like me) and the people who can’t stand it. (You don’t have to tell me you don’t like my proposed Rage changes, I assume people don’t unless they specifically say otherwise. So far I don’t think anyone has.)
  23. Blaster Aimed Shot is 6 seconds recharge and deals scale 1.32 damage - exactly where the formula would put it. Where are you getting that it does scale 1.39?
  24. Blaster T1/T2s still follow the standard damage formula, they just have different/higher base recharge times in some cases than they do on other ATs.
  25. Ah, so like a spherical cow, then.
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