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Vanden

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Everything posted by Vanden

  1. I get the impression you haven't run the numbers on this. The Recovery buff on Consume adds up to 1.25 endurance per target hit. If you max the endmod enhancement and hit the maximum of 10 targets with Consume, that's a little less than 25 total endurance. Over 15 seconds. That's the same as a small blue inspiration, except it takes a quarter of a minute for you to get the endurance instead of getting it all at once.
  2. It does, though. That's why the total number of Heroes and Villains per shard on the Server Status page never adds up to the amount shown under Online Players; it's counting players on the character select screen.
  3. It's not broken, that's exactly how it's designed to work. The default targeting behavior bound to Tab is to cycle through enemies based on distance, from nearest to farthest. With an enemy targeted, it's always going to keep targeting further and further enemies until there is no enemy farther away from you, and only then will it start targeting enemies close to you. If you want it to cycle through enemies from far-to-near instead, you have to use /target_enemy_prev (bound to Shift+Tab by default), and if you want to force it to target the closest enemy, you need to use "/target_enemy_near" (bound to Ctrl+Tab by default).
  4. Right now Consume gives a total of 21.25 endurance per target hit; this is from the 20 Endurance up front, then 1.25 endurance over 15 seconds from the Recovery buff. I think it should be made less frontloaded: reduce the endurance it gives immediately on activation to 10 Endurance, and buff the Recovery to 15% for 45 seconds. This still works out to 21.25 endurance per target hit, but moving more of the total endurance to the recovery buff aspect means it'll do a much better job keeping your blue bar afloat during the long recharge time. Fully slotted, each target you hit will increase your recovery a little less than 30% for 45s, and then you'll only have to contend with about 45 seconds with no Endurance assistance until Consume is recharge again. Hitting many enemies will result in less endurance going to waste, and it will only take about 5 or 6 targets hit to keep the average player's blue bar topped off for the 45 second duration (an easy quota to meet with Consume's big fat radius).
  5. I put up a new link in the OP, it should work again now.
  6. 5% Recovery for 15 seconds works out to 1.25 endurance per target hit. I think I'd agree with Uun's conclusion about it.
  7. Instead of the Smashing and Energy damage Concentrated Strike does normally? 😏
  8. It's really just a matter of needing at least ~400% regen or so for it to start actually improving how long you can survive in any moderately challenging fight. You're not getting anywhere near that number without some primary or secondary powers that focus on regen, so it's best not to bother.
  9. You can already do this. "/bind mousechord +forward" will change it so holding both mouse buttons down won't turn on autorun.
  10. IMO it would be better to give Claws powers Savage melee alt animations where possible.
  11. Are you talking about standalone missions, or story arcs that will give missions out in random order?
  12. It seems odd to consider easily being able to get a certain kind of set bonus a problem, per se. Odder still that you think it about Fire/Cold defense, which in my experience is fairly difficult to build for, outside of Winter sets. Naturally it's so common in the winter sets for thematic reasons. As for resistance, I wouldn't really know. Defense is generally more valuable than resistance, and comes in larger amounts from set bonuses, so when trying to improve a character's survivability with set bonuses I basically just ignore the resist bonuses in favor of defense ones.
  13. I'm pretty sure OP just wants the recipe list to show recipes at either their maximum level or the level on the slider, whichever is higher. Perhaps with a checkbox button in the window itself? Unless OP is actually just asking if it's currently possible to show all recipes instead of using the slider. In which case, the answer is no, you cannot currently do that.
  14. I've compiled a list of every inaccurate or misleading power icon I could find in the game; it's several hundred entries long. The list is split into 3 major categories: Objectively Wrong Icons, where the border or symbol of the power simply gives an incorrect description of the power, or the icon colors don't match the rest of the set. Subjectively Wrong Icons, where the info on the icon is not necessarily inaccurate, but could be misleading, such as making the power look stronger than it is, or focusing on a minor aspect of the power's effects over the primary purpose Vanden Wants To Change Them, where my personal preferences for power icons are on full display, and I put things like wanting to recolor sets, or redefine the meaning of certain symbols, in order to make them clearer. Every inaccurate icon entry also contains a "fixed" version, which shows what I believe the icon should be. In many cases I believe the mockups for fixed versions are good enough to drop in-game as-is, but there are cases where the colors don't exactly match if you look closely enough. There is also a fourth category containing mockups for proc icons. These icons are an entirely new design scheme I came up with, since procs invariably use placeholder icons from seemingly random spots, like Chance for Build Up procs using the Quickness icon from Super Reflexes, or the Force Feedback proc using the Soul Transfer icon from Dark Armor. They're meant to be eye-catching and stand out when they appear on your buff bar. Click this link to see the full list
  15. Bumping this old thread, this is still an issue. This video shows it also affect Tyrant's eye beams in his personal story mission; he's almost able to run to his target before the effect from the attack lands. https://i.imgur.com/szip8mx.mp4
  16. That may be a badge that only awards to Villain or Rogue alignment characters.
  17. So the issue I have with this suggestion is that I don't really see how new Praetorian patron pools are meant to solve these problems, specifically. What does making new patron pools with Praetorian patrons do for those problems that coming up with more generic ancillary pools couldn't?
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