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Everything posted by Vanden
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Against my Better Judgement (Ice Melee)
Vanden replied to Solarverse's topic in Suggestions & Feedback
Well there's no "rule" for how long a mez should last, like there is for damage in the standard damage formula. If you have a reason to want to halve a mez, you just say that reason. The scale stuff I was talking about was just for how you present that info. I.e., you want a mez that's half the duration of Barrage's, so instead of saying "x second immobilize", you say scale 3 immobilize. (Barrage is a scale 6 stun.) -
Against my Better Judgement (Ice Melee)
Vanden replied to Solarverse's topic in Suggestions & Feedback
Unfortunately I don't know of such a chart. If I want to use hard mez numbers I always use the "info for a level 1 Dominator using the power" method I outlined. If I'm not in front of the game when I'm posting, then I'll just be vague. 😛 -
Make Invention Procs have cooler power icons
Vanden replied to Normal Thomas's topic in Suggestions & Feedback
Unless they make it so only you can see your proc messages, I have to say no to this idea. I don't think the entire team needs to know that your Mako's Bite proc went off. -
Against my Better Judgement (Ice Melee)
Vanden replied to Solarverse's topic in Suggestions & Feedback
I don't generally find immobilizes worthwhile on melee sets, since it hampers the ability to herd. I wouldn't see the addition of immobilize to any powers on a melee set to be much of a buff. This is still much too long. Where are you getting these mez numbers? Mids? They don't match up to anything I'm seeing in-game. Freezing Touch, for example, only goes up to 11.92s at level 50. This is just a little bit of (hopefully) constructive criticism for talking about mez powers: I find it's usually better to talk about mez (and damage) in terms of the Scale, not the actual duration in seconds you see in-game. The duration is modified by enhancements, set bonuses, character level, AT, and the purple patch, and since it can vary so much in-game, talking in terms of seconds quickly muddles the discussion since not everyone's thinking about the power's performance in the exact same condition. Scale, however, never changes. So if you want to argue for changing the duration of Freezing Touch, for example, it's more helpful (for me at least) to call it a scale 10 Hold than an x-second Hold. Plus, it's future-proof in a way, since if that power somehow shows up on another AT in the future you can already know how it'll perform. I know a big stumbling block is that it's not intuitively clear how to translate the base scale of a power into actual performance in-game, but even so, it's easy to understand that, for example, changing a scale 10 Hold to a scale 12 Hold means the power now lasts 20% longer. And it turns out, mez scales are very simple to convert to what the actual duration will be in-game: the scale of a mez is just the duration in seconds of the mez. That's it! It's then multiplied by the AT modifiers and a modifier for your level, which are also very simple: your level just increases the duration of mez by 1% for every level above 1 you gain, up to 49% at level 50. As for the AT mods, Defenders and Dominators have a 1.0 modifier, EATs have a 0.9 modifier, Controllers have a 1.25 modifier, and everyone else has a 0.8 modifier.* So a Tanker using Freezing Touch at level 30 is (Scale 10 base) * (0.8 AT modifier) * (1.29 level modifier) = 10.92s base duration. (If you ever want to know the mez scale of an exisiting power, just open its info window, change the AT to Defender or Dominator, and pull the level slider all the way to the left to set it to level 1. The duration it shows will be identical to the actual scale.) Anyway, sorry for the tangent, and I'm glad to see you're overcoming your aversion to posting about your ideas to improve the game. *I'm pretty sure it's possible for ATs to have different scalars for different mezzes, and for a power's mez effect to use a scale that doesn't match its type of mez, but I haven't found any powers or AT combinations in-game where the numbers don't match what I've described here. -
Make Invention Procs have cooler power icons
Vanden replied to Normal Thomas's topic in Suggestions & Feedback
Yeah, I agree, they should have accurate icons. Ooh, they could even match! A special scheme could be made that all the procs should share! -
Percy Winkley's supposed to be this Jimmy Olsen-esque character who's getting kidnapped all the time, but that doesn't really come across in-game. You rescue him all of one time, in the first mission in the Lost Cure arc. That's not enough to establish him as a chronic hapless kidnap victim! There need to be more missions to rescue him throughout the game. First, most of the mission maps are littered with spawn points for those old hostage rescue objectives, the really annoying ones tucked into hidden corners, where the hostage will be guarded by two or three weak enemies. Add a small random chance any time we enter a mission map that Percy will spawn at one of the points, being menaced by whoever the villain group of the mission is. If you find him, great! If not, the mission completes as normal. There would be small exceptions to this rule, like for example it couldn't happen if the mission objective is already to rescue him. Next, put police radio missions to rescue him into the mix, but don't force us to escort him out. Those radio missions suck, plus it's easier for him to get kidnapped again if we're not babysitting him. For villains, naturally there should be paper missions where the objective is to kidnap him, and there should be a chance to encounter him for kidnappings during mayhem missions as well. Why do all this? Badges, of course! Heroes can earn a badge for rescuing Percy 10 times, and villains can earn another for kidnapping him 3 times (since there'd be fewer chances for villains to encounter him).
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Guys, I think Rularuu is posting under a sock puppet again
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You can't use both stealth IOs at once, it won't let you slot more than one Stealth IO from any set.
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You forgot about Dr. Vahzilok, who never appeared in the original Positron TF. Instead he was at the end of a regular story arc, which I assume is still in the game.
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I believe I have an even better solution
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Buffing Whirlwind is the obvious route to improve the Speed pool. Of course, Speed of Sound isn't strictly better than Super Speed, since the former doesn't give you stealth.
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Respec trials weren't added until issue 2, though. Still 2004, I guess.
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Well, I guess you could claim the powers on new characters and then delete the characters themselves...
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Allow Zombie Ghosts to Follow You Through Zones
Vanden replied to Monos King's topic in Suggestions & Feedback
No, zombie goasts should leave this place!- 1 reply
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There's 2 incarnate arcs that take place after Dark Astoria; Belladonna Vetrano's arc, which takes place immediately before the Magisterium trial, and Number Six's arc, which takes place after the Magisterium trial. The primal arcs for Mr. G and Provost Marchand also take place after the Magisterium, though they're not incarnate arcs.
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It was a straight buff to the power, it wasn't made any weaker or slower. I can understand not liking the idea, but EC wasn't watered down in any way.
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You could just have each menu option send a Tell to $name with a description of how to earn the badge.
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You're not wrong, but much like Street Justice, the Stalker conversion of Kinetic Melee happens to be almost exactly what the set needs: another meaty ST attack and a better Build Up-style power.
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Mids is wrong, both powers are scale 3.56 damage. Even the split is the same, 1 Smashing, 2.56 Energy.
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The standard damage formula makes it pretty easy to categorize single-target attacks based on their recharge. Attacks with a recharge of 8s or less are basically filler attacks; they're not that strong, but you use them when stronger attacks are on cooldown. Attacks with a recharge of 10-15s or so (I don't think there's any powers in the game with a 9s recharge) are the meat-and-potatoes powers, attack chain staples; these are powers like Freezing Touch or Golden Dragonfly. And powers with recharges longer than 15s are the heavy-hitters, powers like Total Focus and Knockout Blow. The best sets have at least 2 powers falling into the latter two categories (or they have several good AoE powers). Kinetic Melee's main problem is that it has four powers in the Filler range and only one Heavy Hitter, and its AoE isn't good enough to make up for that. Increasing the recharge on Focused Burst to 10-12s, with the corresponding increase in damage scale, would fix this. Another problem is Concentrated Strike. It's basically Total Focus, but worse. The damage is the same, but Total Focus is 100% chance for scale 10 Stun, while Concentrated Strike is only 60% chance. Also, TF does more damage on a crit, while CS only recharges Build Up/Power Siphon, which isn't necessarily helpful. TF is also faster than it now, and of course is also in the same set as Energy Transfer; really I'm not sure why they decided to make the capstone power of KM an inferior clone of a power that isn't even its own set's capstone, that's just weird. So some kind of buff for CS is also in order. Lastly, Power Siphon is just too slow. I've only played KM on Stalkers, but I know I would hate spending 2s casting PS multiple times a minute.
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I think these should be pretty easy suggestions to add. I would've added them myself, except I can't find where these popmenus are defined in the files. First, in the menu that appears when you right-click on another player, I would love to have the option to get that player's Global Name, like you can by left clicking on their name in chat. Second, it would be great if every kind of popmenu that appears when you right-click on an NPC had an option to open the Info window. Now, it's true that a lot of NPCs don't actually have any info for the window to display. Random civilians on the street only have the Follow option when right-clicked, for example, and store NPCs have only Follow and Chat, the latter of which is the same as left-clicking them. However, I see these same popmenus all the time on NPCs that do have perfectly valid data for the Info window, like NPC allies in missions, and the new combat-enabled trainers. It seems like it should be easy to add an option for /info to these popmenus; the worst it can do if you click on it is nothing, and there's already plenty of that when you click the Chat option when it's in the popmenu seemingly for no reason. @Jimmy, @Faultline, any chance of this in the next patch?
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Nah, Experienced is 1 charge at every level of rarity. It's really annoying.
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Allow Long Range Teleporter to retain known supergroup bases
Vanden replied to Lamia's topic in Suggestions & Feedback
You guys really need to look into popmenus, it's an extremely easy way to maintain a list of bases in a single tray slot.- 6 replies
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- long range teleporter
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I think it was, in fact, reduced a long time ago. They reduced the -Recharge and added a -Damage effect, since Ice Armor Tankers had to take big alpha strikes and the -Recharge alone wasn't doing anything to help with that.
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Because buffs expire, and the Defender has to reapply them. The Defender might be defeated, or not in the same part of the map as the other player. Thus, both players have to stick together and protect each other, and team synergy is thus encouraged.