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Vanden

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Everything posted by Vanden

  1. It's exactly what I was expecting.
  2. No, the non-stacking aspect only applies to when it's reapplied by the same caster. Generally, even powers that are set to not stack will still stack from different casters.
  3. Actually, with the enhancement changes in this patch you can get them to 53, for 38.3% Damage and 23% range.
  4. I've made several UI-based suggestions in the past: Range Indicator in the Target window Widescreen in the character creation screen Stop the mission info window from blinking Sticky screen edges
  5. Sounds like it's just the long-standing bug where customized ice colors cause the "sleep effect" ice cube to disappear almost immediately, making it look like the sleep's been broken.
  6. I haven't tried to negate or refute people's claims that the reduced range affects their playstyle, obviously they do. I've just pointed out that the reduced range doesn't actually make that playstyle completely unworkable. Are you really going to call me out on theorycrafting and then defend other people theorycrafting without even any evidence? At least when I say that 50 feet is still outside of melee range I have numbers to back that up. This is where the experience half of the equation applies.
  7. @Blackbird71@Chris24601 From your Confused reactions it seems like you guys are under the impression that Flash Arrow not being resistable any more means it can miss; this isn't the case, it is still autohit and will automatically debuff any target in range. Losing the unresistable tag means that any enemy with resistance to perception debuffs will suffer less loss to their perception, but if there's an enemy mob with enough resistance to -Perception to still aggro at 50 feet after taking a -90% debuff to perception I've never heard of it.
  8. Find one enemy mob in the game you can use Flash Arrow on without aggroing it that still aggroes at 50 feet after being debuffed and I'll concede the point.
  9. You don't have to move into perception range to use ENA, you have Flash Arrow in TA with a full 80' range to reduce enemy perception, an option that most Blaster secondaries don't have. Tactical Arrow is different largely because Captain Powerhouse was working with much more limited tools at his disposal and less experience with the game when he made it. With a better perspective on overall balance he's taking the opportunity to course-correct.
  10. You can keep asking that question, but it's not going to change the fact that lighting the slick isn't part of OSA "full stated function."
  11. Can we change the behavior of the badge window regarding setting your badge title? Rather than just clicking on the badge setting your title, I'd like it to change to clicking on the badge to select it, then hitting a button to actually set the title; the button can be placed right next to the Clear Badge Title button at the bottom of the window. Every time I open the badge window I get anxious that I'm going to misclick and change my badge title, then have to dig through the list of badges to find the one I actually want to have as my title again.
  12. 50 and 60 feet is still dozens of feet outside of melee range.
  13. Both effects are literally labeled "Special" in the tooltips.
  14. Touch of Fear is the first attack of this type that you and Homecoming team have added to the game. Just be aware that what you choose to allow it to slot is going to set the precedent for this type of attack going forward (this is why I'm pushing so hard on the topic).
  15. How's that different from using any other targeted power to light it? It's actually been posted several times, you can't just dismiss it because you don't like the answer. It's because lighting the slick to do damage is a bonus, not meant as a core feature of the power.
  16. That doesn't really have the same issue I brought up, because a) it's not really worth using AS out of Hide without at least two stacks of Assassin's Focus, and b) AS is the only spender of Assassin's Focus, so people aren't going to queue up AS hoping to use just the base version and end up accidentally spending their focus on something when they wanted to save it for something else. It's the same reason the claims that Stalker Kinetic Melee can get quadruple Build Up aren't really based in reality; Gaussian's Build Up is so short in duration, it's extremely hard to react quick enough to getting a Build Up recharge to use it and use an attack in that short window.
  17. Making Flash Arrow unresistable actually makes it equivalent to Smoke Grenade, since Smoke Grenade is resistable.
  18. Scale is the base duration of a mez, then it's adjusted by AT mods and character level to get the actual duration in-game.
  19. Scale is duration. "Scale" is used because it's the baseline attribute for the power, but it's modified by AT modifiers and the level of your character to produce the actual duration in-game.
  20. That'd be a nerf, actually, since it's 60% without focus.
  21. The Oil Slick has a -10,000% defense debuff on itself at all times, so making your tohit roll is as much of a non-issue as it's possible for it to be.
  22. No, any character, of any origin, can grab either at the P2W vendor.
  23. Energy Transfer doesn't do extra damage on a critical, instead it heals you. But it IS implemented as a critical, the chance is affected by Scrappers' ATOs that boost criticals, and on Stalkers it scales with team size.
  24. Yes, it heals you on a critical. It's affected by the Scrapper ATOs and whatnot.
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