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Vanden

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Everything posted by Vanden

  1. A problem is a problem, it doesn’t matter how long it goes unaddressed.
  2. Yeah, but you can’t ever have a resistance to resistance debuffs that’s a different value from your damage resistance.
  3. You really should have, if only so you could say no to the idea that was actually posted.
  4. It doesn’t sound like you even read the second paragraph, since as I outlined it defense sets would come out unscathed.
  5. Only the support types that have used the IO system to approach or exceed the defense soft cap. Ones with less extreme buffs would see no change. And support types are supposed to be less hardy than Melee types.
  6. PvP IOs aren't automatically attuned, they just don't lose set bonuses when you exemplar. It can still be worth attuning them if you want to slot them at a low level.
  7. ...and allow powers to reduce that. I made a thread about giving powers the ability to affect the maximum hit chance. This is the natural inverse of that thread, letting powers have that same influence over the other extreme of hit chances. Basically, the idea is we increase the minimum chance to hit from its current 5%, to something higher. Let's say 15%. Then, we give the powers system the ability to modify that minimum tohit chance, a pair of new stats I'm going to call Bolstering and Precision. Bolstering would modify the minimum hit chance of tohit rolls against an entity, while Precision would modify the minimum hit chance of tohit rolls an entity makes against others. Highly defense-centric power sets like Super Reflexes, and Bane/Widow VEATs would get enough +Bolstering buffs from their powers to take their minimum chance to be hit all the way back to 5%, hybrid sets like Invulnerability and Willpower would have less, maybe only enough to take it down to 10%, and resistance-based sets like Electric Armor and Dark Armor might not get any +Bolstering at all. Crucially, +Bolstering would also be present in powers like Fortitude, Deflection Shield, and Ice Shield, and -Precision debuffs would be present in powers like Darkest Night and Flash Arrow, giving support characters back some of the relevance that they've lost with the proliferation of IOs. I don't expect this to be a popular idea, since it would be a straight nerf to any character that softcapped their defenses and doesn't have a set that would grant +Bolstering, but I think it's in a good spot where it increases the difficulty of the game for player characters performing at the highest levels without harming player characters performing at more average levels.
  8. The consistency-lover in me would be pleased as punch if Defender primaries were named things like Ice Affinity, Fire Affinity, Life Affinity, etc.
  9. I think this is bound to Shift+Tab by default.
  10. People trying to make actual content will have another hurdle in that the difficulty of their custom enemies will have to be even higher than it already is so the mobs are worth full xp.
  11. I never said it does anything to farming.
  12. I imagine there's a whole list of obstacles for that to work. Some pets don't leave corpses, some pets use skeletons that don't have rez animations, it could mess up the timing for non-perma pets, MM pets would probably lose their upgrades anyway, stuff like that.
  13. I'm all for swapping Jab and Punch.
  14. Nope. Even if they were, it'd still be weird if they didn't scale up and send enemies flying when they're far below your level.
  15. That does sound right, so maybe it's the giant monster code after all?
  16. Normally, the purple patch will scale up any power effects you use on a lower-level target. This includes knockback effects, which will typically turn a knockdown power into knockback if you use it on anything more than one level below you. However, knockdown patch powers seem to be an exception to this. I tested Ice Patch, Earthquake, and Oil Slick Arrow on mobs in Atlas Park while playing a level 50 character, and all of them still only did knockdown, despite being used on enemies over 45 levels below me. I thought maybe the psuedopets these powers use might be using the giant monster code to scale their effects to the level of the enemy mobs, but I lit the Oil Slick Arrow and the enemies died as immediately as you'd expect. So what's the secret sauce here? Anyone know?
  17. Not a bug, just annoying design. The power is autohit, but only for the endurance drain resistance effect. The +End, +Recovery, and damage still do a hidden accuracy check that goes unreported.
  18. When using the Color Tintable theme for Frozen Aura in Ice Manipulation, the ice effect on slept enemies appears for only a moment, then immediately vanishes, even if the sleep effect isn't disturbed. Using the Original theme for the power, the ice effect stays on the slept enemy until the sleep wears off or is disturbed, as expected. Edit: Tested with Flash Freeze from Cold Mastery on Blasters, the same issue is present.
  19. Well, not quite. Shatter Armor in the pool has the exact same animation as Shatter, FX and all. I've asked for Shatter Armor to be changed to use the Clobber animation, since Banes don't get Clobber, but no luck there.
  20. I have to echo this, this seems poorly-thought out. AVs are getting nearly doubled damage at 50? I remember a dev saying when the AE was new that the goal was for the custom critters' powers to be as close to player powers as possible, and back then it seemed myopic, too. One of my big concerns, for example, was that using a custom critter with any sort of electric power would be incredibly unfun for the majority of build because of how much more effective end drain is on players than on NPCs. This change seems like another big blow to anyone trying to use the MA to make good, stories instead of just farms.
  21. To hit a +3 enemy 95% of the time you need 98% accuracy enhancement, and for a +4 you need 143% accuracy enhancement, and that for powers without accuracy penalties. So... yeah, that stuff has use.
  22. If I’m reading the notes right, Static isn’t consumed by anything any more, it just expires over time.
  23. Cold damage was actually in the original proposal for Bombardment, for exactly this reason, but a suitable cold-themed name couldn't be found.
  24. It's the 21st century! Wear pants, you hippie!
  25. Ohhhh boy! I hope the next step is separating 2D and 3D chest details into their own separate categories.
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