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Vanden

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Everything posted by Vanden

  1. I think this is bound to Shift+Tab by default.
  2. 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.
  3. I never said it does anything to farming.
  4. 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.
  5. I'm all for swapping Jab and Punch.
  6. 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.
  7. That does sound right, so maybe it's the giant monster code after all?
  8. 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?
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. If I’m reading the notes right, Static isn’t consumed by anything any more, it just expires over time.
  15. Cold damage was actually in the original proposal for Bombardment, for exactly this reason, but a suitable cold-themed name couldn't be found.
  16. It's the 21st century! Wear pants, you hippie!
  17. Ohhhh boy! I hope the next step is separating 2D and 3D chest details into their own separate categories.
  18. Agreed, but with that whole new powerset in testing I think we might have over a month left to go...
  19. Here are the new total enhancement values at 50 for the latest build, after ED: Synapse's Shock Accuracy: 42.4% Damage: 68.9% Recharge: 73.8% End Cost: 21.2% End Mod: 91.8% Power Transfer Accuracy: 39.7% Damage: 89.9% Recharge: 45% End Cost: 39.7% End Mod: 68.9% Preemptive Optimization Accuracy: 68.9% Recharge: 91.8% End Cost: 68.9% End Mod: 97.5% Bombardment Accuracy: 61% Damage: 96.3% Recharge: 85.7% End Cost: 39.7% Artillery Accuracy: 68.9% Damage: 95.1% Recharge: 88.1% End Cost: 47.7% Range: 25.5%
  20. I don’t think we have anything to really worry about; the reason the command is still usable all these months later is because they’re not going to shut it off before they come up with some solutions to the reasons people latched onto the command in the first place.
  21. You should call him Mr. Name until you know him better.
  22. This post is pretty strawman-ish... I'm not saying that endurance issues should just go away, I certainly never said any of my own characters have endurance problems, and you can't find a quote from me in this thread that says that without maliciously paraphrasing it. I'm saying that recovery set bonuses are so small and weak as to be non-factors. Endurance management is meant to be a part of the game, and my proposed change only makes it so that leveraging those set bonuses becomes an actual, meaningful tool players have to work towards that goal.
  23. I've seen many posts about how posters in this thread have their endurance issues solved, but nothing that explains how more +Recovery would really unbalance the game. If you get more and more Recovery, all that happens is eventually you stop running out of endurance. "Doesn't run out of endurance" is basically just a baseline expectation for any endgame build, and more Recovery past the point where your character achieves that doesn't really do anything at all. Recovery is like Accuracy in that way. And running out of endurance just isn't fun. Cryptic used a lot of lessons they learned from CoH when they made Champions Online, and just like they designed a complicated system of dodging and damage reduction where your attacks never actually miss because players hated their attacks missing, they also built their combat system so that you could never actually run out of endurance, because players hate running out of endurance.
  24. Every sleep which does damage, which is most of them. It's definitely very unfortunate. The interface procs are global procs which add their effects to most/all attacks that can slot damage enhancements.
  25. I'd still prefer the S/L/Melee defense to the E/Ne resist, but as long as the Recharge stays in the fifth slot I'm pretty happy.
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