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Vanden

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Everything posted by Vanden

  1. Are there going to be Focused Feedback threads for the various aspects of this patch, like we had for previous Pages?
  2. You’re right, I see it there now. It still might do to add it to one or two other powers in the set, depending on how strong it is.
  3. Yes, this and -Recovery resistance would be grand. An electric-themed Buff set is the perfect place to put those.
  4. Yeah, having Acc/Dam and Dam/End/Rech IOs instead of Damage and Acc/Rech IOs would balance it out nicely.
  5. Really cool to see Bombardment being added to the game! I am surprised to see that it has the exact same enhancements as Obliteration, though. In the thread where Bombardment was conceived, Leandro encouraged me to differentiate it from Obliteration, and I obliged, but this version is much closer than what I proposed. It still looks like it’ll be a great set though, I’m looking forward to trying it out!
  6. ESD Arrow, and all blaster AoE holds for that matter, are going to get hit with the nerf bat eventually, you can bank on that.
  7. It makes no difference to the game as is, because that story arc never even went live before the game was cancelled. It was one of the last pieces of content that players ever got to see, and nothing that dealt with the repercussions of that choice had a chance to be put in.
  8. Side switching became possible in issue 18, and non-epic ATs became possible to create as heroes or villains in issue 21.
  9. Probably related to the bug that plagued summoned spider robots a while ago; I took Summon Guardian from Leviathan Mastery on my Stalker, and I noticed it's constantly splashing as it hangs around. There's a splash of water FX when the Guardian is first summoned, but there's also one when the pet is dismissed, which makes me think it's the exact same bug that happened to the spider robot pets.
  10. Dakota Berg in Brickstown and Tyrka in St. Martial.
  11. You guys are out of the loop. One run of Signature Story Arc #1 part 4 set to any team size larger than 1 will get you the badge for the mayhem mission contact, on hero or villain side.
  12. I didn't think it was even supposed to be possible to reach Sigil before beating all three leaders.
  13. I doubt it's that bad. The bug didn't always exist.
  14. Does it turn into a log with a shirt when it expires?
  15. If t9 God Mode powers could increase player character resistance caps or decrease the minimum chance to be hit (where appropriate), they’d be a lot better. Also, Unstoppable should give +100% slow resistance and a 2-foot radius repel aura, so you can’t be stopped by snares or enemies physically blocking your path.
  16. Yeah, I would love to see this issue fixed.
  17. Sounds a lot like how the undead in early D&D would drain levels from the PCs.
  18. Yes, there is a badge that requires completing all three rescue missions from Max.
  19. I think you mean two terror cells. But Max practically outright tells you Malta is planning on using the three operatives' talents to become incarnate-level threats; Sakura Tenshi claimed that killing the operatives was somehow kicking the problem down the road, but letting them back into Malta's hands fits that description far better. That arc takes place long before incarnate stuff. Roleplaying that arc as trying to make up for helping Malta in DA would be willfully ignoring the actual lore of the game. So is completing the rescue missions in Ouroboros, as was also suggested here. But right now that's the only option you have if you want the badge, all you can do is save those operatives and then stick your fingers in your ears and go "la-la-la-no-I-didn't."
  20. Sounds like a good reason to toss the current version.
  21. This was really all there is to write. There’s plenty of heroes who would take the option, and, more importantly, it gives players a way to earn the badge that requires these missions without having to help Malta.
  22. One of them is already in police custody, so how would you complete the mission for that guy for badge credit, while leaving him exactly where he is?
  23. Now I never used the word “heroic,” and I said they could make taking the option give you Vigilante or Rogue alignment points.
  24. That's why he wouldn't figure out that you're killing the operatives unless you kill all three. He still has no choice but to work with you; you're the incarnate, you're the one who stands a chance of taking down the Knives of Vengeance.
  25. The Malta group is one of the most despicable enemy groups in the game, so being forced to work alongside them in Dark Astoria puts a bad taste in my mouth, to say nothing of actually helping them. You do have the option to skip the missions where you actually help Malta, but you need to complete those missions if you want all the badges, so heroes are being subtly railroaded into helping Malta. What would fix this is giving players the option to kill the three Malta operatives they're supposed to rescue. The missions would play out largely the same, but at an appropriate time in the mission you get the option to kill the Malta operative in a dialog window; they're all unpowered humans, so it would make narrative sense that they'd be easily put down by an incarnate. Then, after the mission your character just tells Max the operative died in the rescue attempt. This would also open up some other neat possibilities: taking this option could give you a point into your Rogue or Vigilante alignment bars, and if you kill all three operatives Max figures out what you've been doing, and you could throw his logic about how the two of you working together is the only way to survive right back at his face. Then, the last mission of the arc plays out with any killed operatives not granting their benefit, as if you hadn't run the missions at all, but you still get credit towards the badge for doing all the arcs in DA.
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