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Everything posted by Vanden
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I'm on record that I don't want Energy Transfer's animation to go back to what it was. I like the current animation, and I'd rather find a way to buff the set while preserving it. That said, if you want to experience the old ET playstyle, I'd highly encourage you to play a Stalker. The fast Assassin's Strike animations out of Hide feel exactly like old ET did, and they even do as much damage with Assassin's Focus crits.
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Right now, invention salvage is split into three discrete tiers: Low-level (10-25), Mid-level (26-40), and High-level (41-50). Recipes require salvage from the tier that their level falls under. Now me, I don't sell all my salvage. Instead, I let it accumulate so I can craft any good recipe drops I get, to sell or whatever. However, once I hit the levels where the salvage tier changes, I won't get any more recipe drops that use the lower salvage tier. For example, once I reach the point where every enemy I fight is level 26 or higher, low-level salvage is no longer useful to me because I won't be getting any more drops that use that salvage, so I might as well unload it all. The problem is, there's no way to tell what tier a piece of salvage belongs to, short of memorizing it from a list. So, my request is that some sort of visual indicator be added to the Salvage window to clearly show what tier it belongs to. Something like a series of dots or stars in the name or over the icon, like 1 dot for low-level, 2 for mid-level, and 3 for high-level.
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A sack of health with attacks is what the Tanker has always been, and what it's always been meant to be. I'm not unsympathetic to the people who like it*, but Bruising has never fit what the Tanker is supposed to be about, and it was never meant to be a core part of the Tanker identity. It was a consolation prize for being forced to take the T1 attack, lipstick on a pig, and some people just got too attached to the lipstick. * I even suggested that the T1 and T2 swap from the first iteration of the changes be kept, and Bruising left on the original T1 powers so players that like it could still have it.
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That's a screenshot of you making the same claim you're making here, and one guy claiming it was possible at launch (which is definitely untrue). That's not evidence.
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Easily bypassed by putting them in the auction house temporarily. Of course it matters, it would make the game much, much easier when it's already at the easiest it's ever been. You're gonna have to produce evidence that this was ever the case, because I don't remember it ever working like that.
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He has a point in the general sense that a Tanker shouldn't outdamage a Brute, but his numbers absolutely do not show Tankers outdamaging Brutes in the general case. It makes more sense to me that the reason he won't let it go is because he feels like he isn't being heard, rather than because the idea of a Tanker outdamaging a Brute in any scenario is just an unacceptable development.
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Oh goodness no, inspirations far outshine set bonuses and stack way higher. Yeah, those are the numbers I quoted. 50 x 9 = 450. That is a "defeat one minion" price at high levels.
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No, I don't think tier 3 inspirations should cost 450 influence apiece (1350 for Awakens). That's too strong for too cheap a price.
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Server Merger Needed to Sustain Playerbase
Vanden replied to Saborwrath1's topic in General Discussion
If the talks with NCSoft bear fruit and Homecoming becomes legit, there’s likely to be an influx of new players that will make the multiple shards we have quite valuable. If the talks fall through, well... server mergers aren’t going to solve that problem. -
The time has come to fix AoE Holds/Mezzes
Vanden replied to SeraphimKensai's topic in Suggestions & Feedback
Captain Powerhouse has already acknowledged that Blaster holds in the new secondaries are too strong and are already on the chopping block for some nebulous future update. Personally I think they shouldn't be there at all. -
But you specifically said that the call for help isn’t supposed to kick in unless most of the mobs in a spawn are already defeated, so why introduce an extra step to get around the aggro cap when it shouldn’t be in play to begin with?
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How does the invisible pet help, in practice? What are you picturing would be the functional difference from just putting a taunt aura on a player or their pet?
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That sounds like it's just going to end up making the entire map aggro at once but with extra steps.
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The time has come to fix AoE Holds/Mezzes
Vanden replied to SeraphimKensai's topic in Suggestions & Feedback
It matters more than you think. The extra time spent casting adds up, there’s two accuracy checks which means double the chance of some sort of failure, and you’re dedicating two powers and two powers’ worth of slots to the same tactic. As for Elec and Plant’s confuses, the Elec one takes time to affect large amounts of enemies, and everyone knows Plant’s is way too strong. -
The time has come to fix AoE Holds/Mezzes
Vanden replied to SeraphimKensai's topic in Suggestions & Feedback
300% recharge isn’t a common number for a build to reach on its own, but I assumed you meant external buffs when you said “accounting for recharge buffing.”