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Everything posted by Vanden
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But if your teammates never die then you don't get to use your rez
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Nope. But it seems like the bug makes it so that instead of increasing your current number of coupons by 1 every 24 hours, it increases some variable by 1 every 24 hours, up to a maximum of 10. Then, every time the character is logged out in a store or auction house long enough to start earning Day Job rewards, their coupon count is set to whatever value that variable has reached.
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There's some kind of bug with the invention discount coupons. I recently earned all the memorization badges, leaving my badge character in Wentworths for the entire project. While I did that, the rate I was earning coupons kept accelerating at an insane rate. By the time I was 1/4th of the way through the required crafts, I was earning 10 coupons after being logged out for about 5 minutes.
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Because this is a buff, not a nerf? If they were nerfing Super Strength, you might have a point.
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Does this even cost you that much damage? IIRC the crit damage on Crushing Uppercut is only equal to the damage of CU with no stacks of Combo Builder, so you're only missing out on the difference in damage between combo level 2 and combo level 3 of CU.
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The Poisonous Ray power in the game says that an actual toxin suspended in an energy field is exactly how the power works.
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I would love to be able to have multiple auras.
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Lore Pets... do they have to be translucent?
Vanden replied to Shred Monkey's topic in Suggestions & Feedback
Just choose the "Minimal FX" theme for your Lore power and they'll be solid.- 1 reply
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Splitting the Fighting Pool into Off and Def Pools.
Vanden replied to Cooltastic's topic in Suggestions & Feedback
Well now you've given the pools 6 powers each, instead of the usual 5. -
Splitting the Fighting Pool into Off and Def Pools.
Vanden replied to Cooltastic's topic in Suggestions & Feedback
According to your OP, Weave would be a tier 2 power, and thus require only 1 prereq power instead of the 2 it currently does. -
Personally, having spent time leveling a Ninjitsu Stalker, I'm never rolling another clicky mez protection character again. I absolutely hate the way the power's always going off unexpectedly, interrupting my combos, eating up my Build Up time, and stopping me from using heals and other emergency powers.
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I think you're going to have to expand on this, because it sounds like you're saying that because there are some new sets with taunt auras, it means the whole AT's intended team function should shift. That's like saying that since some newer Stalker melee sets have more AoE attacks than earlier ones, Stalkers should be an AoE damage AT now. And because you can build for better defenses with IOs, Scrappers should be encouraged to take the aggro of bigger and bigger spawns, simply because they can survive it now where they couldn't before. But that's true of every AT, and by that logic you could claim that Defenders or Blasters should be able to manage aggro, too.
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100% agree, but only on the semantic level where the idea that Tankers shouldn't do damage isn't dated, but rather entirely off-base. Otherwise, 100% disagree. What exactly has changed about the game since launch that means Scrappers should be filling the role of aggro management, where that wasn't expected in the past?
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There is nothing "Tanker" about Rage. It's a feature of Super Strength, not Tankers, seeing as how Brutes get it too. And Super Strength pays for its Rage; Jab and Punch are basically a tier lower in strength than would be appropriate for their placement in the list, the set pretty much doesn't have an actual Tier 2 attack, and Knockout Blow has a five-second penalty added to its recharge times. Have you mapped out what nerfs need to be applied to every other melee set to make it appropriate for them to get Rage equivalents? He said why he didn't do in the same post he said he considered it; because it would change the playstyle and feel of Tankers, which was opposite to his goal with the changes.
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Being controlled by the server, a boss would be able to activate a power on the exact same server tick it recovered endurance. And this would all happen before the server sends this info to your client for you to see. And someone else posted that the AI doesn’t actually have to have enough endurance to use powers, only more than zero. If that’s true, the boss could’ve regained endurance, and immediately spent it on a power that cost more end to use than a single tick of recovery would grant, keeping their total end at 0.
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Nukes don’t adhere to the formula very well, if it all. I wouldn’t bother checking them.
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Boosting the damage on Tesla Cage is a pretty good idea. It's one of the only single-target controls in a DPS set that still does only minor damage. Most other such powers have been buffed into real attacks.
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Incarnates and IOs perform the same for all characters regardless of what power sets they're using. When you test a heavily IO'd and Incarnated character, those IOs and Incarnates contribute a sizeable portion to the character's performance, and obscure what the character's chosen sets and AT contribute to the performance. As an example, if you were to test a softcapped Energy Blaster against a softcapped Fire Blaster, the Fire Blaster would seem way ahead in performance, because the IOs would obviate the way the Energy Blaster's knockback greatly improves its survivability.