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Vanden

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Everything posted by Vanden

  1. What about "Rage mastered?"
  2. Nobody's saying it can't be done. What's been said is that it isn't some magic bullet that instantly solves the problem.
  3. I don't really get the impression that CoXG does the proper due diligence on the full effects of the changes they make, and they have a very small population so if that ends up having a major effect, it would probably take a while to be noticed.
  4. Nerfing Regen some more? I like where your head's at!
  5. You just want to hear the wails of the PvPers when they have to hit vet level 100 to finish their builds!
  6. There'd also be a ton of art work. Right now, the buildings on the far sides of the war walls look really bad, but that's okay because you can't get close to them and can only see them though the war walls. There's also virtually nothing at street level that makes it look like, you know, a city. The borders of every single zone would have to be redone to make it look presentable. But even more than that, it'd have to be done in such a way as to make it clear to anyone approaching that they're getting close to the edge of the zone. In Praetoria, the city is broken up into a series of islands, so it's easy to tell when you're getting close to the edge of a zone, but in Paragon City, there'd be no easy way to tell at a glance if you're approaching the border.
  7. I hadn't heard that they decided to walk back the decision to update the wiki with i25 info should Homecoming become legit. Do you have a link for that?
  8. With such heavy use of procs, the actual Tanker's contribution to that damage is pretty much minimized.
  9. Unfortunately, Seeds of Confusion is just way too good. Whoever designed it was clearly under the impression that Confuse is a weaker control type than Hold, rather than a stronger one. Anything done to address the disparity between SoC and Mass Confusion is going to have to be a nerf to SoC, and everyone hates nerfs. You can't really make a control set based on Penelope Yin's signature powers, because she doesn't actually have any signature control powers. All her moves are attacks. I'm not sure she even has any control powers at all. Ultimately, I think the best way to buff Mind Control is to increase the damage on Levitate, Mesmerize, and Dominate, to make up for the lost damage potential from a pet.
  10. I just really wish we had fingers.
  11. Seers had a bug that made the boss’s Dominate power do no damage; that was the actual reason they were the worst DPS. It was fixed fairly recently and I don’t think anyone’s tested them since.
  12. That's what the rewards for the Death from Below and Drowning in Blood trials are for. Maybe we should just add a Recharge booster to those lists of rewards?
  13. Would it be possible to create a new sound effect for Takeoff? It's nowhere near as good as Foot Stomp, so it seems like it shouldn't have as much impact.
  14. Slotting attuned enhancements at the minimum level works, but it leaves your powers pretty anemic until you hit the 30s or so, especially in accuracy enhancements.
  15. That's not really a bug, just an oddity of the how power icons display cooldowns. Every power's icon grows at a steady rate while it's recharging; it's different for each power depending on the base recharge, but when that recharge is modified, the rate at which the icon grows doesn't actually change. Instead, when the recharge has been reduced, the icon just starts off farther along in its growth period. The reverse is also true; if you get hit by a slow, or one of your recharge boosts expires, the icon will revert back to an earlier point in its growth rate. This is why if you get hit with a massive slow, like Lingering Radiation from an Archvillain, for example, your powers will appear to not be recharging, because their recharge is reduced so much that the icons stay at the minimum size until the time remaining on the slowed recharge is less than the base recharge. Under the hood, however, all the recharge rate math works as expected.
  16. A fairly large portion of the mission contacts are people with powers that don't lend themselves to fighting.
  17. I'm really having a hard time seeing how it could be exploited. The most you could do is attack NPCs until you trigger enough misses that your next attack will be forced to hit, and then go for another player, but you can already do that. My suggestion only makes the streakbreaker more agressive at high tohit chances. Also, you're probably going to have 95% chance to hit the NPCs in PvP zones, but it might be much less against a player with defense. If you attack an NPC with a 95% chance to hit it and miss, then go attack a player you have a 75% chance to hit, the streakbreaker won't kick in. If you do have a 95% chance to hit that player, you would've likely hit them anyway without any sort of streakbreaker priming.
  18. Thumbs up, the FX for the power were designed for the Foot Stomp animation, they never looked right with the Hand Clap animation.
  19. The 201% total recharge you have on it would result in a recharge time of about 5 minutes, not 4. It is affected by global recharge, but only slotted recharge is counted in the info window for powers.
  20. The changes would only reduce the chance to miss at high chances to hit. You still need to get there, with buffs and slotting and such. I specifically single out damage auras as exempt from that mechanic. Many powerful abilites do, in fact, have higher chances to hit, with improved base accuracy. But they're still capped at 95% chance maximum.
  21. Are there actual, concrete pvp concerns? I was under the impression that, thanks to Elusivity, the 95% tohit cap was pretty, well, elusive, against defense-based builds.
  22. Is that a thing they do in Naruto?
  23. Honestly, I thought you were just assuming the situation where you're fighting +4 enemies, maybe with level shifts. That is where the enemies are most challenging and support effects become most important after all.
  24. Missing your attacks is the worst. Don't pretend like you don't hate it. Champions Online has some really complicated system for dodging and damage reduction, and it's because the Cryptic found from running CoH that players hated missing, and so made a combat system where you never actually miss. These are my proposals to make missing less awful: ToHit Cap Modifiers The chance to hit cap is currently 95%. The following powers and inspirations would increase that maximum, up to 100%, for a certain number of tohit rolls or until the effect expires, whichever comes first. (Damage auras are exempt from these effects.) Build Up (and equivalents): 2%, for 2 tohit rolls Aim (and equivalents): 3%, for 2 tohit rolls Boost Up: 1%, for 1 tohit roll Insight, Tactical, Insight Imbuement, and Tactical Imbuement: .5%, for 10 tohit rolls Keen Insight, Precise, Keen Insight Imbuement, and Precise Imbuement: 1%, for 10 tohit rolls Uncanny Insight: 1.5%, for 10 tohit rolls Sight Beyond Sight: 2%, for 10 tohit rolls This would reduce the frustration of popping a damage boost power, and whiffing your very next attack, and make yellow inspirations have some use even at the capped 95% chance to hit most players are at full time. In addition, the maximum ToHit chance will always be 100% in the following situations: When the targeted foe is Object class When the targeted foe cons blue or lower When attacking from the Hidden state, against the targeted foe (enemies affected through AoE have the usual 95% tohit maximum, modified by the above effects when appropriate. Attacks that do not require a target cannot benefit from this condition) This doesn't mean attacks become autohit in these situations; players still need enough accuracy and tohit buffs to reach that 100% ToHit chance. Streakbreaker Changes The current streakbreaker mechanics are detailed on this page. That affects both players and NPCs. The mechanics for players would change to the following: <70% final tohit chance: unchanged 70-79% final tohit chance: streakbreaker after 2 misses 80-89% final tohit chance: streakbreaker after 1 miss 90-97% final tohit chance: after one miss, streakbreaker forces 2 hits >97% final tohit chance: after one miss, streakbreaker forces 3 hits I think these changes would go a long way towards reducing player frustration at missing and improve the value of yellow inspirations, without introducing any meaningful power creep.
  25. I was at the Area 51 briefing, so I know for a fact that Naruto running means having both arms trailing behind. What we do with Ninja Run has a bit more basis in historical fact; basically, the left arm held in front of the face, to keep things from hitting your head (I guess ninjas ran through a lot of woods), the right arm holding the weapon behind you, so if you trip and fall you don't impale yourself.
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