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Vanden

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Everything posted by Vanden

  1. When the PBAoE +Absorb proc in the Vigilant Assault IO set activates, it plays the same FX as one of the Force Field buffs (at your character's feet, because it uses a pseudopet). When the PBAoE Heal in the Defender's Bastion IO set activates, it plays the typical healing FX you see in powers like the Empathy set's heal. Both of these procs have very high activation rates, so the FX for the activations are going off constantly, and it gets to be very annoying. Other chance for Heal and chance for +Absorb procs don't have any sort of FX, the floating numbers being enough to let you know they've gone off, so do the Defender ATOs really need to be different? I would much prefer it if they weren't so spammy.
  2. Wet Ice's defense is literally the lowest defense buff in the game. The only value allowing defense slotting would add is letting it mule sets, and I'm against any suggestion to alter powers solely for the purpose of making them mules.
  3. I experienced this on Pineapple, so I can't confirm it happens on the live shards, but here's what happened: I went into power customization on my Defender with Soul Mastery, and tried some color combinations for Summon Mistress, and found that my color choices changed the costume of the summoned Mistress as well as the particle FX of the summoning. After deciding I didn't want to change the default appearance, I set the Summon Mistress's theme back to Original, but found that she was still using the customized colors for her costume. This persisted when I exited the creator, and also through zoning.
  4. If you put the Critical Strikes Scrapper ATO proc into Chain Induction, the proc can go off on the enemies hurt by it. They get the Critical Strikes floating text and everything. Luckily I don't think there's any enemies with random criticals that can benefit from the proc, but it still shouldn't be affecting critters, right?
  5. I'm not even sure if this is really a bug, but it's definitely weird. If you start a flashback with Ashwin Lannister as the contact, then use the crystal of ice and fire to teleport directly to him, you'll end up in the reclaimators inside the Independence Port hospital, instead of the lobby where Ashwin actually is.
  6. If it makes you feel better, sure.
  7. Looks like the text is being drawn underneath the shadow dropped by the badges being moused-over.
  8. It doesn't sound like Bruising is returning.
  9. Even if the T1/T2 switch isn't happening generally, could we at least still do it for Super Strength? Jab is a truly terrible attack, and being forced to take it is just awful. Super Strength wouldn't be the only set with a stronger T1 than T2; Katana and Broadsword are both set up like that too.
  10. Could you elaborate on what this means? Do you mean simply allowing a choice of T1 or T2 for the secondary, or something else?
  11. Changing power orders has been done in the past to improve sets. It was done on before the shutdown to the War Mace power set.
  12. The powers are the same. They're just in different orders. How has the core functionality of the powers been altered?
  13. That doesn't describe what's happening in the T1/T2 swap. The only set that could possibly be a cottage rule violation for is Titan Weapons, and it's exempt from the change.
  14. The only possible way swapping Ice Sword for Frozen Fists could halve your punchvoke output is if you only use one attack. I don't think that's what you're doing.
  15. Even if I was convinced that setting off a punchvoke aura slightly less often was a "terrible" change (I'm not, and I'm dubious anyone else is), we know that Stone/Ice Tankers are less than 1/5 of 1 percent of all Tankers rolled on Homecoming, so even if this one powerset combination has the secret sauce to be negatively affected by this change, it's in a vast minority.
  16. You should probably re-do your math taking activation time into account this time.
  17. Okay, sure. If a player wants to regularly spend millions of inf on empowerment buffs and super packs, hundreds of threads on super inspirations, or have a pocket buffer, all completely normal and typical Tanker behaviors, then sure, we can say that the AT has been fundamentally changed.
  18. Because unless they chow down on an entire tray of reds that amount of damage buffing is unattainable.
  19. What's your point? Like I said, those Tankers can't take advantage of the new damage cap.
  20. And how many Tankers would you say don't duo with a well-built Kin controller? Do you think it might be most of them? The damage cap changes nothing about the base Tanker gameplay. It only means that damage buffs aren't so easily wasted on them.
  21. No, balancing around the extremes rather than the most common situations is how you break things.
  22. The Tanker has no ability to take advantage of the increased cap on its own. Even double-stacked Rage, 95% damage enhancement, and Musculature Core Paragon is still below the 400% damage cap they have currently. It won't make a difference outside of extreme team buff situations. Punchvoke doesn't even kick in until level 10, at which point you can have Taunt and will have had plenty of opportunities to have taken both your T1 and T2 attacks, and I don't see why you wouldn't with Ice Melee, since it loses an attack to get Ice Patch. I really don't think the swap is a bad thing for Ice Melee.
  23. If you're typing /showfps2 instead of /showfps 2, with a space, it won't work.
  24. That's just how the damage formula works. Doubling the recharge doesn't double damage, it's the same for every power. By that logic Jab is a better attack than Knockout Blow.
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