reisma
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Posts posted by reisma
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I always thought they were mostly early concept art for the Phalanx and Vindicators.
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On 12/21/2021 at 7:41 PM, Ukase said:
I'll say this - Relentless is a poor name for it. Stupid is the word you were probably looking for. I say Stupid because inspirations were disabled. Now why would you do that, after beefing up the npcs? Oh well, saved me some button mashing - except, I had brought supers. Then, thinking supers are disabled, "Okay, I'll use AH and overpay to get some large Insps right now". Those damn things were disabled, too. Whatever. Stupid is my term for it. You allow incarnates, but you disable inspirations. That doesn't make sense to me. But, lately a lot of things in game don't make sense to me. My fault for not reading more carefully. Moving on.
Being surprised at the reuse of a term (Relentless) that previously had a different meaning for much of the game's original life isn't your fault.
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19 hours ago, OmegaOne said:
Well technically, Dr. Vahz just uses the choicest parts from super powered beings to give his creations powers. So I don't think he's making powers from nothing - more like sewing together parts from already-powered beings and re-using their powers. At least that's from what I can remember.
Taking powers from one person and giving them to another person is still answering the question posed by the OP of "Who can give people super powers."
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Doctor Vahzilok provides powers for his Eidolons.
There's a whole redside arc where the Russians are trying to stop a scientist that gives people superpowers. (Dmitri Krylov)
The short answer is that there are several people and groups that can be used to give a character powers.
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It is one of the great tragedies of this game that Knockback (and ragdolling enemies in general) is such a suboptimal thing to do in many situations.
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23 hours ago, Ukase said:
I'm sure there are people that play this game and enjoy such challenges. I like some challenges, but I like challenges that let me use my character's powers to it's full effect. Like in Really Hard Way, in the Magisterium. Even the disallowing of buffs I'd already paid 8 hours for that are now wasted, because they're not a toggle as was earlier suggested they would become is okay, because I can still use the powers that I earned, as opposed the ones I paid for from p2w.
This is all a big rhetorical question from you, right?
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We don't have any of the arcs that were made by guest writers at the launch of the Architect, I don't believe.
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1 hour ago, Tax E said:
Buy it or not. When people come to my stream and say "Wow the game is back?" or "Where can I go to download this game?", then I have accomplished what I've set out to do. As for what kind of person goes to YouTube or Twitch and searches for gaming footage or even live showing of the game, I'd think it would be obvious what kind of person they are; someone who has interest. Those are the people that keep those platforms going. The viewership.
It's fun to get asked "What's your build" too.
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2 hours ago, macskull said:
(This is how this proc gets nerfed)
It was far more powerful before the PPM nerf to all procs. I'm surprised people are gushing about it now, because it's a shadow of its former self.
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3 hours ago, The Curator said:
Costumes [Focused Feedback: Emotes, Costumes and Bases]
Costume Additions & Changes
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All > Head > Detail 1:
- Added "Blindfold 1" and "Blindfold 2" as "Detail 1" options. (Derived from Headband and Wrapped. Tied versions not available with hats/helmets).
Finally! It only took 17, going on 18 years to get a blindfold that didn't have barbwire or chains wrapped around someone's head too.
Best patch EVER.
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All > Head > Detail 1:
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13 minutes ago, Gulbasaur said:
Nukes having little to no downside is one of them - they used to be your emergency "everything is going wrong" button, now they're an opener. A lot of armoursets have crashes that have been mitigated to some extent. Peacebringers' Light Form is one that still remains and I kind of like that - suddenly losing half your hitpoints and endurance makes the game much more interesting.
On teams I played on, Nukes always seemed to be openers. Drop nuke, eat blues, continue on as if nothing had happened. All removing the crash did was treat nukes the way players were using them: as normal attacks.
Back on live, my perma-Light Form PB routinely received healing from the crash during iTrials since the crash (used to?) set your HP to 50% regardless of what it was, and I was always somewhere in the middle of a giant mob of enemies going pew pew with lasers. I think I got healed by the crash more often than I got hurt by it under conditions where Light Form was actually saving my buttocks.
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Good:
- I like some of the map design.
- Some of the boss fights are cool.
- The premise is neat.
- The cutscenes are cool.
- Using the on-screen captions is nice because everyone on a team can see them.
Bad
- Using interactable NPCs instead of glowies for things like the hamidon things we have to drain energy from. It's easy to lose track of which ones have been drained.
- Too much text that is unlikely to be read, at least more than once. After everyone becomes accustomed, it's a slog to click through the dialog, especially Becky on the very first mission.
- Interacting with NPCs in every mission to have conversations slows the pace of the Strike Force.
- How accessible is all of the text from these NPCs so that the entire team can read the interactions and thus know what's going on?
This really begs to be a story arc so that the text can be savored by players able to sit down and enjoy it.
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Red side..no wonder the place is mostly empty.
in General Discussion
Posted
I will admit to unironically enjoying Firewire's arc.