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Posts posted by JayboH
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...or just call it Critical Damage?
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1 hour ago, brass_eagle said:
To add to your point Vorpal Radial has 40 targets, 8 more than both Cryonic. But.. *shrugs* IIRC Vorpal was one of the last to get added. Cryonic was in the first batch. Back then I remember how deeply superior Ionic was to other judgements.
Not really created equal.
Yeah I made sure to list both Core versions for a more fair and direct comparison.
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Was hoping adjustment to these sets (Ninjitsu and Super Strength) will allow for more ports to ATs that don't have them.
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...beyond theme and damage type?
On paper it looks like Vorpal is quite superior. Downside is 2 less max targets but is far bigger/easier to hit more mobs - and Cold is a bit more exotic than Smashing.
I don't get it.
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14 minutes ago, Dispari said:
Interface powers are weird and will have varying durations when they do trigger. I remember picking them apart on live for a guide I wrote and it was a whole thing. It also doesn't help the visual shows up whether you get one effect (immob or -RES or whatever) or another (like a DoT).
I would think having separate visual effects would be too much but I get what you are saying.
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54 minutes ago, Frosticus said:
Scrap and sent already have it.
It is being added to stalker via Bo Ryaku
Thanks, it wasn't in these patch notes.
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One thing conceptually that bugged me about Ninjitsu is that here you have a person that has trained all his life to master Ninjitsu, and they never learned how to avoid being knocked on their butt.
KB protection would be great.
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5 minutes ago, Wavicle said:
I like the suggestion, but what?
I don't know, initially the first thing that popped in my head was light or holy but that might not work for concepts/theme. Aggression damage? Intensity damage? Ferocity? Destruction damage? Force damage?
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Weird request: Could the 'Special' damage type name perhaps get changed into something more specific?
Reason being that '+or -Special' shows up in the game as a reference to unique buffs and debuffs, like on Benumb for example, and could be confusing to players.
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3 hours ago, Dispari said:
And as a last bug, I did check way JayboH said and yes it does seem as though Head Splitter isn't working with Interface. All other powers do. Might be a result of the tweaks and this new "Glance" popup I'm getting. Is that the 33% damage proc going off?
Thanks for confirming.
The other powers seemed to have it go off, but not always often, and for maybe a tick or two instead of (I think normally 5?)
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On 9/29/2025 at 11:19 AM, Dispari said:
Also man the respec system needs work one of these days. Listing all your temp and accolade powers first and maybe not even getting to your real powers is pretty insane. I know there's a trick you can do with relogging/zoning but I didn't think about it and it should probably just work that way./cleartray
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Testing a scrapper:
I can't seem to make Headsplitter activate my chosen Interface Incarnate. Something is screwy with Interface activation. I was using tier 4 Reactive Radial. It never activates with Headsplitter and I am not sure it is correctly having a 75% chance to activate for all ticks on other powers either. Can someone else verify?
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On 10/18/2025 at 11:23 AM, Ry said:
Boomerang Swing does it for me ngl.
I wonder why the damage is so much lower - activation is a little faster and the arc/range/radius is all different but Boomerang Slice does less damage it says (in the creator.) Looks freaking cool though for sure.
I noticed Slice's icon lights up orange for me now and then but have no idea what that's about. Do icons light up from procs or something? I have a pre-made test toon that has regular Slice. I will test more later but I could have sworn I saw some hits like Headsplitter hit a guy behind me once, also 'glance' shows up in hovering text with some attacks
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Spine Burst threw me for a loop. I only played it a bit but that was quite noticeable and nice.
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Will have to try some of this out later in the week.
I just want to thank the devs for working on Masterminds - I assume that class is quite intimidating and the continued work on them is very much appreciated.
Love you guys
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I notice that if I use Heavy Mallet and queue up Seismic Smash during Heavy Mallet's animation, Seismic Smash NEVER animates. It plays the special fx with the dust and so on but my character will not play the Seismic Smash animation.
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This Halloween event made me realize it would be nice if at the bottom of the map it could tell us which version of that map a player is in. This would be useful especially when just logging in and not even realizing there are multiple instances of say Peregrine for example. Have it say 'Peregrine Island v4) or something at the bottom where it normally tells you what zone you are in.
EDIT: Nevermind, my map wasn't wide enough
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23 hours ago, battlewraith said:
I don't know, why don't you ask him?
Nerfs kill people's fun. Usually in service to some overarching view of balance. The people that left over ED probably had other complaints and ED was the straw that broke the camel's back. And they were probably right to do so.
We have hindsight now. We also have confirmation bias. If you're still here posting, you probably favor a finely balanced, predictable, more of the same kind of game experience.
It makes you question why those days were even brought up. There is a lot of us that remember and experienced it a lot.
Here is a couple of shots mid-aggro of a whole map back then. The data indicates 9/14/2004, but it could be off.
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14 hours ago, battlewraith said:
Pfft…
The absurdity of an invuln scrapper herding the whole map.
Which was a blast. Fun times. Some of the best times involved things being out of wack.
Yeah the aggro limits was the point. Do you think Captain Fabulous is still upset that he can't play the game that way anymore?
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7 hours ago, macskull said:
We have the benefit of hindsight, though. Between inventions and incarnates ED is sort of just a footnote at this point, but for a period of nearly two years it was a pretty substantial nerf which caused a lot of players to simply up and leave.
I was there. I remember how upset people were.
Thankfully the real fans came to their senses. I remember how absolutely ridiculous it used to be. We had a Claws/Regen player just stand overnight on 'monster island' as we called it, North of Peregrine, and never die (which naturally was before autokick was implemented.)
The absurdity of Invul tankers aggroing an entire map of Warwolves...
Some pretty thick rose-tinted glasses are needed for the nostalgic who wish it would go back that way - and I suppose those that want it bad enough could make their own server at this point.
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6 hours ago, Captain Fabulous said:
Speed suppression exists solely because Jack didn't like that people could run away from battles. He wanted people to die because he felt that dying made the game better.
On this point, he was right. If there is no consequences, people lose interest really fast.
EDIT: also right about ED and so on.
Didn't agree with everything, but imagine thinking ED was wrong in this day and age...
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On 9/25/2025 at 9:28 PM, Captain Fabulous said:
Speed suppression needs to go. Period. It was a bad idea back in i4 and it's still a bad idea today. Just get rid of it already.
If I am remembering correctly, the problem they were trying to address was that a player could defeat enemies and be out of range when they are finally aggroed.
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Will post it here too:
Please consider allowing Scrapper armor damage auras to crit. Tankers have big auras, Brute auras include Fury damage, but Scrappers? Nope, Scrappers get the worst armor damage auras in the game because they do not crit.
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5 hours ago, csr said:
I feel like this might even be a nerf to KM Stalkers. You get a crit on the T9, but lose crits off your lone AoE. Then you lose the ability to recharge BU using the ATO Hide or Placate. The minor cast time changes aren't going to make up for that. Nor is the DoT while casting.
Yeah I mentioned some of this in the patch notes comments. Stalkers used to have the best version of Kinetic Melee and might now end up with the worst, but I admit I have not tested beyond Stalkers yet to confirm.
You do still crit off the AOE after the nerfs but then again AOEs on Stalkers as you know are few and far between anyway by design. 50/50 I guess is fair since you still deal full damage for those you don't crit, if the idea is to reign in Stalker AOE potential.
For the most part, it still felt long on some, specifically Conc but it is pretty high DoT unlike Burst. Burst tickles them a bit before the hit, but at least it is something.
I really am jazzed about the set getting some love.
Note: the -damage debuffs typically last only 5 seconds and are like -5%--8%. Now add in the animation time and the -damage is just kind of fluff when fully stacked, like -15% for a split second before they roll off? Maybe tune that a bit?
Off topic: would love to see a ranged set focus on -dam someday.
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Why take Cryonic Core over Vorpal Core?
in Archetypes
Posted
The majority of the playerbase seems to, but that's not what I was focusing on. It sounds like Cryonic could use a rebalance.