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AlwaysAPrice

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About AlwaysAPrice

  • Birthday 08/29/1980

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  1. Makes me wonder if an enhancement could be made with the effect of cancelling/zeroing-out the effects of the power it's slotted in. Call it a Null Origin enhancement, then you could slot a NO in Swift and Hurdle.
  2. Saw mention recently that the issue with DP/Tac Blasters that causes either the left pistol or the bow to be invisible depending on which you edited last is a known issue that, like any other, could be addressed whenever someone with the know-how ever has the time and interest. So just putting in a request that if that ever does make it onto the agenda, a 'None' option be added for the left pistol slot beforehand. That glitch has provided a way to create single pistol users, which is just kinda fun, and enabling that without it would open that visual/RP option up to other ATs and powerset combinations. Most Dual Pistol animations look fine with the left gun missing, since most ST attacks focus on the right hand (or in the case of Dual Wield use both at once so there's still clearly a gun being shot) and the AoEs are frenetic enough one hand being empty is barely noticable. Pistols and Suppressive Fire are the only powers with left-hand specific animations and even then those two have multiple animations, so they actually only use the left hand half of the time (side thought that occurred as I typed: would be neat if "Right Only" and "Left Only" could be added to those power's customization options with "Original" continuing to alternate). (While I would favor a None option being available to every weapon -- hell Shield too, now that we have asymmetrical shoulders/gloves to let us chunk up our defending/bashing arm ourselves -- just for the sake of enabling whatever creative takes people could come up with to explain their invisible weapons in the context of their character's other powers, my only actual suggestion/request here is to give the option to the left pistol, since the bug ever getting fixed would impact existing characters.)
  3. I've run into this with the unholstered versions on DP/Tac, just had a look in the creator and looks like holstered versions do work the same way. Basically: whichever weaponset you edit last is the one that will "stick". If you customize a gun, the bow will end up invisible until you change it. If you customize the bow, the left pistol goes away until either gun is changed. I've actually been relying on this to play a single-pistol blaster for years. I'd somehow assumed this was an "acceptable jank" concession to shortcomings of the costume system, the best that could be done when Tactical Arrow was created to allow it to pair at all with DP, but now I've just gone and checked while I have the creator up and TA/DP does not have this problem.
  4. I have a lot of these tbh, but the one that really sticks in my craw: Null the Gull alignment changes. If it was a thing you could only use before level 20, when Tips to make the shift properly become available, and didn't grant the badges/temp power, or even if it could just be used once per character without any other restriction, I'd be fine with it (though I suspect the badges part is a "has to be this way" for the game to recognize your alignment/function correctly when you do real alignment missions later). As it is, it's just a cheat/test feature that belongs on beta only. There's 161 alignment & morality missions that are all more engaging and usually worth more XP than any radio (and mostly speedable when you do just want quick alignment progress, for which the 5/day restriction is long gone), why disincentivize some of the best PUG content in the game? (that said? 100% grateful for the option whenever Halloween and now April Fool's roll around) As for the biggest improvement, gotta second the earlier mention of SOs from level 2. Massive game changer. That coupled with the earlier availability of primary and secondary powers has truly reinvigorated the early game for me: I'm playing ATs I'd never given a fair shake or only grudgingly endured before. That performance boost against an early game still balanced for TOs and DOs just plain feels good and lets me get a feel for the actual oomph of my powers early on, something I used to have to slog to 22 at half power for a real taste of. I've never run into the significant difficulty with Praetorian content I've often heard about but I imagine this has been a godsend for Praetorian lowbies too. Exploration badge tips are also just. Really good. Both from the QoL aspect of de-Easter-Egging the badges into a little piece of flavor-rich casual game content that encourages you to look around at the game world, and for the effort and quality that went into writing up each zone's guide concept and interesting mission text for each individual badge. Actually kind of makes me regret when I grab a badge out of chance or habit because now that's a tip I'm not going to get to read til the next character.
  5. Honestly I don't think it needs improving, it's a situational effect that is really powerful as-is for soloists and small teams, it's just less important for a large team with enough layers of taunt, harder control, or support to withstand adds - but even then, it can still be an extra layer of security if you're sleeping a side of a sizable swarm most of the team's target-capped AoEs aren't extending to. That said, I wouldn't mind if it was improved, because while it is useful as it is, it sure is lackluster compared to any other control. If it were up to me, I might add multiple tapering effects of lower magnitude and longer duration to every sleep power, like the wear-off of Destiny powers, call it a Drowsy effect or somesuch, that instantly applies a Sleep as normal at the combined magnitude. Then a couple seconds after a Sleep is broken, if any Drowsy effects are still going on that target, give it a chance scaling with enemy rank (less likely to resleep bosses, moreso minions) to either reapply a new Sleep at the current remaining magnitude or dismiss all Drowsy from that target. So a chance to function a little more like Fear, for a longer potential time on weaker enemies, but still essentially fragile. I like 2 best of your initial proposals but that may just be because I play a Spines/Bio stalker who runs Control Core for sleep aura lulz and adding extra damage to that would be hilarious. With 1, maybe a way around the problem of fine-tuning the damage required to break the sleep would be to make an alternative condition numbers of hits of any magnitude taken in close succession, so occasional light splash damage from weak AoEs may not break it but anything ticking rapidly does. 3 I'm not a fan of, to me it just sort of turns Sleep into an engine for more Hold, instead of expanding on Sleep as its own concept. As to 4, like with 1 I like the essential idea of making Sleep less binary but the fiddly and far-reaching extra work involved in classifying every power, let alone developing extra buffs/debuffs that only interact with one kind of control, sounds like a non-starter.
  6. Eyeballing visual guides with the grid disabled requires a level of pixel precision that is easily undermined or made more complicated by lighting, the highlight box, base lag, mouse sensitivity, and/or the user's degree of control over their hand. Grids help limit just how uncooperative the game can be.
  7. A 1/8 x 1/8 grid setting in the base editor would be really helpful for working with Tiny letters, particularly the Motiva font. The extra degree of precision would of course be useful in all other editing contexts, but that's the particular use case that prompts the post.
  8. SG Leader's Global: @AlwaysAPrice Discord handle: alwaysaprice Base or SG Name: Blue's Shard: Everlasting Passcode: DABADEE-29445
  9. Convert the reward merits into Hero or Villain Merits, you can email those to yourself then decide what to spend them on later.
  10. My basic binds: ~: Sprint or Prestige Sprint/Slide as suits the character G: Beast/Athletic/Ninja until a proper travel power is acquired and takes over the bind shift+G: favored temp/prestige travel power such as Rocket Board, or if I plan to keep using the Run I'll move it here and use ctrl+T if I pick up a temp; for teleport, bound to shoot me in the direction I'm looking shift+click: precision Teleport H: Combat Jumping or Hover, unless the character has SJ & SS in which case those will be on G & H and the def toggle will probably be shift+H T: Aim or Build Up shift+T: If I have a second damage/power self-buff it goes here (T for Aim, shift+T for Soul Drain on my rad/dark/dark for example) ctrl+T: Destiny - usually only for characters that take Clarion for the mez protection where I want to hit it the second I can, the rest I'll either put on a bar or click when I need them Y: Hasten U: T9 Armor, Shadow Meld, or other oshit button shift or ctrl + U: as above if more than one shift+1: combine T1 insps into reds shift+2: combine T2 insps into reds just T1 & T2, I turn off larges along with BFs & rezzes Macros I've never used much other than /macro base "editbase 1" on anyone I build on, and on one of my more recent characters who's the only one I've got that uses all three builds, has a couple costumes suited to each, and switches with my whim. I set up a macro button using the Mutation SO's Vitruvian symbol graphic for my Base Teleporter once on my characters in a Mutation-themed group that uses the Vitruvian symbol. I used a "deploy my epic's ice storm centered on myself" macro for my Ice/SJ/Cold tank whose concept didn't allow for her to summon phenomena at a distance, but eventually stopped bothering with it just because it was a little fiddly to keep track of as I still had to keep the power somewhere on my bar so I could see when I could fire it. That's the one thing macros need for me to want to bother with them more: a command that links the macro to one of my powers so the macro button can reflect that power's recharge status, which would let me remove the actual power from my bar. As it is, their convenience comes with a clutter cost.
  11. Just before the quoted bit I mentioned I was talking about a different build that still has all the Stalker tricks, that response was about why I prefer Stalker DB combo implementation to Other DB in general, not in the context of the gimmick build - I acknowledged the main factor in any underperformance for that build is the lack of Assassin's in the OP.
  12. Was just musing to a friend the other day that I'd like to separate the powers from Morality, make them a separate choice called Methods or something and make them either a Prestige Power pick at P2W or use the Field Analysts/Fateweavers to grant/swap them. So you can be labeled as Inspiring (Call to Justice), Intimidating (vigi Fear), Mischievous (rogue Confuse), or Violent (Frenzy) independent of whatever your Morality is, allowing for Inspiring Villains, Mischievous Heroes, Violent Vigilantes, Intimidating Rogues, etc., whatever combination suits you.
  13. For me it's just the opposite, I think Stalker is the best implementation of DB's combo mechanic (attack vitals does suck tho). Before this gimmick respec I routinely used Empower, Sweep, and Weaken and still have all of them on AoE-focused build 3 though I don't often bother with Weaken. Empower & Sweep in particular see a lot more frequent use with Superior Assassin's Mark in play (Empower becomes virtually perma because it's rare to go 20 seconds without proccing a BU refresh; also continuous Sweep may not be reliable but it is not infrequent and can be outright hilarious). Meanwhile, with the DB Scrappers I've played, the performance I got just cycling a handful of attacks in an order that didn't line up with any combo felt way better than anything the combos could do for me. With a Scrapper if the build has room for it I might try to keep one or two combos at least available for situational use but they don't seem integral to the playstyle. On Stalkers they all just flow way more naturally into what I want to be doing. Dual chainsaws/fiery aura for the least hidden hideless stalker possible.
  14. I really enjoy the EBs, they look cool and put up a decent fight, but I've only been ToTing either solo on tricked out 50s who can handle them or in PI/GV leagues. The couple times I have run into them on lowbies have not been so fun and as a result I end up only ToTing in teams/leagues on anything lower level. My hope is, rather than disabling the EBs for soloists altogether, maybe in future they can tie it to the Solo EB/AV difficulty toggle so those who can handle them alone can switch that on to continue to encounter them solo and everyone leaving it at default doesn't have to worry about it on their own.
  15. A "Ninja Assault" mixing a few katana attacks with archery ranged powers could work.
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