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nightchrome

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  1. It's good that the power info for Liquid Nitrogen was fixed, but is anything being considered for fixing the power itself? As it stands, Liquid Nitrogen is completely useless in endgame and star content, because the damage only happens if the enemy falls down, and no enemies that matter are ever gonna fall down in endgame/star content. Which means the only thing LN is doing is slow. At this point, if you focus on endgame content, it's irrelevant and skip-worthy. Whether the damage amount is reasonable or not is certainly another discussion, but the fact that it just doesn't occur at all past a certain point surely has to be something worth considering.
  2. I dunno if it's just poorly thought out design or an actual bug, but the fact that Liquid Nitrogen doesn't do any damage at all unless the enemy falls down AND it has an accuracy check pretty much means that in low-middle levels when you don't have a lot of acc and at endgame where most unoptimized people don't have enough acc vs +4 foes means that it basically never does any damage at all. Not to mention that bosses/EB/AV will have status protection and almost never fall down, plus then the acc check, so it will never damage them. Why couldn't this just be Ice Slick but with a different animation? On a +4/8 leveling team from 1-20 last night with half the team being arse control, liquid nitrogen did a grand total of zero damage that I could see. A far cry from the large amount the power says it does and what shows in mids.
  3. I just randomly checked the website and it seems Mids has updated to 3.4.5 Needs a fresh install as there's a new installer and everything.
  4. I just randomly checked the website and Mids has updated to 3.4.5 There's a new installer and everything, so it seems to need a fresh install.
  5. I'm not looking for ways around it, I'm just concerned it's not working properly. It really is an obscene amount of immob stacking and -jump, and seems broken. But there is also the possibility I'm imagining things. It's like suddenly being forced to be a Granite tanker outta nowhere.
  6. But Caltrops don't have -jump just -spd I'm going through villain arcs and that means fighting a lot of Arachnos and Knives of Artemis, both of which spam web grenade and caltrops. I've never felt so stuck to the ground in all my years playing. At one point I got mobbed by a huge group, spammed a ton of web grenade, it was as good as a hold. Popped at least a dozen BF, still could not even move a single step.
  7. So I've noticed recently that for some reason, caltrops and/or web grenade cause me to be unable to jump....and even break frees won't help. For starters, caltrops aren't supposed to do -jump right? Doesn't matter how many BF you pop, you can't jump. At one point I got mass mobbed and all movement was basically impossible. Is something possible wrong? Give it a try by fighting knives of artemis without immob protection. Then try with just Combat Jumping. Won't make a difference. Break frees either.
  8. Necro-raising this thread. I use this method for keeping Hasten and Practiced Brawler on auto on one of my chars, but you don't need to use files. Turning on an auto power is wonky, in that if you just slap it in there with a movement command it won't actually "stick". However, I discovered that as long as something is between it and the movement command, it works fine. So I use these two binds to alternate between the two whenever I move left or right. /bind A "+left$$powexecauto hasten$$powexecauto practiced brawler" /bind D "+right$$powexecauto practiced brawler$$powexecauto hasten" Left sets PB auto, right sets Hasten auto. What you use for the middle command is probably irrelevant, but the timing works, so I keep it like this. You *can* do it with just the two commands, but the green ring won't stay put. It still fires off, but only if it's usable when you press the button. Sticking something between them makes the green ring stay put.
  9. As far as I am aware, the other Origin Pool travel powers are more or less interchangeable with the original travel power they are based on, and yet for some reason Super Speed has a +stealth component and yet (as I learned the hard way) Speed of Sound does not have +stealth. Is this intended or an oversight?
  10. This isn't entirely correct still. For example, many of the powers in scrapper's Savage Melee have incorrect information.
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