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It's an incredible deal for blasters with a good cone (read: not fire, one of the few things the powerset is bad at). Since I usually take Intuition Radial, I have 90 foot cones at basically all times since I only use the cone after a snipe. I don't find it to usually matter for spherical AoEs as long as the power already is base 80 ft. range but it's still nice to have.
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Get a knockdown IO, put it in fireball, don't slot recharge in fireball at all. Overwhelming Force is the only one you can put in at level 40. Get global recharge elsewhere. Spam fireball, lots of things will die while you'll be pretty safe. ~25% of them will get knocked down. (When you can slot Ragnarok at 50, this will improve to ~36% of them!) Chew inspirations, make sure to deactivate ones you don't use or need much -- for me that's usually yellows. I have binds to combine small and medium blues and greens into purples and reds that I fire regularly. Don't ignore your T1/T2 primary or T1 secondary. They can be fired while you are mezzed. I literally defeat enemies in my sleep all the time. Aim+BU to start fights, I usually open with a ranged AoE and then quick snipe the most dangerous survivor immediately afterwards. Blasters are *extremely* good solo ATs for most content, they are simply not as forgiving when you mess up. I basically turn on +2x4 at level 10 (Blue), 20 (Red), or 30 (Gold) and never turn it off, eventually graduating to +3x4 or higher around 40. For Red and Gold I still run +1x2 for most of the levels after 10 before I go to +2x4.
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Embedded Images are breaking?
Sunsette replied to Sunsette's topic in Website Suggestions & Feedback
Interesting. I copied *image* and not *link*, but it looks like the rich text embedder hides that behavior. I hate when processes get "smart" sometimes. -
Not sure what's triggering this, but on some Ouro missions, the mission is created one or two levels higher than it should be based on the combination of my level and notoriety settings -- e.g. a level that would baseline be level 24 while I have notoriety settings of +2x4 sometimes becomes level 27 or 28 instead of 26. I've noticed this including the first one of The Sky Raider Secret and the one tied to the Plague Stopper badge. It does not appear to be consistent. Sometimes it happens, sometimes it doesn't, even on the same character running the same mission again to test.
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Several images I've posted in the last few weeks appear to break a day or so after I've posted them. This is merely annoying for goofing off posts, but it's quite a detriment for guides with images or image-based feedback and bug reports.
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One step closer to Mongo.
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Heroes aren't showing up in MOST mayhem missions
Sunsette replied to TimesSeven's topic in Bug Reports
That's the point of the question. Spawning outside causes more chances for this failure to occur. Anyway, spawn points are definitely broken on the Mayhem Missions of all sizes. Did several hours of testing today, on three different occasions at Notoriety x1 I got attacked by enemies that were clipped inside of buildings and fully non-visible. In all cases these were the enemies tied to the sidequests in the map. -
Heroes aren't showing up in MOST mayhem missions
Sunsette replied to TimesSeven's topic in Bug Reports
I'm noticing the same issues. Spawn size seems to make the problem worse, though it's been a problem at every notoriety level I've tried. -
I'm envisioning something similar to a danger room or CO's power houses: an instanced area with training dummies. Upon entering the instanced room, all of your cooldowns are immediately finished, and there would be a switch inside that you could click to reset those cooldowns again. After exiting the room by any means, all of your cooldowns are immediately set to maximum duration again, as if via switching builds. The old respec trial contacts would make logical 'mission doors' for this. Idea brought to you by spending 30 minutes trying to test the specifics of a silent ability which reports nothing in the combat log and has a base 90 second cooldown.
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Because people will immediately poll in many cases to find who the holdout is. That means people will either get in a habit of lying (unlikely) or just feel pressure to not be the "troublemaker" Believe me, I hate seeing most of these cutscenes, especially the one right before rommy in the ITF and the ones at the start of BAF and Magisterium. I just don't think a toggle like this is going to be productive on the whole, just hope future TFs have better level design and cutscenes usage. I think LGTF and ASF handle these issues better than some of the earlier stuff.
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I feel like that is going to immediately lead to "not it" "not it" "Oh i wanted to watch them" "WHY WOULD YOU DO THAT" scenarios Because that's exactly the way it goes in SWTOR when one person is engaging in a plot conversation and everyone else is skipping everything Most MMOs try to put their cutscenes at natural break points, including after the final boss, to minimize this -- this is something that CoH didn't really have time to figure before shutdown.
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That's an interesting idea i would need to think about, Jacke. (I have substituted Finland in lieu of a thonk emoji, given our limited reaction options.) There aren't a lot of immediately equivalent situations in other games to draw from, but the closest I can think of (reagent party buffs) was a largely positive mechanic I think.
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I understand that perspective. But in my ideal City, many more players would feel encouraged -- not obligated, no treadmills, please -- to engage with more challenging content than they do right now, and doing that without removing or worsening the existing easy content will be an involved process that requires consideration on many points. We'll never ever reach majority adoption, of course, that's not in the cards for any game. But I want to make as nice a ramp as possible.
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It is minor but it would assist with the fact that there is insufficient player income without the AH to keep your enhancements relevant, while quest arcs are expected to be the best way of gearing for a low level character in many games. I think this is a good proposal that would improve the new player experience.