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Everything posted by Darkneblade
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Well for first of all Hide being inherent only to stalkers. They should be slottable like how stamina is slottable for all characters even though it is inherent. As for skippable powers in t1 armor powers? Well not really armor perse but overall secondary powers. Like only ally effect powers. If t1 is skippable and t2 could be selectable Stalkers has a option to not select Hide as t1 power (who will crazy enough to do that? no idea.). That's why I think it should be inherent. If Hide is out of picture t1 is like t2 armor power. That leaves 1 power free. Willpower stalkers could get Quick Recovery power for example with tier 1 power as High Pain Tolerance.
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All of secondary powers of stalkers add hide anyway with no change in animations/FX, so I think they should be inherent. WHY? : Well it is not like this change anything in game balance, all this does giving 1 extra power choices (Secondary) to stalkers. But reason I think should be made Hide inherent because of another reason entirely. Ability to choose tier 2 of Secondary powers when creating character/respeccing. I know people wanting that for this ages so I think devs easier time doing it if Stalker's Hide made inherent if it is possible at all. I know I never choose Poison in non-defenders version because first tier heal is skippable but I can't skip anyway.
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Weekly Discussion 49: Alternate FX/Animations.
Darkneblade replied to GM Miss's topic in General Discussion
All teleport powers : No FX and no animation option. For becoming unpredictable. -
Currently if I want to make dark aura character there are glowing bits (grey) and some of auras just typical dim grey. What I'm asking this instead of changing it, can we have new color option? Black colors can't glow I know but it can at least erase colors right? I just want to make black eyed character instead of dim grey.
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Dark Astoria missions, not sure which one but in one of them you searching for clickie on lower levels. It was pretty dark. And there was water so you can't see glowie.
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What if we add DPA to the damage formula?
Darkneblade replied to aethereal's topic in Suggestions & Feedback
So technically what does can it do to control powers? (no damage) And stalker's assassin's strike? With hidden, cast time is long so you deal more damage but for fast assassin strike (not hidden) you deal less damage in theory. (or normal damage?) Make sense I suppose but control powers with no damage should also their duration increased if cast time is long (most control powers has more than 2s cast time anyway) -
Weekly Discussion 49: Alternate FX/Animations.
Darkneblade replied to GM Miss's topic in General Discussion
Dual Pistols Alternate FX : Laser bullets -
Technically Mind Control is psi right? How about insight mechanic? Instead of insight though we could renamed it foresight.
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Weekly Discussion 49: Alternate FX/Animations.
Darkneblade replied to GM Miss's topic in General Discussion
Fade as alternate FX ''Shadowy Presence'' from inherent could be nice. -
Sorry for bumping but I have another idea Defend the Earth from Invaders! So for this mission we are going to space. On space there will be space station for earthlings that supplies us with life support system (oxygen etc). Cost could be merits or influence. Earth will have force field that absorbs up to 8 billion HP attack (will regenerate after 60 seconds of non-combat) after force field exhausted, it will not regenerate however. For first wave we are going to destroy incoming space asteroids. Boring I know but hear me out. They are going straight to earth which damage force field. Each asteroid worth at least elite boss hp for first wave... And each asteroids can have a chance to grand random amout of merits. After astroids done there will be rikti. Their battleships could have giant monster HP for first wave (will not regenerate). They send out smaller but annoying ships to space station destroy it for some reason. This is the part you have to protect space station. After you dealt with all rikti ships on space here comes worst part. Ultra Giant Monster... It will fly but it will not go on near Earth or space station. Instead it will toss nearby astroids and planets to earth to destroy it for some reason. Now here comes to damage parts... Astroids hit with smash/lethal damage so you can use your tanks to intercept astroids. Or you can use knockback to change its course. Or slow it long enough that planets own system can defeat it. Auto : Self : Smash/lethal resistance, Immobilize resistance (instead it will slow it if you hit with immobilize) Autohit : Only if you are on the way. They apply smash/lethal damage and toss you to who knows where? 100000000000000 knockback distance. Planets hit with smash/fire damage.... Same situation applies except they are bit resistance to damage and have AV level HP (will not regenerate). Auto : Self : Smash/Lethal resistance, Immobilize resistance. Autohit : Same situation except for smash/fire damage only if you are on the way. Same knockback applies with chance to catch on fire.
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Allow special characters to be used on naming
Darkneblade replied to Darkneblade's topic in Suggestions & Feedback
How about pet names then? -
Characters like ''üéşçö'' for example, since they are technically looks like english characters it would make sense. For example Ö character looks like horned version of O character in game which is awesome. So what I'm asking is just using special characters that's it.
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bump
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New Power set for Controllers & Dominators
Darkneblade replied to PapaFunk702's topic in Suggestions & Feedback
Durations too small for control set and burst doesn't really offers anything but damage. Otherwise looks good if underwhelming. -
So instead of automaticaly using their powers, can we maybe control which target their targeting and which power should they be using? I assuming mastermind has that somewhere or maybe not. I'm asking for controllers/dominators pets though and potentially any AT with pets. What can this potentially do? : No idea but it can remove few powers from your character since your pets potentially has same powers (Dark Servant) Is it Powercreep? : No just control aspects no slotting powers for them etc. Only what targets could be using and what powers to use on targets. Note: They can use their powers whenever they wish so that part is automatic. But only when you wish to manually control them they stop being automatic. That's it.
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So my request is pretty simple. If powerboost and clarion radial can't buff some of defense buff's magnitude. How about duration? Just duration not magnitude for those that gives also resist buffs. %x defense for 1 min is going pretty much 1 min and 45 seconds or something similar. Normal defensive buffs should be unaffacted i think (those that gives no resist buffs)
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Every player is weak to fall damage. Make a enemy that has teleport powers. It should be open map with lots of high buildings. When you get his health down to %75 he teleports you to highest possible height (unresistable) and gives debuff to -fly -jump -speed. When you finally get down on ground, Swarm of enemies that looks like boss/eliteboss/av attack you and since you have low health anyway you will die. Rinse and repeat when he gets to %25 health (last phase) he teleports on ground and try to hide until he regens. Since ground targets still looks like boss/eliteboss/av you will have hard time trying to find him or even identify him unless you ''arrested'' all ground targets. Then when he finally defeated. Opps you have to do it again because it was clone all along!
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That made me lol. I agree AI needs to change or get smarter at least for doppelgangers.
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Not sure it has been suggested before. So here you go. It is pretty simple request. Doppelganger but as an archvillain..... wait for it.... wait for it.... With set bonuses while incarnates active.... So instead of doppelganger that uses only your primary power. We could have doppelganger AV uses your both primary/secondary/epic&patron powers while occasionally using your incarnate powers. But with set bonuses and stats so you could be fighting yourself at full strenght instead of cheap imitation. As for name I think ''Mimic'' name hasn't taken yet.
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Here you go
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I main dark/dark controller. I just go with soul mastery for theme. Coupled with haunt ,umbra beast and your own fearsome stare power that inflicts fear status it lockdowns pretty much anything. You can solo most content because you have too many pets and too many -to hit debuff which helps with mitigation. First mitigation: Maneuvers , Tactics , Shadow Fall , Perma Fade, Clarion if you get mezzed. Don't forget to refresh Fade when pets are in range and Dark Servant too. Enemies clustered together I use fearsome stare as opening then go with tar patch and howling twilight for stun. Afterwards I cast living shadows to trigger containment and casting dark obliteration for -res proc since it is Aoe it triggers on every target. Then while my pets deals with weaker enemies I personally go in melee range. When all enemies within range I cast soul absorption to help with mitigation then soul drain afterwards. When all of them done I use Heart of the darkness and go out of melee range again. Usually this is the part when I cast fearsome stare, ST hold ,ST immobilize and repeat this routine for rest of missions. Don't forget to heal umbra beast repeatedly. Because he keeps dying for some reason. Great for damage though.
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Sure why not? They are weak on their own anyway. (Tries to avoid looking at Night Widow)
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Eh immobilize looks pretty soft control to me. Enemy can still act but can't move. Since they have often ranged powers it is still soft control. That said fear should be between that. Enemy can't act while feared. They also can't act and move unless attacked first. It's like sleep really. Except fear is actually useful on combat while sleep only useful on non-combat since fear has a chance to reapply when attacked.
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So for few squishies and to counter that we can have critical hitting enemies. All while making content harder and easier at the same time. Probably numbers need little adjustment but here we go. Let's say you have capped all the defenses. Glancing Hit chance should be at 1/4 of that. So 45/4 =11.25 (capped) Glancing blow is only deal %50 of damage otherwise taking accounting resistance enemy hit chance. So for players who has only to hit debuff and no defenses still could benefit from. Default chance could be 2.5 or 5. At the same time there could be new sets accounting for glancing hits. Sets that improve ability of Glancing Hit's effectiveness. Like say yellow sets %3 damage reduction while orange sets could have %6.25 purple sets should be %10. They could be new sets. Lets skip to Critical Hit Chance for now. Obviously most of AT's have chance to deal critical damage already even if numbers say otherwise. And giving all players ability to critical hit is obviously no go. Instead we can give enemies a critical hit chance and critical damage modifier! And accounting for glancing hit. Minion : %5 Glancing Hit Chance (Default), %10 Glancing Damage, %5 critical hit chance, %50 critical damage. Lieutenant : %7.5 Glancing Hit Chance, %15 Glancing Damage, %7.5 critical hit chance, %100 critical damage. Boss : %11.25 Glancing Hit Chance, %20 Glancing Damage, %11,25 critical hit chance, %100 critical damage. Elite Boss : %15 Glancing Hit Chance, %25 Glancing Damage, %15 critical hit chance, %200 critical damage. Archvillain/Hero : %20 Glancing Hit Chance, %50 Glancing Damage, %15 critical hit chance, %200 critical damage. Completely optional of course. Probably at +4 and +1 or +0 they will have no same chance and damage. So +0 or +1 content should be easier. It was already easy to begin with. Obviously I'm not expert at number crunching so numbers probably needs adjustment. Maybe we could also add AT's inherent chance to combat stats window for monitoring?
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Architect Entertainment - Content Ideas
Darkneblade replied to Arcanum's topic in Suggestions & Feedback
Cutscene maker on scene? Like you are creating AE mission if you want to make cutscene you have to go inside mission while in camera mode similar to arena cameras. Npcs will be frozen on animation until you say otherwise. With ability to customize HP of enemies so that other enemy can kill them in one hit, on cutscene maker similar to skullz scene. All enemies will be normal behaviour after cutscene ends. I know that it is still huge content probably never gonna happen because of sphagetti code. Still it could be fun.