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Everything posted by Psyonico
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Contact: Provost Marchand (Primal Earth)
Psyonico replied to Techwright's topic in General Discussion
When you hit level 30 and get introduced to the contacts, the dialogue box that pops up specifically states something like “the events in this arcs take place after the events of issue 24” this is a problem with the MMO format, if you want to introduce new content that isn’t a higher level than your current content, inevitably you will create continuity issues. -
The issue I see with this is it reduces the incentive to list at a reasonable price the first time. right now, if you post something, you pay 5% of the listing price up front… list it too high so that it won’t sell? You have to pay another 5% to list it at a lower price. Since you risk wasting inf by listing too high, it incentivizes sellers to list for something they think people will actually pay for it. this would hurt buyers because they’d have to weigh the fact that they know people have listed things higher that will likely eventually reduce in price vs the “I want it now” crowd. I suspect it would lead to a more skewed market, and I’m against that idea. what I might be able to get behind, however, is allowing IOs to be sold to vendors for the same price as you can sell the recipes for. for example, a level 50 rare recipe sells to vendors for 10,000 inf. If someone were want to craft that and then decide they don’t want it, they could then sell that rare IO to a vendor for 10,000 inf. It doesn’t make sense to do this for uncommon/rares, but it would make sense to do it for common IOs if someone were just looking to get the crafting badges. if that were implemented, I’d want to see an option in the options menu (near all the warning prompt options) to disable selling IOs to vendors, which would work like what we have currently. The only potential issue I see with my suggestion is that people would be less incentivized to sell on the ah when they know they can get a specific price instantly at a store.
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I loved the Dervish scythe animations in Guild Wars:Nightfall…. And I like the idea of a scythe in HC. but for me personally, the fact that none of the attacks in Staff look like how a scythe would be used just feels… off for some reason. Also spinning a scythe the way you do with, say, guarded spin seems more hazardous to your own health than an enemy’s
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Ok... Initial comments from build 1 are in spoilers for comparison. Build Screenshot: Its... better. Right now it finally feels like its a middle-of-the-road set. I performed the same test with the exact same build, except I swapped the accuracy I had in Memento Mori for a 3rd heal. The test was Arachnos radio mission set at +1x4, I used only SOs and Agility Core Paragon. I survived. Not only did I survive, I didn't feel like I was sweating bullets while playing it, which is a far improvement from the first go round. I still cast Consume Psyche basically on recharge, but that was just to keep up stacks, which for some reason felt like i had an easier time keeping them up this time around. At first I was only hitting Psychokinetic Barrier about once every other group because my health started to drop, but then I realized the debuff resistance stacks with itself! So, now I've got 2 defensive powers that I'm casting on recharge, which is less than ideal, but hey, different sets play different ways. I used Memento Mori once or twice because i was starting to take some heavy damage (still no DDR even though at rest, the above build has over 20% defense to M/R/A) but I stayed on my feet and I actually enjoyed the game play. I'll even go as far as to say I felt like an average tank. so, good job devs, you salvaged the set. I would still like to see some modicum of DDR in Precognition though.
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That’s an awesome name for a pyro toon
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I play almost exclusively with SOs until 27 then swap out to level 30 common IOs. If I’m solo, I’m usually playing at +0 unless I’ve actually invested in sets. You have a problem with that? But regardless, even at x3 or x4 you’re not coming in contact with 10 enemies in a spawn, meaning you won’t feel the diminishing returns on a PBAoE, yes, you’ll feel the cones if you Hit more than 5 defensive stance is made to be used when you’re on a team that can supply damage. If I’m solo on a Bio tanker, I’m using either offensive or efficient.
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Are you ronery?
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I would like to see the source of this claim, I couldn’t find it. HC has worked to address some of these issues with the addition of Hard Mode and various balance things (I’m looking at you, proposed tank nerfs) Are you… are you complaining about changes that were made 20 years ago? Btw: this has had zero impact on Homecoming because, as I said, it happened 20 years ago. And yes, the addition of an aggro cap *was* in fact needed, it lead to the longevity of the game. People were not paying to play “City of Wait For The Tanker To Heard The Map” your privilege is showing. I was not personally affected by sound issues in game, but I have empathy for those that did. I *was* however affected by Sonic Resonance in its original form where the graphics would give me a migraine. I literally had to quit teams if a sonic joined. First of all, I doubt anyone actually left the game because of changes to power sounds, secondly, if the devs *hadn’t* made those changes (or the changes to Sonic Resonance’s graphics) they *would* lose players because of people getting physically ill. Does Twinshot/Dr. Graves direct players to AE? I don’t remember, but if they do, that’s the only thing in the game outside of AE that actually references AE. And if they do in fact mention AE, they don’t say “Go to the AE in Pocket D to get power leveled”. Heck, they don’t even say “Go to the AR in Pocket D”. Yes, AE babies are a thing, but nothing that the game does is what causes it. this is a symptom of the internet and semi-anonymity, it is not the fault of City or Homecoming. I’ve seen it in every game forum that I’ve ever been on. I’m pretty sure that there are in fact some people on these forums that just like telling people “no”, but the vast majority of people I actually interact with in game like change. I’d hazard a guess that those people are more likely to just leave the forum than the game as a whole. I’d argue the game hasn’t gotten that much easier *as a whole* and in fact has content today that would have seemed impossible to overcome in the early days of city… iTrials, Hard Modes, these things were designed to be difficult, but people have had 21 years to learn how to “game the game” and therefore make it *seem* easier than it is. I’ll admit, IOs made the game easier than pre-IOs, but I don’t think they made the game much easier than pre ED/GDN. Also, on live there was a massive barrier in getting into IOs which was simply the sheer cost of buying them. If you weren’t rich before IOs, you wouldn’t get a good build. That did change with HC because prices are more affordable now, but I don’t think that is driving people away, again, see the difficult content that has been added. So, the thing about debt… it’s not challenging, it’s just annoying. And people don’t like things are annoying just to be annoying. The original Guild Wars had challenges after death… your character got 15% weaker (up to a max of -60%) each time you died. You could work this off by gaining experience. But if you died 3-4 times in a row, you just… couldn’t complete the content that time, you were too weak. debt just slows down your experience and makes the game more grindy. Frostfire has not been made easier, the only change that has been made since its release is the addition of the cutscene. People have just gotten better at the game. In fact, other than right near Officer Wincott (where I’m pretty sure spawn size has been reduced) the Hollows hasn’t been made easier. The introduction of earlier travel powers and things like Athletic Run have just made it easier to navigate. I run Hollows fairly regularly on new toons still… the “defeat igneous in Grendel’s Gulch” mission is still really hard on most low level characters.
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I feel like a title of “flour water salt yeast: the fundamentals of bread” deserves a resounding “duh!”
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No thorns option for Plant Manipulation
Psyonico replied to General Idiot's topic in Suggestions & Feedback
The difference between spines/thorns and, say, stone armor, is that the game treats spines/thorns as a “weapon” that is attached to your character while stone armor is a vfx. I only know this because I remember on live that spines (and thorny assault) were included when weapon customization came out, and weapon customization was done with no intent of further power customization (ie: vfx customization). It was done because the actual “weapon” was not baked into the animation so could more easily be changed. now, all that being said, if that’s true then a minimal fx option shouldn’t be out of the question because it would just be a matter of taking one of the existing customizations and “deleting” the parts you don’t want to see. I don’t know if it’s actually that easy though. -
Weave also provides good defense to all, which is useful for so many builds… I was actually expecting this thread to be about the Fighting pool, but Loom really got me!
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I’m not sure I follow your idea… are you saying you want prices to tell you their percent chance to proc? that’s how it used to be, before proc were reworked into their current proc-per-minute (PPM) state. Now, there are things that change how often a proc will fire, such as the recharge of the power (including enhancements and alpha slotting) and size of an AoE. I’m sure it’s possible to display the chance to proc, after all, the game needs to know what chance a proc has to fire.
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Here is one of my favorite groups (Simply Three) doing a cover for your enjoyment
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What pets does your mind/kin get?
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Going to second the dedicated GPU… I don’t know if this issue was ever fixed, but I remember at one point I-GPUs didn’t like city because it was designed with d-GPUs in mind.
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Journey told me not to stop
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I really wish I could do multiple reactions, wanted to do “haha” and “thanks”
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Not sure if it’s capable of soloing an AV, but during, probably. i dust off my dark/dark every once in a while, and every time i have the same reaction… “why don’t I play this guy more?” good AoE damage, goood mitigation, good sustain… just good overall. I’ve attached my build, it’s probably not 100% optimized, but it’s got perma-Haunt/Fade/Soul Absorption, which is what I was looking for. Bonezor - Controller (Darkness Control - Darkness Affinity).mbd
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in before the lock, “I’m leaving “ threads are against the CoC I don't… understand why people announce they are leaving, like, just leave? If you’re a really big name that, for example, leads 5 Hami raids a week plus leads multiple I trials per week then maybe but even still, that’s a stretch. it just comes off as an attention grab.
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I can’t remember any others off the top of my head, but I know there are a few things missing from Combat Attributes that should be added. This is one of them
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I've never tried Hasten... should I start?
Psyonico replied to Forager's topic in General Discussion
But you have though, you’ve given up on other set bonuses. I don’t know if there are any sets that give both global recharge and a defense bonus, consider Winter IOs vs Very Rare (though I do believe the ranged very rare set gives token Psi defense). you have to pick one or the other. I’d love to see a perma-hasten build that has capped defense to all positionals that isn’t something like SR (SR cheats in my example) -
Yes, and you get ice patch for knockdown goodness. then again, Frozen Aura doesn’t do -recharge, so your only AoE with it is Frost, and seeing how cones are getting nerfed for tanks, that’s not a great option. Spines has both Spine Burst (which comes early) and Quills for pbaoe -recharge
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Doors don’t give any reward other than progress to a badge that doesn’t give any reward. Since most people aren’t badgers, and citadel is already a bit of a slog, I can understand that.
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SOME people like speed. it always pisses me off when I join a TF that is not advertised as a speed run and some random member of the team decides to rush to the end of every mission while the rest of the team is still fighting the first group.