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Everything posted by Psyonico
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questions question about Patrol XP and that badge
Psyonico replied to Missus Autumn's topic in General Discussion
Also, if you have the Experienced temp power, that counts too. As for how often it “ticks” when you’re offline, I know it’s more than once per hour, but I am not sure if it ticks every minute or, say, every 5 minutes. -
I’d be careful what you wish for. If a set performs better than average and they normalize the target cap for its AoEs, they might opt for the lower number. Also, with the Shadow Maul example. I *really* doubt that you were hitting more than 5 targets before the change.
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Yes, beginchat is the correct command
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Ice Melee is in a good spot right now on all ATs, IMO. I agree that stalkers probably do it best, but Frost on a Tanker is *chef’s kiss*.
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So, back on topic… I’ve just gotten back from a stint on ESO where, it is common for tanks in dungeons to just run past mobs, straight to the bosses (when a boss fight initiates, everyone gets teleported to the boss.). I found this very boring, but at the same time incredibly annoying. First; it meant that you either sat around waiting (if the tank was nice enough to even tell you that’s what they were doing) or you just straight up died right away. Secondly, it meant that most boss fights would pause part way through to fight the string of enemies that finally caught up to the tank. I find this play style to be incredibly tedious, and I have no interest in mimicking it in HC.
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you must be right… I might be thinking of Taunt Auras. I just feel like I remember seeing a taunt portion in attacks in the past.
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I don’t think that pool powers get gauntlet’s taunt portion. Looking at take off in COD for tankers, I don’t see any “taunt” section in there. I know all of the tank attacks have a specific flag for taunt in them.
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I could potentially know if I was a member of the closed beta server (which, btw, I am not). But the reason I made that statement is simple: I’ve played this game for 6 years as HC (and at least 5 on live) and I’ve made a *lot* of characters in that time. I simply haven’t needed 21+ characters in a name very often, and I’ve always been able to come up with a satisfactory replacement name when I have. Furthermore: like I said, you’d want to comb through each line of code. I don’t know how many lines of code there are in this game, but I can safely bet that answer is “enough that it would take a long time.” Also, just some background on me: I dabbled in programming in high school, but am not a programmer. I taught myself SQL at my last job landed me a position as a business analyst. That’s where my knowledge of DBs comes from. I certainly don’t have the knowledge to be able to program a game.
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That depends on your definition of “acceptable performance”. I personally find very few sets *don’t* give acceptable performance. For example, Electric Control. I find it neither does enough damage or control to be worth my time. Every other control set does either one or both of those to a satisfying extent for me. Electric Control is one of the few (possibly only) sets that I find unfulfilling to play. But I probably have different expectations than you do. I don’t expect all of my characters to solo +4x8. Heck, even at level 50 I don’t expect any set to be able to solo above +1x2. And only +1 because of alpha incarnate shift.
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One other thing re: boosters if you ever plan on exemplaring a character, going with Attuned sets is better than boosting IOs. An attuned IO keeps its set bonus down to -3 the set level or power pick. (So if you take a power at 30, you won’t keep the set bonuses at 20, even if the set minimum level is 20). purple and PvP IOs don’t follow this rule, so it is generally best practice to slot those as not attuned/at level 50 and boost the ones you need to boost. They’ll keep their set bonuses.
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The caveat is you don’t have unlimited slots. Also, you don’t have unlimited power picks. Take the Luck of the Gambler def/global recharge for example ( which, btw, boosted would increase the defense value but not the global recharge) if you aren’t playing a toon with a power set that is heavy on defense powers (think rad armor vs Super Reflexes) you have to give up 5 power choices if you want to slot 5 of those IOs. Similarly, a Super reflex character has to give up 2 power picks and a pool choice (you only get 4) if they want to slot the two +defense unique. Tough is the only power a SR character can slot those in. A SR tank doesn’t need to take Weave, so it really is an opportunity cost. An SR brute, scrapper, sentinel, or stalker is more likely to want to take weave, so it’s less opportunity cost for them. Finally you only get (I think) 67 extra slots for a build. If you choose to slot the Panacea and Miracle unique into health, for example, you’ve given up 1 of those 67 slots. This means you can’t put that slot somewhere (potentially) more useful. A Kin defender gets access to Transference at 22. After that, they basically have no endurance issues. Why waste 3 slots into Health for Panacea/Miracle/Numina’s/Preventative Medicine when all they really need is the Preventative Medicine. Only the Panacea would exemplar down low enough for it to be useful when you don’t have Transference (ie: posi TF) but a kin defender generally won’t have endurance issues in a Posi TF anyway.
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Having worked with enough databases, I suspect this is a tricky thing to implement. i mean yeah, it’s 1 command that you run to increase the character limit allowed in a field, HOWEVER you generally don’t do that sort of manipulation on a live table due to the risk of data loss. The “proper” way I’ve seen it done is a little more complex… basically you create a new table that has all the same columns as the old table, but with whatever changes you want to make. You then copy the data over into that new table. Finally you change any reference to the old table to point to the new table. Now that last step is a lot of work, like comb through every line of code level of work. I’d love to see characters name limits increased, as well as other limitations in names changed (like allowing more than 1 special character). But I’d rather have whatever else the devs would have to put on hold to make that change more.
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Team Transport *is* already the pushing invisible buttons on the forearm animation.
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Sure, just saying that in itself can be clunky.
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Field Commander (A Natural themed support set)
Psyonico replied to LightofthePhoenix's topic in Suggestions & Feedback
It’s an interesting set. I love support toons, so I’d be all over this. i do think that giving full power boost may be a bit too strong though. -
It is also clunky if the contact gives the story arc out in a random order (like Stephanie Peebles) because if your missions don’t line up, your arc won’t progress.
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Energy Cloak + Infiltration? Please help me understand.
Psyonico replied to fxds's topic in General Discussion
I’m pretty sure, but may be mistaken, that the defense bonuses do not stack. However, even if they do, I’m pretty sure infiltration loses *all* of its defense in combat. I’m also fairly certain that the movement bonuses suppress in combat the same way Athletic Run does. -
Energy Cloak + Infiltration? Please help me understand.
Psyonico replied to fxds's topic in General Discussion
It sounds like odd slotting choices. Infiltration is indeed a travel power, and the defense bonus it goes completely goes away in combat, so there’s no good reason to run it in combat. when I take Infiltration, I slot it with 2-3 Blessing of the Zephyr for the extra run and jump. -
OP: here’s the thing about brutes. They do better ST and small AoE damage than Tanks and are more survivable than Scrappers. Now, there’s a big caveat to both of those things. Tanks get increased AoE size and target caps, so while a brute will out damage them in x2 or maybe even x3 content, and will always out damage them against single hard targets, tanks generally pull ahead in large group situations. This is because tanks used to be in a worse spot than Brutes are now… for the majority of content there was no good reason to pick a Tank over a Brute. Tanks subsequently got buffed. As for survivability compared to scrappers, as I said earlier, Brutes draw more threat than Scrappers. This is what causes them to feel squishier. Brutes, in general, have a harder time in the earlier levels because of where they sit between Tanks and Scrappers. Basically, people expect brutes to be able to tank, but they are only slightly more survivable than scrappers. Then you throw on top of that their ability to peel aggro and you end up face planting.
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You’re right that “John” can’t be copyrighted, however, if you take a character from a movie and recreate them without any changes, you do risk being genericed.
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I’ll add that GMs are not devs, so while they’re on the same page with big stuff, they don’t necessarily know all the nuances as to why things are done. And that’s before you factor in that the HC team has nothing to do with the people who made the original decision to not let sets be slotted in swift/hurdle.
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If you think that brutes are less survivable and have less aggro control than scrappers, you’re sorely mistaken. Brutes get the same armor values as scrappers but have higher caps and higher HP, therefore they are at least as survivable as Scrappers. All brute armor sets have a taunt aura, that cannot be said for scrappers (scrapper damage auras don’t have a taunt aspect to them, but some sets, WP and Shield for example, do get a taunt aura). Additionally, brutes get single target punch-voke and access to Taunt instead of Confront. All of these things mean brutes have more aggro control than scrappers. If you think that brutes are squishier than scrappers, it’s most likely because you catch more aggro on a brute.
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They do, as do the LotG global recharge. I use those two IOs to their max when using Granite.
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Granite is survivable full stop. It’s the penalties (-Damage, -Recharge, -Speed) that you have to more worry about. If you’re going to run a Granite tanker, I recommend Teleport and Assault. You can get away without hasten as long as you build for recharge. Also note that Granite+rooted causes extra -run speed from just Granite, but since granite gives mez protection itself, you really only need rooted for its +regen on hard content. I have built out quite a few Granite tanks that overcome the Granite penalties (except the -Jump and the additional -run of rooted) while also having capped defense and resist to everything other than Psi. Let me know what primary you’re thinking of running and I’ll see if I’ve done one and would be happy to post the build I used.
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Question on Praetor vs Primal Character Content
Psyonico replied to djm6833's topic in General Discussion
/macro XP option_toggle noxp