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Everything posted by Psyonico
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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 -
AR/Dev will do more damage but huntsman will be a lot more survivable in the not-endgame, which as a completionist is a fair amount of time.
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Ah, so *that’s* the reason I see so many level 50 council teams running!
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Just going to say if they were to add more powers to the forms, it would make PBs and WSs even more slot hungry.
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Super reflexes suggestion/question
Psyonico replied to Falcon Striker's topic in Suggestions & Feedback
If you’re slotting sets, you can easily get ED capped Damage with good Accuracy, endurance redux and recharge at the same time, and that’s before set bonuses. Standard SO slotting for attacks is usually 1-2 accuracy, 1 end redux, 3 damage, 0-1 recharge. The cap for hitting is 95% chance. Most people build for 95% against +3 enemies (that’s a base to-hit chance of 48%) but if you’re only going to be fighting even-cons then 1 accuracy will get you over 95% chance for anything that doesn’t have additional defense buffs (which is most critters) -
I’d like to add that you can actually build most WP tanks to have soft capped S/L/E/N/F/C/Psi defense and reasonable resists to all as well. in my experience makes you tougher than chasing MaxHP and Regen bonuses
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i forgot that you can set Wine version in Lutris. I installed the launcher via Lutris, so that’s no problem. However, like I said, a clean OS install for an unrelated issue fixed my problem. I’ll keep the Lutris thing in my pocket should another issue arise in the future though.
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Super reflexes suggestion/question
Psyonico replied to Falcon Striker's topic in Suggestions & Feedback
Also, I don’t really want to lose the extra AoE defense that non-sentinels get. -
from that very page: seems pretty clear to me
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Power Boost is flagged to affect "Terrorized", "Stunned" and "Immobilized" so Fearsome Stare, Howling Twilight and Tenebrous Tentacles should all have the mez durations increased. If they are not, then its a bug.
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I've been away from the game for a bit, so I don't remember my exact playstyle, but TA/A has been a favorite of mine for a long time (well before they buffed TA). I've attached my current level 50 build, it has effectively capped defense to Ranged/AoE thanks to the unresistable portion of Flash Arrow (also note that as long as there isn't a proc in it, Flash Arrow doesn't aggro). It's also got Rune of Protection for when things get really dicy. I've also attached a Respec build I apparently planned but never got around to doing. It adds Energize from the Mu Mastery APP for even MORE survivability. As for damage, adding a bunch of recharge to get Oil Slick Arrow and Rain of Arrows up as often as possible is a strong goal to shoot for. Pointed Sticks - Defender (Trick Arrow).mbd Pointed Sticks - Defender (Trick Arrow - Archery) - Revised.mbd
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Good technical info in this thread, but I want to just point out 1 thing that makes DP the winner in the AR/DP debate... DP has mad style.