Jump to content

CraterLabs

Members
  • Posts

    101
  • Joined

  • Last visited

Reputation

92 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. In the Belts category, the Tech Knight belt has a secondary "Tech Knight Belt Cloth" option which creates a kind of secondary hip-cape, but there doesn't seem to be a direct way to modify the colors on the interior of it. You *can* change the color by either selecting "Costume Colors Linked", or you can change it to black and white if you scroll all the way up the list of belts and get the "sets the color to black and white" bug, but there's no way to directly modify the colors itself like you could with the interior of a cape.
  2. Yeah, there's a couple of those, heh. This is just the first time I've encountered "two buildings in different neighborhoods, one exit" issues, so I thought it was worth mentioning. If it was, say, doors on the opposite side of the same building, or maybe even the next building over on the other side of the street I wouldn't mention it since those would be in the same basic "door cluster". Might not be worth fixing, but I can see it throwing off some players if they're running missions in the zone, albeit briefly.
  3. Yes but, in theory, shouldn't I be coming out of the same building, rather than a building three blocks away?
  4. I definitely like these folks. Fun to fight! And unlike Vanguard I don't feel like it's an absolute slog fighting them, but there's still that "Oomph" of extra effort that I don't usually deal with in other groups, heh.
  5. Here's some map weirdness in Kallisti Wharf. If I go to this door here at [6758.6 52.1 3585.4]... ...it takes me upstairs to a room at the top of the building, which is fine. But then when I turn around and head back out the door I just came in, I show up here at [6936.9 64.1 4695.4] instead. Basically it's a short cut between a building to the northeast of Flagtown Memorial Park to a building south of Flagtown Memorial Park. Appropriately I discovered this on a character named Short-Cut. I think it's really nifty, but it's probably a glitch.
  6. While they were a pretty obscure variation of the more standard Warriors faction, there's technically a very low-level version of The Warriors designed for the Hollows. I forget what level they used to be listed as in AE, but The Hollows is generally a level 5 to 15-ish zone, and the current AE group only starts at level 20. I occasionally use this group in some AE missions that deal with the "Smuggler's Run" conspiracy (which consists of the Hellions, Outcasts, and Warriors' magical artifact smuggling ring), so I'm a bit of a fan of 'em, heh. I'm not sure what caused the glitch, maybe some wires got crossed when the Warriors got their big upgrade a bit ago? Either way, I'd like to see this variant of the Warriors brought back to AE when convenient. 🙂
  7. If I find a weird geometry thing in Kallisti Wharf should I not report it? Post one of this thread says "we know about Kallisti Wharf" but that was posted in 2019...
  8. Ahh, I misunderstood earlier then, sorry. Guess I'm just enjoying the reduction when I use it on enemies, then. Even so, I'm a fan. 🙂
  9. Yep! My preferred method of slotting stuff. I'm not really a fan of the crafting system (and I'm grateful that the original devs made it more or less optional outside of stuff like LRSF and Incarnate Trials, and even those can be managed with the right group)
  10. Rest is where I *always* use Reduce Interrupt. Waiting six-ish seconds for the power to start doing anything is understandable for balance purposes, but since the power always heals "the whole way" when you're not in combat, the only real way to improve it is to cut down on that initial waiting period. And it's honestly the main reason I'm making this request: I don't wanna pay two thousand or whatever to have to use the crafting system on every single new character I make; I've got better stuff to spend my influence on before level 10, and I used to be able to grab an SO or DO for the lower level enhancements pretty easily, but those Wentworth's shelves have been turning into a ghost town. As for why I want one in Combat Teleport: my main hero is Short-Cut, the Teleporting SuperTeen! She's got a knack for all things translocational, and being able to call your friends to where you are faster than any other imitator teleporters is a fun bit of fantasy, heh. It's also handy if I wanna call folks to where I am but don't have Assemble The Team for whatever reason; reducing the time for dedicated teleporters in teams can allow Teleport Target to work on friends fast enough that you can get more than two or three to you before everyone else can just run to where you are, heh.
  11. I kinda do, actually. I like thinking of my characters wearing visors or specialized armbands or lobbing phosphorescent grenades along with their attacks. It's cool!
  12. Yeah... I'm settling for those at the moment. I know in my head that IOs are mechanically superior, but they're so *bland*, y'know? I want the flavortext of the DOs. Like, one of them is canonically "the first step toward time travel" or something, it's great. I don't wanna have to settle for those, though. I want the DOs and the SO with the flavor. 🙂
  13. I don't know why, but I've not seen any Interrupt Time reduction enhancements drop in a while. They were never *super* common, but I could usually expect one or two while a character leveled up. And I miss them, I use them in Sniper powers and Rest and Teleport Target and stuff. And weirdly, I'm not seeing them at Wentworth's much anymore; it's like the supply is drying up. Could the frequency that they drop at be bumped up just a smidge?
  14. Honestly? If the mission had some sort of warning that indicated the mission could be failed *and* included a kind of "Mission Failed" alert that popped up as soon as one of the heroes died along with an exit button that completed the mission, I'd be cool with it. As it is, the mission kind of breaks the "flow" of how mission failure goes in most other places in the game. When the mission becomes unwinnable in its current state, you have to walk back to the entrance door (or otherwise teleport yourself out), and either make another mission your "active" mission or log out and back in to make it so that you can restart. I don't *mind* having to play this mission differently (honestly, trying to aggro away the Freak Tanks with what I had on hand was a fun little challenge), but negotiating with the architecture of the mission completion system to force-load it a second, third, and fourth time isn't great in terms of making it a smooth play experience. -EDIT- For the record, I don't think that all fail-able missions should give a warning that they can be failed (even though it's probably a good idea most of the time). I just think it's worth going out of your way to mention it with things like Alignment Tip Missions given the purpose and flow of those things most of the time.
  15. In the Your Personal Blog alignment Tip for Rogues, which becomes the "Stop the Blogger's Reign of Terror" mission, there are three heroes being held captive by Freakshow. I've tried running the mission twice now, and each time when I rescue the last hero, the blogger doesn't spawn because I've not technically saved all the heroes (which is fair because they, like... died). This level of gritty realism about the tricky nature of hostage scenarios has some potential, but not good for this mission. 😛 I've included this screenshot of the map. "Short-Cut" is my Rogue, with Leo Knight and Snow Maiden being the two rescued heroes on the map, and I *think* the red arrow is representing the dead hero/failed objective because no one's there, though I could also see it somehow being where the map wants to spawn the blogger. it's worth noting that when I tried this mission yesterday, the heroes are spawning at levels *way* below mine, like 18 or something while I was 51 and the Freakshow were all level 50. LeoKnight only survived yesterday because he was level thirty-something, and also an Elite Boss instead of just a regular boss, so he had some durability. I didn't see if the one who died today also spawned at low level, he died pretty much right when I rounded the corner (I was playing it safe with the other two and pulling aggro with teleport powers to draw them away. I'm guessing that I'll be able to finish the mission if I draw them away from possibly harming the captives, and I'll be trying that in a sec, but thought I should report this now while the mission's still incomplete.)
×
×
  • Create New...