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Ariamaki

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Posts posted by Ariamaki

  1. I think this is good, and that the Aether reward also needs to come back in addition to these badges. It's not going to crash the entire particle economy, which could use deflating anyways: If people are raising so much of a stink about it they could do better math and stop being so reactionary to something that wasn't even tested. If the tests do come back poorly, just shift it to a weekly cooldown period instead like the WST, nobody's got a problem with those rewards (which are often the same or higher).

     

    On 2/7/2024 at 11:05 AM, Jimmy said:

     

    We actually discussed quite a few options internally, including stuff like this. Something to keep in mind is that we need to ensure every badge can be earned on every character, so "Team of 5 with only original ATs" wouldn't work (but there are similar options that could work). We're definitely open to more badges like this in the future (hence, this feedback thread).

     

    I'd like to suggest that both VEATs and both HEATs count as "the same archetype" for the purposes of these badges (and, ideally as said above, actual tangible rewards): A friend and I have regularly run impromptu Arachnos-only SFs and TFs, and it's never been an 8-stack of one type or the other. 

  2. Toxic Web Grenade in Devices refers to the webs produced as 'tenuous' (weak, uncertain), but it probably should be 'tenacious' (firm, sturdy) given that they're called 'VERY sticky' and 'STRONG' in the same sentence.

  3. I have a 50 I haven't played in... well before I logged in just now it was 885 days or so. This character had spent that entire time in a train station in Atlas Park, but that was apparently a mistake: Their Commuter badge progress is now frozen at a maxed-out bar with no mouseover text for the current elapsed time, and they have not received the badge even after switching Day Jobs, logging in and out, etc. I have to assume some kind of integer overflow or similar error happened, because other characters with long but less-absurd logout periods (450-ish days) got new Day Job badges just fine during my big login sweep today.

  4. The Genomic Evolution auto-power for the Sentinel version of Bio Armor is meant to grant an Endurance increase when in Efficient Adaptation. However, it's set to add 0.05 Endurance, a fractional amount so small it does literally nothing. Either this is a mis-described 5% END discount (which would be both very weak and redundant with other Bio effects) or it's supposed to be +5 or +15 total Endurance and it's busted.

    • Confused 1
  5. I've got a problem with a series of costume change macros: They're all meant to say a line in local / say, and change my costume with an animation.

     

    Right now they say the line, and eventually my costume changes after a very long delay and no animation.

     

    Also, all costume changes in general seem to be behaving worse after this patch: Much slower and less responsive, animations sometimes don't play.

  6. Is there any plan to do a new take on the life of Proc Rocks once the upcoming Page hits? Granite Armor is on track to disable all mobility toggles, so I feel like a lot of what I find unique and interesting about this concept (its high non-teleport mobility during Granite) is going to go away. Even if that does leave a pretty cool core (a melee Tanker build with great all-around damage and meaningful use of Cross Punch) I feel like that's a pretty significant blow.

  7. My main on live (Hook and Shot) was a Thugs/PainDom and I loved him dearly. After an abortive attempt or two to remake him on HC, I finally settled on Thugs with Electric Affinity for the 'remaster' of my dear precious boy.

     

    He's a lot more fun to play now: PD was a cool concept and this was right after CoV launched, so it was fresh stuff. But just like its brother Empathy, it has fallen off in comparison to most other support sets over time... and importantly, several of PD's biggest powers don't do squat to pets.

     

    While I don't have him capped out yet (I've got a heavy plate of alts and I play him exclusively with a friend, and we only level those two toons unboosted through redside story content) I have a lot of Electric Affinity experience from my Elec/Elec controller, Teacup Triscuit.  She's a treat and I can't wait until H+S is dishing out those sicknasty chains himself. :V

  8. Quote

    Movement Buffs

    • The following travel powers will suppress Primary/Secondary equivalent power travel buffs:
      • Jump_CombatJump.png.a160a263e44d63bc2fcdbf62d38c81e2.png Pool > Leaping > Combat Jumping
      • Jump_LongJump.png.6b020dfc18386ba6566d3f0badbc8e89.png Pool > Leaping > Super Jump
      • ForceofWill_MightyLeap.png.87eed40e33b37938ffc5644069cfdb51.png Pool > Force of Will > Mighty Leap
      • SuperSpeed_SuperSpeed.png.4f9dcffbf97e96335f05897c8568815f.png Pool > Speed > Super Speed
      • Experimentation_SpeedofSound.png.3e140116f13135d86b2f1cfb5f117a29.png Pool > Experimentation > Speed of Sound
      • Inherent_NinjaRun.png.4397e15de17ae71110e6e5e12d87c4cf.png Prestige Travel > Ninja Run
      • Inherent_BeastRun.png.f3b1803fe72afc29398932c473ca2e02.png Prestige Travel > Beast Run
    • Primary/Secondary powers impacted by this:
      • Ninjitsu_Run.png.634f535aaa2d582038a0a89d5622952d.png Scrapper Defence > Ninjitsu > Shinobi-Iri
      • Ninjitsu_Run.png.634f535aaa2d582038a0a89d5622952d.png Sentinel Defence > Ninjitsu > Shinobi-Iri
      • NinjaTools_Assassin.png.50ddb59179d9fadb8264b97b10275495.png Blaster Support > Ninja Training > Shinobi-Iri
      • tacticalarrow_quickness.png.44daf1fa7ac354a4f37fe6e7a9adc6cd.png Blaster Support > Tactical Arrow > Gymnastics

    This is completely unacceptable: These powers are meant to stack, designed to stack, and have to stack. If a Ninjitsu character can't actually NINJA run while benefiting from using their NINJA powers, then what the hell is the point? There's no reason to specifically punish this random collection of niche utilities and defensive tools. 

    • Like 11
    • Thanks 4
    • Haha 2
  9. 17 hours ago, Psyonico said:

    ouch much?

     

    You skipped Static Field, which is your only reliable control before Synaptic Overload, You waited until 47 for Galvanic Sentinel?  Paralyzing Blast won't do you any good without any Accuracy slotted, and as others said, you're better off proccing powers that have a lower recharge time.  Jolting Chain, for example, the damage and -end are pretty pathetic, slotting it more with procs will do you better.

     

    Conductive Aura... I can see where you're coming from with the 5% global recharge, but it's better off with end mods so that you can actually drain enemies.  Again, you don't have any other real control until Synaptic Overload is slotted.

    Static Field does roughly nothing when enemies are taking meaningful damage. You're already Elec / Elec, so even if it was useful you don't need Field for control: You have Synaptic (which can be six-slotted immediately thanks to the modern respec mechanics) and Chain Fences and Jolting. As for Sentinel, this was initially designed as something you'd slip into after 50 (and designed in 5 minutes by a friend who hasn't played Elec / Elec, purely as a reaction to whatever it was you posted). Also Paralyzing Blast won't do anybody any good even with accuracy: The cooldown is a nightmare and it's not particularly effective for anything you can't do better with Fence-Jolt-Load. It's here as an occasional "Oh that helped" piece, not something you actively care about. Easily replaced slot.

     

    After pushing my own Elec / Elec to the 30s over the last few nights, I've produced an updated and improved take on things that works flawlessly through the levelling process, with just a respec somewhere in the 20s once you have access to 25 IOs and most Set pieces. This is partially adapted from the Electric / Dark / Psychic version from the Proc Monster thread, as well as my friend's previous rebuttal build, and has been put through its paces on the test server at 50, as well as on live up through 32.

     

    Do note that, for levelling and budgetary concerns alike, all of the purple pieces (procs aside) can be 1-1 replaced: In Fences, replace the Winter shit with the 3 same-style pieces from Positron's Blast. Wherever you see a single piece like Ragnarok damage, just run an IO in the interim. The only irreplaceable pieces in terms of function are Soulbound Allegiance in Gremlins and your ATO in Synaptic. And given the current market, getting 5 ATO pieces is extremely cheap, and then you can just get the Catalysts to finish them to Superior yourself off the AH.

     

    There are some flexible slots (the extra in Shock, for example, could easily go to Tough for Aegis Stat/Psi or similar) but in the current arrangement, this will hardcap S/L Resists.

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    TGAP Trixie: Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: zn_Electrical Affinity
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Tesla Cage -- GhsWdwEmb-Dam%(A), GhsWdwEmb-Acc/EndRdx(3), UnbCns-Dam%(3), GldNet-Dam%(5), NrnSht-Dam%(5), GldJvl-Dam%(7)
    Level 1: Shock -- Acc-I(A), PwrTrns-+Heal(37)
    Level 2: Chain Fences -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg(9), Rgn-Knock%(9), TraoftheH-Dam%(11), PstBls-Dam%(11)
    Level 4: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(19)
    Level 6: Jolting Chain -- Acc-I(A), ExpStr-Dam%(21), FrcFdb-Rechg%(21), Apc-Dam%(23), SuddAcc--KB/+KD(23), GldJvl-Dam%(25)
    Level 8: Conductive Aura -- EndMod-I(A)
    Level 10: Galvanic Sentinel -- EnrMnp-Stun%(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 14: Energizing Circuit -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(40), EffAdp-EndMod/Acc/Rchg(40), EffAdp-Acc/Rchg(43), EffAdp-EndMod/Acc(43), EffAdp-EndMod/EndRdx(46)
    Level 16: Faraday Cage -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(36), ImpSki-EndRdx/Rchg(36), ImpSki-ResDam/EndRdx/Rchg(37), ImpSki-Status(37)
    Level 18: Paralyzing Blast -- Acc-I(A)
    Level 20: Empowering Circuit -- RctRtc-Pcptn(A)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- StdPrt-ResKB(A), GldArm-3defTpProc(25)
    Level 26: Synaptic Overload -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(29), SprWiloft-EndRdx/Rchg(29), MlsIll-Dam%(31)
    Level 28: Stealth -- LucoftheG-Def/Rchg+(A)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(33)
    Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg(34), SlbAll-Build%(34), OvrFrc-Dam/KB(34)
    Level 35: Indomitable Will -- LucoftheG-Def/Rchg+(A)
    Level 38: Insulating Circuit -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), DctWnd-Heal(40)
    Level 41: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Max HP%(42), StdPrt-ResDam/Def+(43)
    Level 44: Psionic Tornado -- Rgn-Dmg(A), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(45), ExpStr-Dam%(45), FrcFdb-Rechg%(46), Bmbdmt-+FireDmg(46)
    Level 47: World of Confusion -- Ccp-Dam%(A), MlsIll-Dam%(48), Erd-%Dam(48), Obl-%Dam(48), Acc-I(50), Arm-Dam%(50)
    Level 49: Amp Up -- RechRdx-I(A), RechRdx-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
    ------------

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  10. On 4/14/2020 at 4:10 PM, Psyonico said:

    Here is my build, it's probably not the best, but it'll do

    I legitimately need to ask if this was an attempt at a joke or a troll against the OP on this thread. Did you... what even is this? How did you manage to make a build with 0% global defense? Why is Gremlin filled with IO pieces when you have 10 purples slotted, including of all things Fortunata Hypnosis. Why is Stamina slotted with two level 40 IOs? You clearly know Performance Shifter exists, because you put multiple pieces of it elsewhere. Why do you have so many under-levelled pieces everywhere? What even is this power selection. I am... I am stunned and shocked, and that last bit is not a pun. I'll start brewing something sane so that this doesn't just come off as me flaming you, but... Really? I feel like this has to be a joke. Am I being punk'd? Where's the hidden camera?

    EDIT: OK I got together with a friend of mine AFTER posting this, and in those few minutes, we managed to pull something salvageable out of this. 
     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Durrrr: Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: zn_Electrical Affinity
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Tesla Cage -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(45), SprWiloft-EndRdx/Rchg(45), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(46), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(46)
    Level 1: Shock -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(25), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/Acc/End(48), PreOptmz-EndMod/Acc/Rech(50), EnrMnp-Stun%(50)
    Level 2: Rejuvenating Circuit -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(11), DctWnd-Heal/EndRdx/Rchg(43), DctWnd-Heal(43), DctWnd-Rchg(45)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48)
    Level 6: Chain Fences -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(7), GrvAnc-Acc/Rchg(7), GrvAnc-Immob/EndRdx(9), GrvAnc-Hold%(9), PrfShf-EndMod(11)
    Level 8: Jolting Chain -- PrfShf-End%(A), PreOptmz-EndMod/Acc/Rech(50)
    Level 10: Energizing Circuit -- EffAdp-EndMod(A)
    Level 12: Conductive Aura -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(13), DctWnd-Heal/EndRdx/Rchg(13), DctWnd-Heal(42), DctWnd-Rchg(43)
    Level 14: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(15), KntCmb-Dmg/EndRdx/Rchg(42)
    Level 16: Faraday Cage -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(17), ImpSki-EndRdx/Rchg(17), ImpSki-ResDam/EndRdx/Rchg(34), ImpSki-Status(37), UnbGrd-Rchg/ResDam(40)
    Level 18: Paralyzing Blast -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(19), NrnSht-Dam%(19), GldNet-Dam%(31), SprWiloft-Rchg/Dmg%(34)
    Level 20: Empowering Circuit -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31)
    Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(23), StdPrt-ResDam/Def+(23)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A)
    Level 26: Synaptic Overload -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(27), CrcPrs-Conf/EndRdx(29), CrcPrs-Conf%(29), SprOvrPrs-Rchg/Energy Font(46)
    Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 30: Stealth -- LucoftheG-Def/Rchg+(A)
    Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), SlbAll-Build%(34)
    Level 35: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(36), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(37)
    Level 38: Insulating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
    Level 41: Amp Up -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Galvanic Sentinel -- EnrMnp-Stun%(A)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Containment 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), EffAdp-EndMod(5), PrfShf-EndMod(5)
    ------------

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    |D9C1263BFF1F34F5E90C|
    |-------------------------------------------------------------------|

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  11. When I try to load Mids' after a recent cleanup of (what should have been) unimportant temp files elsewhere on my machine, I keep getting an error on startup and Mids' refuses to work.

     

    [Blank Title Bar]: "Failed to load JSON config, falling back to mhd"

    (Click OK to that)

    NullReferenceException: "Object reference not set to an instance of an object"

    (Click OK to that)

    Immediate crash

  12. This is a really neat concept (and I especially love the idea of improving Mr. Yin's sales offerings), but the result of this is going to be fundamentally flawed unless the current price-balancing of TO / DO / SO Enhancements is looked at. As it currently stands, a player can trivially slot themselves in solid 25 IOs at 22 for an easily obtainable (assuming they reached 22 while doing story arcs or TFs to get Merits) one-time cost, and then they will have have no reason to upgrade (beyond marginal improvements) until 50.

     

    The cost involved makes this new "encouraging shop Enhancements" method, while interesting for players who want to do a no-trade no-alts experience... Well, it's not even worth considering otherwise. The amount displayed in the example GIF, 1.37 million Influence, is a huge cut out of a player's savings that cannot be compensated for, and will only inflate to worse heights as they level.

     

    Improving the drop rates and availability of TDS Enhancements will certainly help, but it's not going to be enough on its own. These upgrade costs need to be significantly shrunk, or this will never be a method that can compare to just running 'Naked > 25 IOs > initial 50 build'. My recommendation would be to adjust the cost scaling for TDS Enhancements (especially in the Power 10) down to a much more achievable scale for players who aren't using Wentworth's or alts. This might require some field testing of the total costs required to run a character from 1 to 50 using only this method, versus the actual income the character makes over their lifetime.

     

    On a related note, if we're going to give Pennydad some worthwhile Enhancements to care about, then there should probably be an equivalent method for hardcore redside characters to obtain similar enhancements through Marshall Brass' arc.

    • Like 7
  13. Unsure if wrong descriptions count, but the villain-side badge 'Arachnos Agent', one of the Day Jobs, currently has the description of its hero-side counterpart (for ex-villains) 'Cannon Fodder', despite my character being a lifelong redside.

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