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Starhammer

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Starhammer last won the day on January 26

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  • Birthday 04/29/1972

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  1. /bind TAB "+$$unselect$$targetenemynear$$targetcustomnext alive enemy Bud$$targetcustomnext alive enemy Quantum$$targetcustomnext alive enemy Sapper$$powexecname Vulnerability" This is my default bind for the target near button. If a character isn't a Sentinel, the powexec doesn't (can't) activate and is irrelevant. If the character is a Sentinel, even a brand new one I haven't written any custom binds for, I never forget to use Vulnerability. I don't always use it where it's most effective, but I always use it 🙂
  2. Yeah, I too looked at this post hoping for Rikti Monky Backpacks.
  3. Why would anyone put forth the effort to start a topic about something we all know will never change? The post is clearly an act of venting, and suggesting he take the idea seriously is practically being a troll. We don't need that "helpful, but not helpful" energy here either. It just angers people and stirs the pot.
  4. Since Jack and Eochai are technically different from their normal spawns, there's no reason AV Bat'Zul the Imprisoned couldn't get a seasonal alteration to GM Bat'Zul the Fugitive. and join in on the ooky spooky fun. He just seems appropriate to the theme, and we don't get enough of him.
  5. I would like if Sentinels had a mechanism that caused them to do more damage the more often they take damage, and get buffs to their defenses based on how often they do damage. Start a fight, kinda meh, but the more they keep fighting, the better they ramp up. But with damage buffing DPS and DPS buffing defenses (or resist/regen), that way they have to remain active against challenging foes to get the most effect. I'd also like to see Vulnerability decrease stealth in vicinity of the target.
  6. I'd really like access to those vents on the side of Crey Tank helmets.
  7. So it's obviously too late this year, but could we get Baat'Zul to join the festivities and be in the GM spawn roster next Halloween?
  8. Just curious if there's risk of rollback with that. If we finish a Yin while we wait, might it be undone? Or more to the point, how much ToT advancement might we lose when we get booted for the Auth to come back up? I would hope none/minimal, but I figure it's wisest to ask.
  9. We know "Hurl" can at least throw coffins, so I would be surprised if other objects weren't possible.
  10. While I accept Fitzgerald's may be objectively superior, I enjoy Spiner's more 🙂
  11. Yes, the costumes are only saved to to costume folder from the costume editing screen. Meanwhile power customizations (My water is purple) are only saved from the power customization screens (any of them, but not the costume screens) to the powercust folder. So you have to save both independently to have both available to load. Also, yeah, make backup copies of both folders (and live and account folders) on a second drive every now and then.
  12. Facts and logic certainly belong, but feels and vibes are important enough they shouldn't be mocked. Without them, we're just engaging in convoluted methods of watching our computer do math. So anyway, I largely agree with the OP's idea, though I think there's room for improvement in the implementation. Knockback needs to feel more relevant, but be less inconvenient. A built-in proc to make KB do some damage based on how much KB they suffer seems reasonable. It should not be a massive game changer, but enough to notice. More importantly though, I expect KB could feel more relevant by adding some visual effects... some scattered trash and a seismic path crack aura upon landing. Maybe even make the KB give the target a short duration AOE damage proc that only effects objects, so you can KB an enemy in a Mayhem Mission into a bunch of stuff and knock them through it. The value of this effect could be increased by making more of those destructible objects replace their scenery counterparts in normal maps. Not targetable directly, but subject to being smashed as collateral damage. Meanwhile, to mitigate KB being a pain in everyone's 5th point of contact (Let's be honest... not everyone's, mostly just melee characters, especially tanks), how about adding a Knockback Resistance infliction to taunt auras and melee attacks that do not themselves cause KB. That should reduce or eliminate the need to chase down KB'd foes. Love KB, Hate KB, or indifferent, these combined changes would give something for everyone. I also agree I would like to see Clap do some damage... and do a lot of damage to Fires, maybe even have a chance to extinguish them outright. Again, seeing some scattering garbage effects tied to it would make it feel more relevant too. Hurl is pretty powerful looking at the numbers, but for me it feels like it takes too long to animate to be worth the damage it does. If it were an AOE though, or at least had a part of it's damage be AOE, that might make it much more desirable. I'd love to see it have a customization option to throw random large junk like pool tables and forklifts also. Here's one more idea for Hurl... probably more coding effort than it's worth, but would be thematically appropriate: Make Hurl a toggle you can only turn on when on (or near) the ground, with a relatively small end cost, like Combat Jumping small... But that just picks up the boulder. You then get a "Hurl part 2" power that actually throws the boulder (or forklift) that is available while flying if you have the toggle active. Making any attack while toggled on, Hurl or other attack, including auto attacks but not damage auras or self only buffs/heals, will detoggle Hurl. I think the positive effects of Rage work well enough as is, and are enjoyed by enough of the playerbase I wouldn't want to see any major changes there.... aside from just getting rid of the crash. I hate crashes on powers, usually enough I don't even want to waste a slot on the power and debuff myself during combat. That said, I would be happy to see a mutually exclusive alternative to rage... maybe a toggle that's a hybrid of Assault & Tactics, but for self only or a smaller AoE like only 30' EDIT: If I could rebuild Super Strength, not only would I implement changes like these, I'd borrow a bit from how Fighting was rebuilt and have each attack that you have add a buff (or an effect) to other powers in the set. Some would make the others do more damage, others would increase the chance of stun, or improve the KB/KB Damage effects of other powers. Having Foot Stomp would add the AoE to Hurl... stuff like that. Make the whole of the set more than the sum of it's powers. Might be a little OP, but feels fitting for arguably one of the most iconic super power themes in comic history dating back to Samson, Goliath, Heracles, and beyond.
  13. I think this might be most relevant to @Cobalt Arachne. I've been going through hundreds of alts lately and resaving costumes (Lost a hard drive recently and all my other backups were way out of date), and I'm noticing a LOT of instances where if the costume I'm about to save had a space listed as "none" it may have some random other costume piece in it or a piece from a previously loaded character. It happens especially often with ears and tails. I wonder if this could be prevented if the "none" listing for a costume slot was actually some invisible piece actually taking up the space, rather than an empty slot phantom pieces might pachinko their way into? I could be wrong of course.
  14. Forest for the trees folks. We only have one "wand" model in the game that I know of. Do any of you really think about a "wand" as a superpower implement and think of anything else without having to try? This kind of "feedback" is how threads get derailed.
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