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Mystoc

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  1. /whereami does tell you what your zone you're in with cords/server and you can also find this in the find member interface which displays the zone as well so this is information the game knows and stores. I was hoping to be able to create macro/keybind for forming teams for GMs that looks something like this that uses a $zone variable. Sometimes there are event Giant Monsters that don't always appear in the same zone or newer players don't know this info for GMs that do, so a command like this would be perfect.
  2. I Tested this in the abyss you see deflected deflected when I get hit after rezing so I thought that meant you are getting hit but just dodging it with defense from IOs I was wrong they Abyss monster damaged me for the first time exactly at 15 seconds. I use the rez then get damage basically 15 seconds later you are right about I never knew toggles did not take away untouchable, since all rezes work like this already what I'm asking for is a very small buff to the point im not sure if this should still be a topic as a suggestion anymore, I don't think change like this would be too strong but at the same time it wouldn't change that much either compared to what we currently have. I will leave this post up so others can comment if they like idea of toggle suppression when defeated but will no longer be trying to convince others it's a needed feature since it seems we have half of what I desired already I think 15 seconds is enough time to turn on all toggles assuming you have a toggle on macro.
  3. Glad to see there lots of discussion on this topic, some points others are bringing up points I do touch on in original post in the section towards the end, but I will repeat them for clarity here. you would not keep untouchable if you are fighting enemies for 15 seconds that would be silly. I excluded power pool and epic revive powers because they are designed to be weaker in general then main powers. A prime example is aid other it's so weak at what it does as a heal because its designed to be that way purposely the devs want primary/secondary powers to be stronger at healing and not be overshadowed by a power pool. maybe its too hard to code this suggestion maybe it isn't, I see this mentioned alot but none of us can know what the real answer is till we hear back from the devs. but I'm picturing this toggle suppression working like peacebringer shapeshifting but with defeats instead of being a squid/dwarf does that make sense? Some people are very against the idea of a rez that keeps toggles on because they view it as unlimited lives to keep fighting forever with no consequences for defeat but rezes have cooldowns and I even mention if you defeated when your revive still on cooldown you don't keep this feature its only when the revive when is ready this would work. remember when you are defeated all buffs like hasten and +hp powers like dull pain that give your more hp are lost these are not toggles! they are lost on defeat its not like you remain exactly the same after reviving, the same would be true for teammates powers that buff you as well. I know toggle on macros exist the clunkiness is not having to click each toggle but being forced to run away after you revive the second you click on a toggle you would lose your 15 seconds of untouchable so cant really do this in combat. I think powerset revives being only used to run away and reset is what makes them so unappealing everyone gets a START revive, so your character would have to dying more then once an hour to make a powerset rez ever be appealing to pick up. This is why I firmly believe powerset revives need something that makes them stand out compared to normal revives. The only other option is to make all powerset revives like rise of phoenix and give them a mini buff you can still use while undefeated which I personally think defeats the whole purpose of it being labeled a revive but it is an option, but that would require much more work than this general suggestion that would work for all revives at once.
  4. your right I should have said most people not everyone, I like using resurrect powers as well I don't die often but I often have extra power slots to spare so I take them just in case.
  5. if it isn't then it isn't I can't know if its possible or not either way I'm not a dev. I would think if you owned the power to self revive and had it ready you would use your own power to revive not accept a rez from another source. and if you got defeated again with revive power on cooldown I would say your toggle powers shouldn't suppress the would be fair trade off since you are getting defeated so much. This would also avoid the issue of causing toggles to have unintended cooldowns after reviving. I will edit that line to reflect these thoughts better great feedback, thanks!
  6. rez powers have a cooldown like any other power rezes cooldown unenhanced is 300 seconds that's 5 mins, with lots of global recharge you could get the cooldown down to 90 seconds with 280% global haste recharge that is my peacebringer's rez cooldown one slotted with a +5 recharge IO. I think you are picturing some low level 30 just endlessly running at mobs fighting again and again fighting non stop and ignoring defense not caring about defense or defeat at all. taking a rez does not suddenly mean you can just die again and again even if toggles stayed on. Im really not sure why you are seeing a small QoL change so negatively people will still care about getting defeated if they have a rez power buffs they use themselves or that are given by teammates that aren't toggles would still get taken off them it's not like they stay exactly the same after reviving.
  7. that mindset is what makes everyone skip powerset resurrects, they view being defeated as a hugely negative thing and not them utilizing what their powerset is designed to do. you still get exp debt when you are defeated there is a punishment. in age where almost any powerset can cap their defense to soft cap with IOs and be basically unkillable you really think people would suddenly just start to choosing to be defeated again again if toggles were allowed stayed on when you rezed? a change like this is not going to make everyone with a revive power suddenly want to be defeated like its reward, its just going to make reviving from defeat less clunky.
  8. any powerset the resurrects Like or Howling Twilight can target defeated teammates though? you can even be teleported by others as well in the defeated state to a more safe location. there are even resurrects the buff teammates after rezing them like Elixir of Life from the poison powerset. it seems to me that they already multiple powers that allow you to target defeated teammates with them, but if the devs say it isn't possible then that's that the suggestion is dead and won't revive ☠️
  9. yes, but that is clunky some powersets have 4-8 toggles some of which force you to be rooted in place if they are AoE based, when you factor in power pools the number of toggles can get very high, the feeling of power set that uses revive should envision rising from defeat to fight on right away not running away to a corner to toggle on your powers. I think powerset revives should be more viewed like big self-heals that can used even when defeated so you should just be able to fight right away after using a revive, the having toggle back on your powers make it feel less like a power you have just another run of the mill self rez anyone can use.
  10. Since rising from defeat is part of the powersets identity I don't believe being defeated should be treated the same generic way. I believe this change is simple but would drastically make powersets with self revives feel more seamless to use. Make defeats suppress toggles instead of outright turning them off. the main annoyance of powerset revives are their clunkiness to use and how long it takes to get back into combat after using them. I feel this is fair because the character who has this power to revive knows they are capable of rising from defeat to fight on and does not view being defeated the same way. They are fully expecting get back into fight so are prepared and ready to fight right away so their powers would already be turned on to reflect this mindset. I'm hoping it would work like this, but if this overcomplicates things too much ignore this part and just implement this suggestion whatever way works best. You only get this toggle suppression if your revive is a power from your primary or secondary powers. You only get this toggle suppression if when you are defeated your revive power is not on cooldown from a past use. You only get this toggle suppression if you use your actual revive power to resurrect revives from other sources won't count. You only suppress toggles that don't target enemies/allies, toggles like Darkest Night wouldn't count. The untouchable buff you get after using a revive power is lost after using any power at all like normal. All toggles that debuff or damage enemies stay suppressed until you lose your untouchable buff.
  11. you can actually avoid resetting trays if you rezone after respecing dont touch the power tray and enter a new zone and the power trays reset to how they looked pre respec, its a neat trick I just learned this year it's very useful. and yes I support this change too its a good idea and will save time.
  12. self rez powers like revive have gotten even worse since they found ways to code toggles always staying on and suppressing instead, being defeated is the one way we have left that still forces you to toggle everything back on. so even if one could argue revive is a whole other health state not true death since its part of the powerset it still is annoying to have to micro manage toggles. So yes I support buffing all self rez powers they are too weak.
  13. I figured most people would be fine with this very few if anyone would like the game editing your chat preferences without even prompting you its very easy to miss that a zone event was removed till you see LFG teams for GM and realize you aren't seeing that in your chat logs.
  14. for example, the second I switch to rogue or villain hero event messages will automatically be removed from the event tab even if I had manually edited it before so I can see both hero and villain messages the game just assumes I don't want see hero ones anymore. given how often some people alignment switch at gull this can get annoying to deal with and if you forget to add it back in you will then miss out on some events you might have wanted to take part of. Rogues/Vigs can even visit both sides so removing event messages automatedly for them makes even less compared to doing it for a pure villain/hero which I can sort of understand, but given how fast we can switch sides I don't think it should be done at all anymore.
  15. for people that find this interaction annoying to manage you can use this bind, this you will auto retoggle the power if you get mezzed not perfect but you wont have to worry about noticing the power was turned off either during combat. /bind W "+forward$$powexec_toggleon Irradiated Ground"
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