Mystoc
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Posts posted by Mystoc
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4 hours ago, PoptartsNinja said:
Disabling it really needs to be a full menu option or a slash command.
yes please! that would be awesome I am asked about this so much I could just have a macro ready to tell them the command to turn group fly off for them.
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10 hours ago, Laucianna said:
Personally I just think normal fly should apply to pets as well, since they are an extension of yourself rather then needing a whole separate power to enable them to fly. Though this would remove probably the final reason anyone picks Group fly.
that would be nice but then group fly and group teleport would need to replaced with something else like you said
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The number of times I am asked to turn off group fly on teams is very frustrating! These people simply forgot they can/should turn it off themselves and demand you take the power off when really you just have it on for your pets. Even though you are in the right here they aren't going to exit the mission mid combat to talk to null the gull so its you that suffers for your teammates forgetfulness.
The days of needing group fly for Hamidon is over so having it off by default just make sense and no one likes being moved by group teleport by default. players even get temp fly and at level 2 after the recent patch so this game explicitly encourages using temp powers to fly.
The alternative that would work better, but take more effort to implement would be to create 2 versions of the group travel powers group fly, pet fly and group teleport, pet teleport, this way the user of the power has the agency to decide which version is best to use at the time.
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so I am trying to scale a certain window only not whole UI but am not able to Identify what this window is called
I found these commands here to scale different UIs in the game: https://cityofheroes.fandom.com/wiki/Window_Scale_Guide
In short what is this window called and is possible to scale just it with one the commands I linked above? its the window you see after hitting call contact or talking to a contact in person.
If I could make the text bigger for that window that would work for me as well too, are either of these options possible? Thanks!
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6 minutes ago, Rudra said:
That is entirely too OP. I can understand up to -7.5%, but not -20%. If we use -2.5% as the base value, which is likely high and either -1.25% or -0.625% would be the more likely base in my opinion, then the purple set would have a -10% value. Which makes it the highest possible value given the available base numbers. (If we use fear's base value of 1.1%, then that would make it have a value of -4.4% DEF.)
yeah prolly to much ill change it there are -20 res procs, so that's why I said it, I am fine with whatever number it ends up being but I do believe it should be - defense proc
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14 hours ago, Saiyajinzoningen said:
more sets means more options
more options means more variety
sounds good to me.
what would this set look like, bonus-wise?
it would most likely have have a similar set bonuses to confuse but inversed
(2) 4% recovery
(3) 4% enhance feared
(4) 4% damage buff
(5) 10% recharge
(6) 5% melee def 2.5 smash defense and 2.5 lethal defense (you get melee defense cause enemies feared are too scared to get up close!)
and the proc would be a -defense one maybe -10 all defense? (lowered to be -10 based on feedback)
scared enemies are easier to attack after all since don't defend themselves as well while panicked.
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Every other mez control effect in the game has one but not fear why is that?
There are enough sources of fear in the game from powers to justify it as well. The Devs have added new enhancements sets before in the past so I think this a good idea thoughts?
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I love playing my Arachnos Solider the great thing about them is the variety of builds you can play which is what makes having different build slots so much fun! currently I have a popmenu to switch between my 3 builds: Bane - Dmg, Crab - Tank (no Pets), and Crab - focus on pets/Cabbermind
The small downside to this is that these type of playstyles use drastically different Incarnate powers, the biggest culprit of this is the hybrid slot
For damage builds you want Assault
For Tanks builds you want Melee
and for pets builds you want Support
you can easily bind switching builds in a popmenu but I know of no way to do so for equipping incarnate powers. having to be constantly opening the incarnate interface to switch equips each time I build swap is not a huge issue just something that would be really nice to automate.
I am almost positive such a thing is not currently possible, so would this be a possible feature to add? Thanks
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came back to game after a about a year break and wanted to see if there was a better badge tracking tool and found this. Can confirm it works in 2023, Thanks for doing this a real time saver this is!
the only minor issue I found was on my first scan it didn't see the 2023 anniversary event badge unforgettable. to fix it I just set it manually as my badge tittle so it appeared in the text log and it then worked for me when I did the scan again.
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19 minutes ago, biostem said:
I doubt everyone would do this, and even if they did, the seeded common salvage cap isn't that high.
Or they could use the AE option to buy common salvage - it's random, but it only costs 8 tickets a go, and you can even select the level range you want.
I think it's more that they seeded the salvage to avoid player exploitation.
Not necessarily - see the above option to buy common salvage from the AE vendor.
common recipes can be created with just influence if you have the correct badge and every other recipe can be gotten with merits so them be able to rejected doesn't hurt anything with inspiration I think they allow rejecting them because vendors just sell the small inspiration anywhere you go so their isn't an AH market for them and the ones that are sellable like super team inspiration have to be enabled and are off by default
no one is gonna enable ticket drops when that disables recipe drops so random common/uncommon salvage is not realistic also who wants to play with rng for just common and uncommon salvage. people would instead just buy the dev listed salvage if their was no player driven supply
salvage though only has one source enemy drops or AH and if you can reject drops then a lot of those drops now don't end up the AH, i agree it would make the game less micro management and annoying if they could be rejected but i really think that's the reason devs don't let salvage be rejected
I edited my post you replied to - I think the main reason they have not enabled rejecting salvage is to make afk farming less profitable and force players to interact with their game to remove salvage when it builds up even though it would be annoying micromanagement.
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I feel like the reason they don't do this is because it would ruin the common and uncommon salvage economy, the price would constantly reach the cap of dev posted salvage
what would happen is people farm get a lot purples and want to craft them all at once their salvage would be filled with just rare salvage so they need to fill in the missing common/uncommon salvage and use the AH since a lot people need to buy common and uncommon salvage now and few people aren't rejecting them there would be almost no natural supply of non dev listed salvage
the devs want to feel like the AH is interaction between the players and not just the players buying salvage listed by them so that is why they avoid this. if it did reach this point and you are just buying dev listed salvage off the AH they devs may as well just create a vendor that sells salvage it would end up being the same thing.
Edit: Another reason I feel its this way is they want to make afk farming less profitable and force farmers interact with the game more and manage their salvage when it reaches the cap if it you could reject common and uncommon salvage the need to do this would drastically drop.
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I find the perma fly's that cause only affecting self to be super worth it in terms of just traveling and not fighting now, before they were super annoying detoggling all your toggles making it impractical for almost every archetype.
now after the change all your toggles stay on and the fly speed is just as fast as ninja run sprint without the end consumption because to attack you must turn it off no more forgetting to detoggle and running out of end like can happen with ninja run.
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9 minutes ago, Luminara said:
I don't make the decisions, I don't make the changes, I just accumulate knowledge and disseminate it. Take it up with the PvP players.
Turns out there's a much easier way to get these pvp temp powers the PD arena vendor sell this too and it also offer a 2 min fly, you reminded me that the vendor exists by mentioning the sirens call one, my post was edited share the method with future people who might have this problem.
again thanks for the help!
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10 minutes ago, Luminara said:
Leveling the playing field. If Player A comes into a PvP zone loaded with several million inf* worth of temp powers and Player B has none, it's not an even fight. With zone-only powers, there's an assurance of parity in what's available to each player. There's no guarantee that both players will purchase the temp powers offered in PvP zones, but at least the player who doesn't isn't at a massive disadvantage.
that is a non reason someone with enhancements and IO set bonuses will have advantage in fight and that can cost 100s millions Influence to get, someone with more money will always have the advantage, buying temp powers are chump change comapred to a fully IOed PvP char
I don't mind if temp travel powers are disabled in pvp just be consistent about it is my point, if it was a temp travel power that could only be earned through pvp and not influence I could see your point
I do appreciate you helped me I will edit my post soon to include the method to get the badge so others can find this if they search for way to get this badge in the future
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7 minutes ago, Luminara said:
Buy the Jaunt Initializer power from the merchant in Siren's Call. It's PvP-only Teleport with 5 uses for 10,000 inf*. Then go to Warburg and use that to TP to the badge. That's how I did it.
that is a good solution I will do that thanks for the help
but if you can buy temp travel powers and use them in pvp zones then why disable temp fly? they are both temp travel powers that can be purchased with influence the disabling of one and then just allowing another makes no sense.
I really wish this solution was just available at the P2W vendor very few people pvp and even know this vendor exists at all I didn't till just this moment.
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24 minutes ago, MTeague said:
a) you're never forced to care about accolades. 90% of my characters have ZERO accolades. Really. It's Okay. They'll live.
b) you can always team up with a teleporter who has Recall Friend. It's also okay to not do everything 100% solo.
its auto accolade with no cooldown that gives a constant buff to HP and endurance many builds are endurance starved, this is not just a random exploration badge I cant get its needed for a very important power boost so yeah I care about getting it
I know there are work arounds the point is that accolades should be able to be earned by your own accomplishments and your own effort that went into earning them. If a solution is well just get someone else with a power to do it for you that undermines the whole point of badges they are meant to be a thing your are proud to of earned on your own or helped your team earn not something someone else is required to do for you.
Badges should always be possible to get even if they are hard to get take time and effort to do/grind out they should not be impossible to get because of a character build.
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like I cant use temp fly because its a PVP zone I use Super Speed to travel how do I get to the triumphant badge?
This made sense back in the day because you could 100% use temp fly in pvp zones, now that its been changed that you cant on homecoming please pick a different badge for this accolade requirement that can be reached without the need of a travel power, or even just move the badge to be under the globe instead of on top of it either way works
lots characters either just have super speed or even use the ninja run sprint combo to travel forcing characters to speced a certain way to get an accolade seems extreme to me thoughts?
https://homecoming.wiki/wiki/Triumphant_Badge
https://homecoming.wiki/wiki/Born_in_Battle_Badge
https://homecoming.wiki/wiki/Megalomaniac_Badge
EDIT: A solution has been found I will leave my post up for any others who encounter this issue
Go to the Pocket D arena and talk to the arena store NPC he sells travel powers that can be used in PVP zones with limited use time but it should be long enough to get this badge!
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1 hour ago, Glacier Peak said:
Could you maybe make another Soldier of Arachnos?
I would be creating a character with the same exact archetype with the same primaries and secondary's, this is the exact problem that the extra build slots are designed to solve.
also while this reasoning is more personal the character as a name that I really like and all the badges and accolades I earned, it also nice be recognized as the name of character you play a lot and get to catch up with people you have teamed with before and meet new people as well. having different names would break that familiarity
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I currently have Solider of Arachnos character with an bane spider build, an crab spider tank build, and a crab spider 6 pet build. All 3 of these builds I use a lot, I would really like to have wolf spider pre 24 build where the focus is just being strong pre level 24 I would use this for low level teams and Task forces but theres no room for that at the moment which is why I make this request.
I am even happy with it being an unlock that has to be earned through lots of effort.
I am sure I am one the very few who desires a 4th build but all 3 builds I have are ones I cant imagine parting with. are there any game limitations why a 4th build cannot be a thing or is there just very little desire for it?
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9 hours ago, chi1701 said:
Then my only solution would be to remove the range extender from bright nova scatter and add an additional -recharge onto hasten making it 3 slotted which would make hasten 119.2s recharge and +5 them as well
yeah one slot for for 2-3 sec recharge is not worth the range is important to me cause it levels nova scatter range with the other aoe its goes to 90 range and the other nova detonation goes to 100, thanks for feedback in my builds though 3 slotting hasten seems like over kill would only consider doing it if I had unused slots
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13 hours ago, chi1701 said:
interesting build but I went for more even approach to defence and only managed to get 16%/17% defence on ranged, melee and aoe with recharge bonus of +191.25% (291.25%)
yeah i figured if im flying melee cant hit me so i just went for range. im 273 rec with hasten but need an alpha with recharge to get hasten perma I know I could get more recharge and its most likely better damage wise the idea was I could be a tank in squid form with light form and still do good dmg so be hyrbid tank aoe dmg dealer
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the idea I had was stay nova form and go for ranged defense and recharge as the most desirable set bonuses I was able to get capped range defense but was wondering if anyway sees a way to stay capped ranged defense and get more recharge at the same time
for now I am using Agility radial paragon alpha for the more recharge and fly move speed and end mod but Intuition Radial Paragon is also a good option for the alpha slot to get more attack range and attack damage and increased defense debuff so I will most likely be switching between the two trying decide what would be better at the moment
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This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsRebornClick this DataLink to open the build!
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: LeadershipHero Profile:
Level 1: Glinting Eye- (A) Superior Winter's Bite - Accuracy/Damage
- (5) Superior Winter's Bite - Damage/RechargeTime
- (9) Superior Winter's Bite - Accuracy/Damage/Recharge
- (11) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
- (19) Superior Winter's Bite - Accuracy/Damage/Endurance
Level 1: Incandescence
- (A) Steadfast Protection - Resistance/+Def 3%
Level 2: Gleaming Blast
- (A) Explosive Strike - Damage/Knockback
- (3) Explosive Strike - Accuracy/Knockback
- (3) Explosive Strike - Chance for Smashing Damage
Level 4: Essence Boost
- (A) Numina's Convalesence - Heal/Endurance
- (9) Numina's Convalesence - Endurance/Recharge
- (13) Numina's Convalesence - +Regeneration/+Recovery
- (27) Numina's Convalesence - Heal/Recharge
- (29) Numina's Convalesence - Heal/Endurance/Recharge
- (29) Numina's Convalesence - Heal
Level 6: Bright Nova
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (7) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 8: Hasten
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
Level 10: Stealth
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 12: Inner Light
- (A) Recharge Reduction IO
Level 14: Kick
- (A) Explosive Strike - Damage/Knockback
- (17) Explosive Strike - Chance for Smashing Damage
- (45) Explosive Strike - Accuracy/Knockback
Level 16: Group Energy Flight
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 18: Radiant Strike
- (A) Explosive Strike - Damage/Knockback
- (19) Explosive Strike - Accuracy/Knockback
- (25) Explosive Strike - Chance for Smashing Damage
Level 20: White Dwarf
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (42) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 22: Luminous Detonation
- (A) Superior Kheldian's Grace - Damage/Recharge
- (50) Superior Kheldian's Grace - Recharge/Form Empowerment
Level 24: Quantum Maneuvers
- (A) Reactive Defenses - Scaling Resist Damage
Level 26: Tough
- (A) Unbreakable Guard - +Max HP
Level 28: Weave
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 30: Cross Punch
- (A) Stupefy - Accuracy/Recharge
- (34) Stupefy - Endurance/Stun
- (34) Stupefy - Accuracy/Endurance
- (36) Stupefy - Stun/Range
- (36) Stupefy - Accuracy/Stun/Recharge
- (36) Stupefy - Chance of Knockback
Level 32: Photon Seekers
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (46) Expedient Reinforcement - Damage/Endurance
- (46) Expedient Reinforcement - Accuracy/Damage/Recharge
- (46) Expedient Reinforcement - Endurance/Damage/Recharge
- (48) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Shining Shield
- (A) Gladiator's Armor - TP Protection +3% Def (All)
Level 38: Light Form
- (A) Recharge Reduction IO
Level 41: Infiltration
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 44: Pulsar
- (A) Stupefy - Accuracy/Recharge
- (45) Stupefy - Chance of Knockback
- (48) Stupefy - Endurance/Stun
- (48) Stupefy - Accuracy/Endurance
- (50) Stupefy - Stun/Range
- (50) Stupefy - Accuracy/Stun/Recharge
Level 47: Grant Invisibility
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 49: Maneuvers
- (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 1: Cosmic Balance
Level 1: Brawl -
Arsenal Sleep Grenade missing damage since March 12 update.
in Bug Reports
Posted · Edited by Mystoc
I confused the name with tear gas and gave a bad explanation so removing my reply