
Mystoc
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IO procs are not reliable unless you are only using that power to attack oil slick and nothing else.. a better comparison would be Reactive Radial Flawless Interface which is a 75% chance deal fire damage on all attacks. In any case just because there are worse alternatives the CAN work does not mean Taser Dart should be disabled, Origin powers are abilties you get like brawl at level 1 that your character always has access to from the very start so why is it disabled in end game content?
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I am not sure if you are right or wrong, but I looked the old vet reward list and don't see origin powers mentioned as prestige rewards at all. Veteran Rewards Program - Paragon Wiki Archive and even if that's how it was in the past it's not how it works now, you get these origins powers at level 1 naturally with no need to visit S.T.A.R.T
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first of all, I'm not sure if this an oversight/bug or intentional so I'm posting this interaction here. during league incarnate content w/ 2-3 teams origin powers are disabled and for some reason they are considered prestige attacks? you get these powers naturally at level 1 based on your origin without ever visiting S.T.A.R.T so why are they considered prestige attacks? To make matters even more confusing during the league trials I was able to use game changing self resurrect powers like Return to Battle which is a prestige power but not my actual origin power? having access to Taser Dart is very important for trick arrow to ignite oil slick as not all powersets naturally do fire or energy damage so not having access to this power is a big nerf while doing end game incarnate content. Also having access to a 80 yard attack with a quick animation is very useful for melee archetypes to pull packs. so, I'm requesting origin powers not be disabled during incarnate trials or just make them inherit powers instead whatever is the easiest.
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Giving placate more flexibility when it can be used.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
the purpose is you can enter hide right after a battle ends to be ready to fight from hide when your team engages with the next pack of mobs much sooner, this would also let you starts placates cooldown right away as opposed to be tied to a target which is limiting. this is how I see it being used in normal gameplay Battle is finishing up there are no targets to placate Hide is having its 10 second cooldown You have placate ready but no target normally this means it can't be used. 5 seconds later your team starts their next fight with a new pack but you aren't hidden yet. You have two options with how placate works currently wait the 5 seconds to be hidden again while your team is fighting you are just watching them. use placate as opener to a fight placate on a target to be hidden right away this works but is only saving 5 second of hide wait time so is inefficient you are also giving up the chance to get back to back crits by forcing the hide with placate but now if placate can be used to enter hide targetless you can use it right after the current battle ends to bypass 10 seconds of hide while also starting it cooldown so it can be used mid fight for the next pack of mobs as well. the main real advantage for this change is cooldown management for placate you get to use it on your own terms and have it be impactful during and out of combat. -
Giving placate more flexibility when it can be used.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
stalkers have assassin strike and the abiltiy to use it quickly out of hide with assassin's focus stacks to guarantee crits out of hide and the ability to use hide ATO procs, they already far outclass Bane/Widows the amount of times they can crit in and out of hide which is fair because that's their focus. im not asking for banes and widows to get features like that just be included in on the placate change, when placate was changed to target 5 enemies instead of just one with a faster cast time banes and widows were not excluded so why would that change here? having placate function differently across archetypes would just cause confusion for new players. -
Giving placate more flexibility when it can be used.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
agreed this is helpful for stalker against held enemies but good luck convincing teammates to not attack you so can crit a sleeping enemy.. almost every player has DoTs and AoE you make sounding like going out your way to have an archetype with an AoE held to crit more a given, sleeps won't work on teams like I mentioned. getting into the possibilities of how much the game code has to change to get this change done will not be helpful neither of us know the answer to this. lastly you seem to be focused on stalker but remember this change is aimed not just for stalkers but all archetypes with hide and placate, so widow and bane too I did mention that in the post. -
Giving placate more flexibility when it can be used.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
fast and slow snipes are a single power behaving in drastically different ways based on in game factors that is all I meant by it, the same could be true for placate. maybe there is no precedent for targeted powers working differently if there's no target but why should that preclude it from being so? the real questions should be is it fair/ balanced and is it possible for the devs to code placate to work this way. -
Giving placate more flexibility when it can be used.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
the change is to make requiring a target optional it can work with and without one and will behave differently. no it wont placate if you used it without a target, it would just reset the hide cooldown, I state this in my downside section. Blaster Snipes functions differently based on factors in the game like being in combat and not you can even make keybinds to instantly use PBAoE powers, so they behave like TAoE powers if you have a target. -
Giving placate more flexibility when it can be used.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
that was mainly in response to you mentioning it can take threat IOs now like thats a major upgrade in some way. its great we have more options but it doesn't change much at all, you will slot it with a single recharge IO in placate because it can't miss and what you placate is going to be defeated before the unenhanced placate effect wears off anyway. I agree with you that placate is the most impactful power to have for these archetypes when solo but being teamed greatly changes how the power functions a lot, you have teammates taking hits for you so losing agro matters way less, and teammates defeating the target you wanted to hit with crits and making the pace of play much faster which a 10 second hide cooldown just can't keep up with. -
Giving placate more flexibility when it can be used.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
Thanks! I think you missed the part where I said on the last line placate still functions exactly the same if you have target when its used, you get more flexibility while its core ability to do what you want to pacify remains. -
Giving placate more flexibility when it can be used.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
first of all, its not immediately back to hidden it still has it original cast time you aren't skipping that just needing a target. next you aren't really fully hidden though targets still know about you and will attack you since you didn't use placate on a target nothing is placated it's not a guaranteed crit since you can be attacked right after you use it this way, this why no target placate would best be used between packs of mob's using it mid combat like that would be a downgrade. placate works great in solo because you decide the speed you want go it's not a group decision, in groups though it's just too slow to be used effectively most times what you placate is defeated already then you search for a new target that is almost defeated too and now the group is onto the next pack of mobs and you still have 5-6 seconds on your hide cooldown. stalker ATO proc is good reason why placate would be fine to work like this though, it needs a target because it's slotted on a actual attack the does damage that is part of the normal attack chain placate is a power that is just for hide it does no damage so why does it need to tied to a target? lastly mastersminds ninja powerset has Smoke Flash which already has this too they can on command without an enemy target make the pet enter hide and their next attack be a crit, the placating enemies part is just based on proximity and is not required at all. do people actually slot placate at all though beside the standard one slot it gives you there is your answer how impactful it is viewed by the playerbase. -
Giving placate more flexibility when it can be used.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
usually, I do not like commenting first without a reply but, it seems some are against this idea but not enough to take the time explain why it would a bad idea to give placate more flexibility. I think this would be a great change for archetypes that use hide so they can keep up with their teams clear speed but if I'm missing something please let me know, thanks! -
Giving placate more flexibility when it can be used.
Mystoc posted a topic in Suggestions & Feedback
Change: Placate can now be used without a target to enter hide, if used this way it will not root but still have a cast time. Downside: no targets get placated so you will lose part of powers effect of getting 5 targets to ignore you. Upside: can now be used in between packs to bypass hides cooldown faster without needing a new target. Reasoning: Placates main use right now is landing back to back crits in combat but doing so in team play is often just too slow. Usually what you placate will be defeated by the time you are ready to attack again except maybe if it's a boss, so you then search for a new target while also hoping nothing else attacks you to break hide. While it can work its often just clunky to use placate effectively mid combat on teams. the idea of placates new use would be to use it right away after defeating a pack to start its cooldown sooner and avoid that awkward 3-4 second time frame when your team reaches a new pack, but you aren't hidden yet so feel compelled to wait while others fight so you can land that juicy crit opener. to be clear placate would still function like normal if targeting an alive enemy and this change would apply to Stalkers, Widows and Banes. -
Adding in the inverse of Temporal Warrior to character creation.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
I believe they get Alphas when for PvP and maybe interface too? but some of the other ones are disabled, but that exact line about incaranates is present in the temporal warrior description in game right you can check when you get the time. -
Adding in the inverse of Temporal Warrior to character creation.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
so you prefer there be a barrier of entry to costume contests behind a 300+ million inf paywall or long grind? Personally, for me I want to be judged based on my creativity not based on if I had the time to grind out an aura or body modification that would have completed my look. and each time you want to create a new character with new powers you have to do that grind all over again, I dont see why creativity should be locked behind a inf paywall or long grind IF it's just for RP and not combat. the people the bought the costumes with PA can still do other content in the game but RP characters are not for fighting or earning rewards. the only way these types of characters would ever get influence is it was traded to them. you want to be 50 because many costume contests allow you to use power toggles to enhance your look including epic/patron powers as well, many characters do use these toggles to enhance their look it's like another character aura you get to use. -
Adding in the inverse of Temporal Warrior to character creation.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
I thought it was a given that you can't reserve names this way temporal warrior doesn't allow this why so would another way get a 50 character with temporal in its name allow it? it's my understanding that 50 temporal warriors are treated as being level 1 the same would be true here of course. -
Adding in the inverse of Temporal Warrior to character creation.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
yeah, not everyone does costume contests, so I get it, just not like everyone does PvP. you can't change your origins or powerset after you make a character for good reason but if you want a character with a name origin and powerset that matches the vision you have for your character along with their costume you must do exactly that many characters use toggles as part of their look so being only level 1 is not going to cut it. the idea is simple have sandbox mode for your characters look and powers but in exchange you cannot fight at all or earn rewards you are there to look awesome and chat with others and that is all. yes and its a change the homecoming devs choose to keep so in the end my meaning is the same. you won't be defeated though in a costume contest though so I don't see the issue here. -
There could be a better name that is decided on but for now let's call it "Temporal Socialite" The idea is simple you have access to all the tools needed to create your ideal character including prestige costumes like "mini me" here is a mockup of how I would see it working Text version I think this feature would mainly be perfect for costume contests! I know giving access to prestige powers that are bought with Prismatic Aether will be the most controversial part of this request so I will explain why I feel this is fair below. Putting the Prestige Costume issues aside, being able to have a 50 with a full powerset that is tailored to your look, name and Origin just for RP purposes like costume Contests would be amazing!
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/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.
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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.
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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.
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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!
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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.
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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.