Mystoc
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I just did Penelope Yin TF only to notice I was level 23 not 25 the leader of course was not 25+ so we were not 25. this was on my 50 MM so I was noticeably weaker without my second tier 2 pet I would have gotten at 24 (only have 5 pets now not 6). not being the max TF level also affecting IO set break points needing to be the min level -3 as well. Yes, the obvious solution is to ask to be leader instead there are serval issues with that. you have to know the leader is under the max possible level to know this might be an issue. it's possible memorize all TF/SF level ranges but it's not an easy thing to do. it's also kind of ungrateful to the leader saying "hey now that you did all the hard work to recruit everyone make me the leader now so I can be stronger" personally to me it would be a petty thing to ask.. inversely if you are leader but not the max level for the content it also feels weird asking the rest of the team if anyone else wants to lead so everyone can be stronger. (to me it feels like I'm noping out of being leader after saying I would) in short there are ways around this issue already yes but they are cumbersome so this is purely a QoL feature. a simple prompt once the TF/SF starts asking the leader like this would work. the leader would only see this prompt if they were under the max TF/SF level.
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Making the Long Range Teleporter better organized.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
hmm for me it is already like that maybe its a recent change? if they did change it that's a good sign they are willing to change more. -
rather then group zones by what area they are part of, they should be grouped by which alignment they are tied be it villain or hero. Blue (Hero) - for if you're a hero or hybrid alignment you can visit it. Red (Villain) - for if you're a villain or hybrid alignment you can visit it. Gold (Any) - can visited by every alignment in the game, no restriction on teams. blueside is very infamous for this it has 4 co-op zones where heroes and villains can team up labeled as blue, which is very misleading. EDIT: a lot people are against zones like RWZ being colored gold so maybe move those zones from blue to a different color like purple?
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QOL Suggestion for Mastermind Pets (Auto TP mechanic)
Mystoc replied to VertigoIguana's topic in Suggestions & Feedback
I agree MMs need more functionality to keep up with teams but here is another idea I have had this is somewhat similar. I always thought if you put your MM pets on passive they should inherit your current stealth value this way they could follow you and not aggro mobs, sorta like "Oh hey we aren't attacking and the boss is being stealthy let's do that too." defensive has pet damage split functionally so why shouldn't passive have added fictionally for pet stealth? -
Make Vanity Pet: "Arachnos Flyer" live up to its name.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
a height like this would be much better I had to trick the flier to do this as it follows you it just flies lower and lower to the ground it won't stay like this if I move at all, in short, the request its make its default hover height higher, thanks! -
Make all vanity pet rewards drop as recipes.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
I agree that letting us delete vanity pets is the better outcome I just know its been suggested multiple times and still not in the game so the devs have their reasons im guessing? what im suggesting is a middle ground that already has proven functionality in the game recipes for vanity pets already exist for every GM in the game. -
Make all vanity pet rewards drop as recipes.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
No vanity pets cannot be removed/deleted. other options could be add an option to disable showing all vanity pets in your powers description let us control which vanity pets are shown in your powers description let us delete vanity pets (like you said) while I feel like all three options would be nice options to have, I feel they would take much more work to get done so am not requesting them. I do know though vanity pets can drop as recipes when fighting GMs already so I'm requesting this change since I feel like it has the most likely chance of getting implemented. -
some people (me included) hate having their power description clogged up by these vanity pets who don't mesh with your powers or character Identity. I think the simplest solution is to make all vanity pets drop as recipes like what is done with Giant Monster pet drops (if recipes is full email, it instead). This lets the player choose if they want the pet or not, because for some us we just want the badge or to try out the new event and have no idea that a pet is going to be given.
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universal damage sets only needing two converters to convert in set?
Mystoc replied to Ridiculous Girl's topic in Bug Reports
I think this is because out of set conversion option cost 1 and since there are only two universal damage sets you can convert always into the other set making that the better option when converting the 1 cost option twice but only if "the in set convert cost 3" this would save you 1 converter each time if you used out of set conversion. I think this is intentional choice by the devs so players don't waste converters or just to save us clicks, they made the in set cost 2 so the out of set option isn't the clear better choice. to me it this seems like intentional choice by the devs but again I don't know this for sure. -
correct I click hibernate I cancel it then like 28-30 seconds later those powers become disabled, then when NoPhase ends they reenable right away. very interesting that this is a long term bug since 2008 I guess its minor enough that it's not a huge bother. I only noticed it because I use Super Speed so use steam jump quite a bit when I need jump higher than normal.
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was playing my controller and randomly noticing said powers were getting disabled I determined the cause was ice mastery epic power pool hibernate it causes me NoPhase then around 30 seconds later both powers disable and then reenable the exact second NoPhase goes away. also I just noticed NoPhase disables the prestige base transporter as well?? this is a really odd bug I am not sure if phase shift or other powers that cause NoPhase would cause this exact issue too or if its specific to just controllers epic hibernate, if anyone else can test this too please report back!
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I think I'm representing this fairly just try to form a DFB redside then do it blueside and you will know what I mean. the problem is not getting people to switch villain at PD or stay just vig to do redside content the problem is making more people want to level and start as a villain or rogue at level 1 very few players are doing that. the more people who level as villain the more people who will form groups in LFG for redside content, having blueside hoppers that are willing to join in does not fix the issue because they aren't the ones starting the groups.
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I was actually thinking of posting about this, but this topic is just way to similar to my idea not to comment on it. I will say this I think the main reason redside is avoided so much is the mostly true perception that forming teams is way harder cause there's less players and that perception just infinitely loops on itself and makes less and less players want to even roll a villain, the first step to making redside more appealing is giving it a clear advantage over blueside which at some point can be removed once the ratio of blue to red evens out. I was thinking why not just double merit rewards for all villain content that is not 50 yes, it's very forced but would work completing contact story arc and SFs villain side is now more rewarding so more people now have a reason to give redside a chance and stay for good.
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Certain Vampyri do not count towards "The Slayer" Badge
Mystoc replied to Mystoc's topic in Bug Reports
I would hope it's a bug or leveling through striga isle content favors the hero alignment more than the villain one, when you reach Tobias Hansen as a contact hero side his story arc offers a very similar mission flavor wise where all enemies are vampyri and these do count towards "The Slayer" Badge. why else specifically have a single mission for both hero/villain where all the enemies are vampyri if not to offer parity to both alignments when doing striga isle content? when leveling in striga isle levels 20-29 you can pick to be hero or villain if only 1 alignment can gain you access to a defeat badge while other does not, said alignment (hero) is just going to be picked more often than not especially when said badge is attached to a very popular passive accolade that everyone eventually wants. again, I hope this a bug/oversight but neither of us can know for sure. -
These enemies appear villain side in Striga Isle in Oprheus's story arc in This mission. On the homecoming wiki they are considered part of the same mob group so logically should give credit towards "The Slayer" badge the wiki for this mission description does mention its an issue but its still not fixed, I'm not sure how simple of a fix this would be but I'm reporting this bug in hopes it can be resolved.
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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.