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Mystoc
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Adding more D-SYNC Enhancements to the game.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
so dual enhancement should only exist from now on if they are a super meta combo that every build can use? Personally, that sounds like power creep to me which is something the devs want to avoid. if you do want to avoid power creep new dual-purpose enhancements likely need to be niche, they can't fit every build that's the point. we already saw this this threat/recharge/accuracy D-SYNC everyone wants it for the accuracy recharge and now its 300+ million a pop. Do we really want to repeat this and have all builds after the same enhancement driving it up to insane prices? A cheap enhancement that helps only some builds but is not wanted by everyone sounds perfect to me. -
Adding more D-SYNC Enhancements to the game.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
yeah if the heal had a accuracy check I would say no, but for healing other with ST heals for sure and some cone heals have lower range the normal so the range would help. -
Adding more D-SYNC Enhancements to the game.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
so the power with shortest most annoying dismal range can't be enhanced for range, dang that is disappointing just why? well, a heal/range enhancement would still be useful elsewhere RIP Aid Other -
The one I really want the most is Heal/Range this really would have high demand in the medicine power pool for Aid Other you often want range on this power badly cause its range is so dismal but also want to enhance the heal too. so it turns you cant enhance aid other for range so yeaaaah dunno why but you cant (ignore that part) 😅 furthermore, no IOs Sets currently exist to allow you to get both Healing/Range in one enhancement, meaning this enchainment combo would be filling a very unique purpose and have high demand. I kept the tittle vague on purpose so feel free to suggest other D-SYNC enhancements you feel are missing from the game!
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to be clear I am not asking for cones to be changed they consistently have lower range across all archetypes so should stay that way. what I ask you to do is look at targeted AoE attacks you will see 99% of them have ranges that match their single target range. they are outliers you can find but very few, the standard practice for ranged powersets is for ST and TAoE's to have the same range.
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at the price of making the combat awkward compared to every other ranged archetype they do this? you play any other ranged class and are used to flow of combat bet then get mismatched ranges on sentinel. If they really need to curve sentinel AoE power mismatched range is not the way to do it. scrapper is just played way more than sentinel by a huge margin, and I know that if sentinels TAoE suddenly had 60 range this fact would not change. Some people just prefer ranged combat better then melee that is why sentinel is picked over scrapper, if you compare them in any other way scrapper just comes out on top.
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Yes exactly what I mean exclude cones but make TAoE match the ST powers range which would be 60 yards. the reason I think it would be a good change is anyone who is already used to ranged combat is used to being able open with any of the two power types and then using the other, sentinel being the one outlier on this makes using its ranged powers just feel super awkward and clunky.
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first time I have received no response on a topic, does that mean no one feels strongly enough either way on this to comment anything?
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I am so used to playing other ranged archetypes and being able to do single target attacks into targeted AoE ones and vise versa from the same range. Its muscle memory at this point for me when playing a ranged class to chain attacks this way which is why it feels so clunky having this be different on sentinel. making targeted AoE attacks 60 yards instead just 40 yards seems like the ideal fix to me. all other targeted AoE attacks on other archetypes match their single target range. Defender Corrupter Blaster you name it they don't have less range on their targeted AoE attacks so why does sentinel?
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was about to request this but saw this posted existed so bumping it. I just wanted this as well for my peacebringer saw it wasn't there and was disappointed it wasn't an option, this hover pose should be an option for all powers that grant flight.
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Have Incarnate abilities equipped be specific to each build slot.
Mystoc replied to Mystoc's topic in Suggestions & Feedback
yeah if there was a /command to switch incarnates that would work it as well it could be included has part of my popmenu macro. really whatever is easier to do works for me I know this is an pure QoL change so may not be high on the priority list.- 4 replies
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- quality of life
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The idea of builds slots is to specialize in a role you want to excel at and have up to 3 different builds on the same character to do this. for instance on my Solider of Arachnos I have 3 builds Bane Damage Dealer be stealthy with recall target for teamplay. Crab Tank with power pool taunt and IO sets leaning to resistance. Crabbermind that wants their pets to excel and buff them up. the issue is builds like these want different incarnate powers that better suit them. so when I switch from pet build my support hybrid slot focusing on buffing my pets is no longer what I want on my damage dealer who wants the assault hybrid instead. There are many examples of this across all incarnate power slots where this can be encountered. So ideal solution to this would be: Incarnates choices would be remembered by each build slot and not a global thing across builds that needs to be micro managed and manually changed when builds are switched.
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ok but once you jump it does not use your characters actual jump height it just slightly moves you up then you fall, I am asking for that part to change basically it would be what double jump is but only once not unlimited times mid air.
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that lets you begin falling faster, I want to be able jump from TP hover not fall.
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Currently When you use teleport you hover in the air for few seconds during this time you can use teleport again to retrigger the hover state or let it time out and fall to the ground. My Suggestion is a simple one, during this TP hover state allow jumping once doing so would cancel the teleport hover state right away at the expense of being able jump once in midair. if a feature like this would outclass double jump too much it could be given a non enchancable 15-30 second cooldown. An feature like this would make using teleport keybinds much easier indoors when traversing rooms with balcony floors which you often encounter during indoor missions.
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They want the scientist to be stealable and to promote fighting if you can just join teams to share the reward PvP is less incentivized why fight over credit when you can just share it? also being able to mass the farm this in a team of 8 seems very strong to me given they are AoE wide nukes that can stack. I like all your other suggestions though especially being able to lead multiple scientists its a good idea it also makes you a juicer target to fight the more you collect the more risk you face just having it all stolen if you are defeated in PVP so its balanced.
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yeah I mean import the base layout to be used in the newly created supergroup. cross server sharing of bases is unrealistic.
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I love my supergroup base setup on my server but the idea of having replicate it 3+ times on every server is daunting so I just stick to indomitable for now. I wish I could just port my base setup to the new supergroups I create for each server and avoid the huge headache. has there ever been a statement on the feasibility something like a base sharing code that could be used?
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Time Capsule anniversary rewards being random
Mystoc replied to Mystoc's topic in Suggestions & Feedback
guess my problem is not so unique after all I think its possible to get the defeat badges I asked around will use my other account open the capsules and defeat with my badge collector person the capsule one I will be ignoring it seems. -
I have a very unique issue I want the new event badges but absolutely do not want the vanity pets unless they are arachnos themed.. I guess you could call it soft roleplaying I don't roleplay in character but I want my build to fit the character theme does that make sense? and when you look at character power description vanity pets are shown there I really want the new event badges though. I know many will think this is a non issue and laugh, but can a way be added to get these new badges without risking getting a vanity pet? I think its possible to get the last 2 badges by defeating the mobs summoned by other people? can anyone confirm that the vanity pets are tied to opening the capsule not defeating the mobs? I guess the more reasonable request would be just let us decide which vanity pets/prestige costumes are displayed in the character powers area please.
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you are leading you henchmen permanently they spend every second with you (you being buddies with them is your main power) its like a life long bond of course they would pick up techniques you know like stealth. its not the same why are you branching off to teams? when did I ever mention this for teams? I Don't get why passive mode having a secondary function for Mastermind is such a stretch .. Denfensive does exactly that split damage you get between your pets the lore is they are protecting you like your bodyguard's Passive mode is just your pets following your lead being sneaky when you are being sneaky. again I mean pets by when I said leader, I am very confused why you ever think I mean teams when the tittle of post purely mentions henchmen?
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it takes 12 clicks you seemed to have realized what I meant but I will explain for others reading. click grant invis click next henchmen repeat this 6 times total 6x2 if you are the boss of a team they will follow your example of being stealthy you know how to be stealthy so you teach your underlings the same you are leading them after all. people may think this is not needed but there in game explanations for why it would work this way
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then nothing is a need in this game that fact you want to play word police is funny though, with hasten my sreum buff is 4 seconds off being perma it is the best pet buff in the game by far having it sooner is huge. that is such a bad argument why did they change support powerset single target buffs for MM to be AoE then? Cleary MM has the time to be using them all in Combat the pets do all the fighting right? grant invis is from a utility power useable by all it not just designed for MMs. so for MM its fair having to click 12 times but if any other archetype wants use it its just a badly designed power pool buff?
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I mercs so getting serum back fast is important for damage yes I need hasten, with hasten serum comes back 14 seconds faster I am not asking for henchman to be invisible with 0 investment just alternatives if they are ranged like mercs group fly makes them function way better so yeah group fly makes most pet AI function way better and not act like buffons. so your solution to a very specific MM problem is make them need yet another power pool? and grant invis is not AOE so you have click do 12 clicks every 2 minutes that is just not viable or engaging gameplay. I am not asking for pet invis with out investment you still need to invest in your own character to get stealth. yeah but like you said get to far away and they teleport to if you put them on stay and that can happen while running through a mob pack equaling all pets die so "stay" is not reliable and even it did work if I was gonna use teleport target 6 times I may as just click grant invis 6 times
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you can do it already but I would not call that easy or simple mastermind 's are very strapped for power pools slots. you want hasten, leadership and most likely group fly if you want pets keeping up with you outside of missions and then you want provoke or medicine to pick from depending on what your secondary is and if it has healing, and picking a buff that needs to be used every 2 mins is not everyone's playstyle it would be very likely this stealth buff wears off mid movement between mobs and then all your pets are dead so you would need to use this buff way more often then just 2 mins. some mastermind buffing secondary's toggles give stealth already or using Super Speed with a stealth IO works. Being able to transfer your stealth over to passive henchmen is much more feasible for all these reasons.