-
Posts
3744 -
Joined
-
It is fixed on TEST.
Will be coming live with the next update. -
Quote:I refer up to my first post in this thread. You don't even have to physically go to an arena, you can use /arenalist and create a match from anywhere. Choose one of the 'city maps' (Atlas and Steel IIRC) and go for itAgreed and, frankly, your best argument but "arena that way". There is no _reason_ to introduce disturbance to tens or dozens of others just to satisfy a pair.
You get taken off to the arena to fight then get brought right back afterwards. -
The team name bug is fixed on the latest test server patch btw.
-
Quote:Thats something I could go with.
One thing I'd absolutely love though, that builds tangentally off of the original suggestion, is the ability for Super Group leaders to flag their base as Duel Enabled or not so SG members could use the base itselt as a sparring ground. Maybe it could be set from one room to the next (with a small item you could place only in rooms you want to be duel-enabled, with adjacent doorways counting as well), so certain places could be designated as acceptable training areas, and others as set for no fighting.
I dont think the 'tech' exists for anything other than the whole zone, but I like the item idea if that could be implemented.
One downside of the whole base would be if you zoned in at the same time as with someone who had pets out or a damage aura running. -
Quote:My solution to the 'issue' of containment and /kin.
And secondly, it's not a problem of Kinetics, it's a problem of Containment.
Using Fossilise as an example:
Currently:
* 30.59 Smashing damage PvE only
* 30.59 Smashing damage PvE only, If target is Contained (Immobilized, Held, Slept, or Stunned)
A better containment:
* 30.59 Smashing damage PvE only
* 61.18 Smashing damage PvE only, If target is Contained (Immobilized, Held, Slept, or Stunned) [Ignores Enhancements & Buffs]
(adjust the buff between 50-100% as balance dictates).
Seem fairly straight forward to me. At 100% its actually a significant buff to the lowbie (pre-SO) controller damage, and then for controller without a self +dam, works out roughly the same come SO time. -
Same experience as Cath.
I have managed to get one caged, but it was not as reliable as I wanted it to be -
SO/Common IO 3 heal 2-3 recharge 0-1 endrec
Sets. Its really hard to look past Doctored Wounds. Great set that is well worth slotting, and is uncommon Pool A, so not that expensive.
debuffs
Rad Infection
3 Tohit/defdebuff/endrec HO
Enervating field
2 level 50 endrec IO
Lingering Rad
3 recharge, plsu maybe an acc.
(If I am using LR, the target already has Rad infection on it, so acc isn't that critical) -
Quote:That may well have been a contributing factor. The Pets could well have started attacking before you zoned in.I tried several times. The first time, I had a full complement of pets out.
The particular misison in question is a very small and densly populated map. Zoning in with stealth (invis is even better) running and no pets out is the best approach. -
I went with AR for concept
/Sonic /Rad and /Dark would all be reasonable choices with good AOE to leverage the acid mortar with and useful secomndary effects
/Archery will be the best for AOE, but its best tool (rain of arrows) in itself takes quite a while to go from initiation to damage, which coupled with trap set-up could be a bit frustrating. -
Quote:Did you just state an unverifable claim to intelligence on an internet forum ?I am what you would call, someone that thinks "outside" of the box. My IQ was tested at 166, but that was back in high school.
I guess so.
Question: Deviance IQ or Ratio IQ ?
Feel free to take the time to look it up if you need to.
The mere fact that you thing this is something to even post gives more insight into your 'intelligence' than an old and unverifiable number. -
/arenalist
bringsup the arena console anywhere in the game
create your match conditions and list.
/ai playername
invites your opponent
Hit start match and you are ported into an arena instance and away you go.
After the match you exit and get ported right back.
Thats as far down the /duel route this dev team will likely go. (and /arenalist is a very new command).
PVP is only to take place in specific instances, the zones, the arena and bases (when enabled), never in the regular PVE zones. -
Quote:After Jay has finished the new Mascara costume set, and BABs has finalised the powderpuffball melee set.so anyone know when gone rouge is going live? this year or next year
For Going Rogue however no date has been released, it is possible that a timeframe may be given at Herocon this weekend. -
-
-
Entry into the RWZ is not level gated.
Getting the 'Member of Vanguard Badge' and general access to merits, still requires you to be 35+ and run Leventera's first arc.
Actually another thing to check in game (making a list for later in your thread, sorry).
Take a level 50, and a lowbie (say sub-5) on 2 accounts. Start Leventera's arc in flashback from a SG base. See if the badge is awarded to the lowbie. -
When runnign through Techbot Alpha's thread about Vanguard merits, the same thought actually occured to me.
One issue I can see (not insurmountable) is that Vanguard merits are right now 35 and higher.
To keep that if desired, may require some new tech/programming.
Even if you created a autmatic recipe in the invention table that was a level 35 or higher, that doesn't gate anything right now. A level 1 can happily craft (but not use) a level 50 recipe.
I haven't tried this (and have no game access right now), can a lowbie directly purchase a high level recipe from merit vendors ? (I recall what is avaiable being level gated, but haven't really bought a lot with lowbies)
That may be a way to the level gating mechanism. Have a 'recipe' sold by the merit vendors for say 10 merits, that uses no salvage, and just a little inf for the crafting, an gives 50 Vanguard merits. -
On several characters I have a thousand or more merits going 'to waste', on one I have some seven thousand and chnage.
Before making them easier to obtain, or reducing the costs of the existing items, we actually need more things to buy with them otherwise we end up with large amounts just sitting there. -
First of all the quartz buff the tohit of the enemies, not the accuracy.
This may seem like a niggle over terminology, but it is very important.
the simple verion of the tohit equation is:
Final tohit = (base tohit -def + tohitbuff) * accuracy
The to-hit buff is basicaly counteracting your defence on a 1:1 basis.
An accuracy multiplier would be working from at/near the 5% floor and not have a great effect.
DE buffed by quartz are one of the few NPCs that pose a major threat to defence based characters in the traditional PEV game (Nemesis with Vengance and Rularru are the others).
I dont know of anywhere with the exact numbers, but I do know how to find it them out.
Using a power analyser on a DE group (or surveilance if available), monitor their +tohit before (should be 50%) and after a quartz is dropped. -
Why are merits so easily available for ship raids ? -- that is the primary incentive to run the raid
It is my opinion that the Devs are being genorous in allowing us to earn them slowly by other means.
The closest in-game analogy would be runnign DE missions allowing you to build up partial credit for a HO.*
My bottom line thought, a single well coordinated team can get the shield down and get lots of merits, they cannot easily** summon Ukon Grai due to bomb planting counting for the whole team, but they can get lots of merits. Two teams (16 people) dont even require much coordination
*which it kinda of does as HOs are tradable, but the inf earning isn't restricted to just DE missions.
** there is a way round this, but it basically requires the single team to split into 3 seperate teams before planting the first bomb. -
Quote:The same argument is used about the armour sets tier 9.
i dont wanna just stop at recharge, i just wanna see them have more consistent contributing really. if that means reduced affects for more "play time" for the 9s id be ok with that too. \
does everyone think the world is right as rain? or some changes need to be made.
Some people prefer a limited but faster recharging (Such as willpower, MOG), other like the massive boost occasionally for tough foes like AVs (unstoppable, elude). Other still get timebomb (rise of the pheonix, soul transfer)
MOG is the only one on that list to have lowered recharge significantly for a much shorter duration. Whilst generally accepted by the /regen community as a good thing, it was a move that was not universally accepted, and some people did indeed complain that the older way was better. -
That particular mission has been safe at the entrance every time I have run it.
Of there are mobs close and basically all around, so maybe one of the people who zoned in first moved and drew the aggro ? -
Well it does and it doesn't. On my kind/dark I still use siphon power, primarily for its debuff. Its fun completely neutering an AV or GM with large amounts of -dam.
-