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Posts
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I was able to have Hydra Tentacles in my AE mission. I know Hydra Tentacles will spawn in level 20 to 25 range. You can check out Arc ID 1493.
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Not bad. Those ambushes were mostly tentacles, with only a couple Hydra men mixed in. I suppose I can live with that.
Thanks to everyone for your answers.
And let me reiterate, just on the off chance that a redname might actually read this (lol), that we should be able to select Hydra Tentacles manually. -
I still can't understand why they aren't manually selectable from the list of Hydra enemies, unless they were eliminated at the same time as the level 41 Rikti from the Abandoned Sewer Trial were elminated, and for similar reasons.
Creepy tentacles coming out of the ground are iconic, and we should be able to use them specifically, rather than just a mix of Hydra men and tentacles--or just Hydra men if the level range isn't right. -
I'm sure I've seen Hydra tentacles in AE missions, but when I attempted to include them in a custom group for a horror-themed story arc, I couldn't find them. They're definitely not listed among the "Hydra" enemies, and they're not showing up anywhere else I can see, either.
Were these enemies removed from Mission Architect? If so, why? And why don't I see it mentioned in the patch notes? If not, then where are they?
Thanks in advance for any answers. -
Great guide, but I have a question: is it possible to set the level range of custom critters, say 30-40 in order to autoexemp or promote players into a certain level range? Or is the only workaround to include a level-ranged critter in your custom group?
Maybe I'm just being dense and the answer is staring me in the face. -
I completed this on Unyeilding but died 3 times, playing my BS/Shield scrapper. In the end I resorted to trays of inspirations and even some running away to heal.
I think my MA/SR might do better, as he can drop Caltrops and has a much spammier AoE knockdown. Might dig Prodigal Hart out of mothballs just for this fight, in fact. -
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Not an outright lie. The person who wrote the patch note wasn't aware of all the things this was intended to fix. That's one of the main reasons I'm having this discussion: Full disclosure.
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Full disclosure of a fait accompli is a hollow gesture. The time for full disclosure was back when the powers in question were on the table being looked at. Full disclosure would have been a heads up to the player base, like "We don't consider this form of +recharge inheritance to be working as intended, so don't get too used to it. And don't blow too many hours of gameplay building for it."
I've stayed out of this discussion until now, because I know that discussion at this stage is futile; nobody asked for player input when the solution was being worked up, and no player input is going to make any difference now.
That said, I do have several dogs in this fight: a warshade, several controllers including a fire/storm, and several masterminds including a necro/storm.
I'm going to go on mostly unfazed by this nerf/bugfix, because only my fire/storm and necro/storm are going to be hit really hard by it, and I had already mothballed them, for the most part, to spend my time playing other alts.
But something akin to the discussion of blaster defiance should have taken place prior to this change hitting test, if only to save lots of players a lot of disappointment and wasted hours of play. -
This was hilarious. I literally laughed out loud when Nihilii jumped down into the room and there were like 3498732 Behemoths in there.
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But it isn't that difficult to avoid corpse-blasting with Propel. Sure, if you use it on a minion in an 8 person team, you're going to waste it; and if you use it on something you've already nailed with Crush and Lift, you're going to waste it.
Try using it as your first attack after containment. I find that with Fulcrum Shift on a contained minion, it often 1 shots them, depending on con and smashing resists; if not, it generally takes them down enough to hit them with Crush and switch targets. But YMMV. -
From the patch notes:
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Damage from Psychic Blast / Mental Blast should be delayed to sync with projectile now.
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Unfortunately, it doesn't. The damage now comes a (very disconcerting) moment after the projectile strikes.
The problem definitely needed fixing, since prior to the patch the damage came before the projectile even fired, which looked silly, but now, the damage comes too late, leading either to a lot of corpse blasting, or moments of waiting to see whether the foe you hit is going down or not before firing the next blast.
Very discombobulating.