ClawsandEffect

Renowned
  • Posts

    7232
  • Joined

  1. What Smash_Zone said.

    To put it in perspective for you, what you're asking for would require more than 20,000 separate animations to be coded pretty much from scratch.

    I think Smash Zone is drastically underestimating how long that would take. You're probably looking at tying up the animation and art department for more than a year on just this one thing. During that year, you would get no new costumes, no new powersets, no new animations for existing powersets, no new enemy groups, no new ANYTHING that would require an animator or art guy's presence on. All so the small fraction of players that would actually USE a four-armed skeleton can have it.

    So, that would be a great big honking "no" on that.
  2. Quote:
    Originally Posted by Malin0001 View Post
    Frankly this sucks since this means i have to use up space for something i don't need no mater how small it is.
    Except at some point you WILL need it. At least you will if you plan on continuing to play the game.

    I switched to the new one and just deleted the old one, the difference in disk space is negligible.
  3. Tough one. I prefer Morley, but given the choice.....Crybaby. I like Dunlop's tone better.

    Marshall or Mesa?
  4. AMD.

    Fender or Gibson?
  5. ClawsandEffect

    clarion alpha

    Quote:
    Originally Posted by Finduilas View Post
    Dark Armor has a Stun aura and a Fear aura. IIRC, the Fear aura also has a To-Hit Debuff.

    I don't know whether Clarion will affect any of those, however, since I haven't looked at it in any detail. Perhaps someone else can answer that.
    It should affect all 3, if it works anything like power boost. Power boost won't affect knockback, resistance, and -resistance. But it does affect any other secondary effect you may have.
  6. Quote:
    Originally Posted by MentalMaden View Post
    Given that a fire/kin will probably be at capped damage, -resist will be nice as you'll be doing more damage over the cap.
    The DoT will be damage over the cap too. It will really crank up the damage output of both Fire Cages and Flashfire, making them useful as damage powers as well as Containment setup for your Hot Feet.

    Plus the DoT will trigger on your little psychos' attacks as well.

    The -resistance caps pretty low for Reactive, so you'll end up getting more damage out of the DoT than you will the -res.
  7. ClawsandEffect

    Gauss Proc in BF

    Quote:
    Originally Posted by EvilRyu View Post
    Its totally worth it to me on claws and db. Especially claws since you can slot the other build up proc in focus and have them to both go off. I noticed a huge increase on damage once I slotted these. Its going to go off way more than 5% of the time I can tell you that.
    I don't know about the "way more than 5%" part, but I agree with the rest of this.

    Build Up procs in both Follow Up and Focus will add a significant amount to your overall DPS. And unlike putting the BU proc in a toggle, you will be guaranteed to actually benefit from the proc in Follow Up and Focus, instead of it going off while you're moving between mobs, traveling to a mission, or standing at WW.
  8. Quote:
    Originally Posted by Beber View Post
    You know that the EU doesn't stop at Union and Defiant, right?
    That's great if you speak fluent French or German.

    If you don't, Vigilance and Zukunft are effectively closed to you.
  9. Quote:
    Originally Posted by Forbin_Project View Post
    Now it's possible that if they ever decide to redesign the respec feature so it's more user friendly they might let us pull off more enhancements. We can only hope.
    Unlikely.

    About the best we can hope for is an upgrade to the respec interface. If we're ever allowed to pull more than 10 at a time out of our builds I will be VERY surprised.
  10. ClawsandEffect

    Death penalty

    Quote:
    Originally Posted by Chase_Arcanum View Post
    I'll preface this with a "I AM NOT ADVOCATING A CHANGE TO THE DEATH PENALTY HERE" statement, even though it'll be ignored, taken out of any quotes, or even edited to remove the "not" in the grand tradition that is gaming forum debate.
    Yep, that's exactly what happened to me.

    I never once said the penalty for dying needs to be increased.

    All I said was that I would be okay with a small stacking debuff that would have very little effect on anything, and people started jumping all over me telling me what I'm saying, when I said nothing of the kind.

    "I would be okay with this." is NOT the same thing as "This is something that needs to happen.", but several people seem to think it IS the same thing.
  11. I'd still call it solo.

    The powers used were HIS powers, not temp powers picked up from a PvP zone.

    I'd say anything that stays active when you disable temp powers counts as solo.

    After all, Ill/Rads are considered to have soloed it, even though the bulk of the damage is coming from Phantom Army and Phantasm.
  12. Well, Synapse and Citadel are two of the worst written and grindiest TFs in the game. It wouldn't surprise me if people juist don't want to do them anymore.
  13. Quote:
    Ice Storm: Am I missing something?
    Yes, apparently everything.

    Edit: Damn, Sam beat me to it.
  14. Quote:
    Originally Posted by CasualX View Post
    One quick add on, even on veteran teams I sometimes see people stop and fight in the labs/warehouse even after the box/container is destroyed. Scrapper lock I guess, but it still amazes me when I see it and I wonder if they have ever figured out why this is a terrible idea.
    I do sometimes if I'm not crucial to the mission. If I died and had to hosp it with only a couple containers/crates left I'll sometimes go in and kill stuff so my team gets some iXP. It makes more sense than trying to catch back up with the team who is probably going to be done before I get there. At least this way I'm doing something productive.

    Quote:
    Assuming each team takes a wing of the complex, each team will collectively get ten temp powers (either the acids or the grenades). This means two players on each team will get two powers. Do not assume that, if you've used your acid/given away your grenade, you do not have any more. (Ideally, pay attention to whether the "Temp Power!" alert flashed more than once for you, but this might get missed in the shootout.) As new temps, they will all be at the bottom of your Temp Power list, so look carefully... or just keep a couple slots open on your main power bar for them to drop into, then they're easy to find.
    I make sure to leave at least 3 spaces open in my power trays on Lambda runs. If you have a spot for them they will drop into your tray automatically, and you don't have to check your powers tab to see if you got one.
  15. Quote:
    Originally Posted by Magneo View Post
    When I was playing with Mids, I saw a power called Shadow Meld. Is it necessary if I have SR?
    Not at all.

    Quote:
    And if I have Defense Cap, why do I need Elude?
    You don't really need it, but there are a few circumstances where it is nice to have.

    It gives you gobs of defense for 2 minutes, which is helpful against enemies that have a lot of to-hit buffs, or higher accuracy than normal. It also massively boosts your end recovery and movement speed for the same duration, so if you find yourself getting drained (unlikely) or slowed (also unlikely) you have a power that will let you reduce or eliminate those effects.

    Elude on a softcapped SR has basically been relegated to being that power you take when there's nothing else you want and when you have no slots to put into it. It can be useful, but it's hardly a critical power anymore.
  16. ClawsandEffect

    Death penalty

    Note: I never said I WANTED harsher penalties for dying, just that if one had to happen, I would be okay with the one I outlined.
  17. ClawsandEffect

    Lambda Posers

    Quote:
    Originally Posted by Beef_Cake View Post
    If the team has finished their area and collected all 10 temps, by all means go have fun. But not when the Sabotage phase starts. Some people don't even enter the area, they'd rather sit and wait while 3 of the 8 from their team tries to finish the Sabotage phase.
    This is pretty much what I was saying.

    If you're done with your part, go for it.

    But don't stand outside while the rest of your team is getting slaughtered trying to do the sabotage phase shorthanded.

    If I happen to be leading one and notice that someone is dancing outside, and never even entered the map, I will probably kick them, especially if the objective gets completed anyway. I mean, if we completed the objective while they were standing there dancing, they pretty much just proved we didn't need them anyway.
  18. ClawsandEffect

    Death penalty

    Quote:
    Originally Posted by reiella View Post
    Because once you fail, it becomes harder to succeed.

    Your other points are just qualifications to restrict and limit the idea, which I'd argue do a lot more to actually take away from any actual meaning of the penalty. It appears to only apply when being in groups without a rez. Solo, you'll tend to have a preference for hosping it anyway unless you manage to die far enough away to avoid getting quarter-smacked, or you have enough other inspirations [break free, cab] to manage. In a league, you have the hospital in zone... Sure it's the 20s/10s, but contrasted with also needing to recover from the disorient and end drop [potentially a lot easier than solo especially with various destiny buffs] it's easier, but still da zerg!

    It just slows down the game. Which is something that will typically run very counter to the premise of anti-zerg.
    Okay, let's just remove death from the game completely, so the game will never be slowed down.

    If penalties for dying are such a bad thing, let's remove the penalty of not being able to act while you're dead too.

    If you get down to 0 HP, your health and end refill automatically, just as though you'd been rezzed by an empath on the spot. No one ever dies again, and everyone is happy...except for the people who have and use their enemy affecting rez powers.

    I know, a pop up that asks you if you WANT to be defeated! That would work great! That way the people who want to use RotP or Soul transfer still get to, and the people that want no penalties to apply don't ever have to die!

    And, no, I'm not actually serious about this.
  19. ClawsandEffect

    Lambda Posers

    Let them pose all they want, it doesn't really hurt anything.

    I look at it like this: If you even get to the cut scene in the first place, you've already met the requirements to get there.

    I haven't been on a Lambda run since my very first one that got to the cut scene because we ran out of time. Every single run since then, the cut scene happened because we accomplished the objective.

    When one team is done with their side of things and the other has 1 or 2 left there is no point in the team that is done going to try and help, because the team that has 1 or 2 left is so deep in the map that they will be done with it before the first team even gets to them. The team that finishes first can't possibly be of any help to the second team, so they might as well go dance in the cut scene.

    Now, on the other hand, if the cut scene happens because you ran out of time and only have 5 of each temp power, and you see 6 people dancing in the cut scene, maybe THEN you can get upset about it.

    If you got all 20 temp powers with time to spare before the cut scene and people are dancing, it harms nothing at all.
  20. ClawsandEffect

    Death penalty

    Why would it be such a horrible thing to add a 10% damage debuff that only applies when you use a wakie, lasts for 2 minutes, and can be easily circumvented by using a single red inspiration?

    It's barely more than we have now. Since you only replied to the one sentence, I get the feeling you stopped reading my post right there.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    Changing the old pop-ups to use the new Pop Help system is a good idea. I'm all for it.

    However, I want to keep contact introduction pop-ups. You need to be notified when new contacts show up.
    I agree with this.

    Move the other pop-ups to the pop help thingie, but leave the contact pop-ups. What happens when a new contact is introduced to the game and everyone who shut their pop-ups off is unaware that they exist?

    Clicking "OK" on a contact pop-up now and then isn't really that big of a deal I don't think.
  22. ClawsandEffect

    Death penalty

    I'd be okay with adding #8: Stacking Debuffs, with a couple caveats.

    1) They can't be too debilitating, dying and coming back completely unable to effectively do anything would suck. Keep it something simple like a 10% damage debuff for 120 seconds after rezzing, or a 10% to-hit debuff. Nothing crazy. It could also be counteracted by something as simple as poppiing an inspiration.

    2) The debuff should only happen when you use a wakie or a temp rez power. Any actual rez powers such as Rise of the Phoenix or Soul Transfer should not apply the debuff, since they are part of that powerset's theme. Ally rezzes should not apply it either.

    3) Going to the hospital should not apply the debuff, and if you die multiple times within the 120 second window, going to the hospital should remove any that have stacked thus far. But, using rez powers won't remove previously acquired debuffs, so if you use a wakie and then die and are rezzed by an empath, it will prevent a second debuff, but won't remove the first.

    4) There should be a limit to how many debuffs can stack at once. Like, say, a stack of 5 would be the max. If you die 5 times in less than 2 minutes, you have bigger problems than how many debuffs you have on you anyway.

    It's something that would add some flavor to the game, but it wouldn't be too horrible for people if they happen to die a few times in rapid succession. It would also make sense, you just died and came back from the dead, or were on death's door, it is perfectly reasonable for you to be slightly less effective for a couple minutes afterward.

    Now, I don't necessarily think this needs to be added. But if I had to choose something from the OPs list other than "Nothing", that's the one I would pick.
  23. I've gotten 2 Very Rare drop tables over the course of 20+ trials. I've gotten maybe 3-4 rare and the rest were common or uncommon.

    I'd say my experience here is probably about what the average should be on getting the drop tables. There are going to be people like the OP who haven't seen the Very Rare table yet, and I'm sure there are just as many who get the Very Rare comparitively often.

    Random is Random is all I can really say about it. I wouldn't worry too much about it, to be honest. You don't get THAT much more by upgrading from tier 3 to tier 4. You get the level shift at tier 3, so that's where I plan on stopping on most of my characters unless I get lucky enough to get 2 Rares and a Very Rare on the same character (and even then I will probably use them for Judgement or Interface anyway)
  24. Quote:
    Originally Posted by Fantastic_Foe View Post
    Well, I know that we'd support it, but it's Extremely Difficult for the devs to implement.
    Probably not actually all that hard, just really time consuming.

    It wouldn't be any harder to implement than creating a new powerset from scratch would be, from an animation/effects standpoint, but it would take just as much time as creating a powerset from scratch from an animation/effects standpoint.

    Personally, if they are going to spend just as much time either way, I'd rather the end result be a completely new powerset than some new animations for an existing one.
  25. Quote:
    Originally Posted by Eric Nelson View Post
    Shouldn't matter -- you can still receive Tips from TFs and Trials (I got some today, as a matter of fact).
    Correct. Any enemy that drops normal rewards should drop tips, even if that enemy is extremely gray to you and won't drop anything else.

    With that in mind, enemies in Devs' Choice AE arcs should drop tips, but I have no idea if that is actually the case or not.