Dispari

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  1. Quote:
    Originally Posted by Quinch View Post
    I don't think so. There's no profit for them in working around the "interest blocks", because someone who turns their spam filter on isn't going to give them money in the first place so there's no loss to them either way.
    There's a ton of factors you're overlooking here. It's not as simple as "spammer sends email to uninterested person who now has it blocked so nothing changes." There are a lot of ways that the email block will cut down on their business.

    First, ignoring stuff isn't the same as blocking. There are a lot of people who will be universally blocking email. That means that no matter what the situation or outcome, they won't see the details. There IS a certain portion of the playerbase, whether we want to admit it or not, who just need the right motivation. Say a player is frustrated that their friends keep getting purple drops. They save up some money and try to buy something. They get outbid and don't get it. In annoyance they go to buy something else and overbid by accidentally hitting an extra 0 and lose all their money. After a scream and yell they look at that red "email" button and notice that influence prices are pretty cheap right now.

    With a total block, that will never happen. It works the same way with email spam outside of the game. You try to set up a full block so you don't get any spam at all. The thing is, eventually something might slip through that catches your attention. Some people are gullible and might believe that they really won a contest, or realize they actually do need ch3@p m3d5 n0w. If you're totally blocked, there's never temptation and never an "impulse buy." If there's no product, there's no purchase. However, if you occasionally glance at the thing, temptation may eventually overtake you. The spammers don't want it blocked. They want to keep sending spam to people who don't want it in the hopes that one day they will break down. Then they've got you.

    Secondly, having to deal with spam is free advertising for them. Doesn't matter to them if you want it or not. You have to deal with it. You have to delete emails and spend part of your day messing with it. Inevitably, what happens after that? You complain about it. Maybe just to your friends, but maybe in broadcast or on the forums. You complain that the email spam has gotten out of control. Someone comments that people must be stupid enough to keep buying because they're still in business. You may have just made a sale for them, because of all the people hearing you complain about it, someone may just try it out. Even bad publicity is good publicity.

    Thirdly, there are people who will block email on principle and not because they've had any issues in the past. This cuts down the spammers' potential audience. There may be people who WOULD have bought things if they had seen the rates or how "easy" the spammers claim it to be. But when this is introduced, it never happens. It's a pre-emptive anti-spam ability that may influence what you would have done otherwise. Maybe if you heard from a friend, "use this to prevent all spam dealing with medication in your email inbox," you'd jump on the idea. But if they hadn't offered that, you might have bought the stuff. There are new players who will join the game who block email as soon as possible, preventing the influence of the spammers from ever touching them, even though it may have lead to a sale.

    Believe me. The spammers want to hit everyone. Not just the people who seem to want their service.
  2. Quote:
    Originally Posted by Schismatrix View Post
    i agree. Being able to effectively double the duration/output of accolades and tier 9's every 10-15 minutes would be incredibly exploitable. The final battle of many SF's/TF's comes to mind, just for a start.

    i like biff, he reliably makes good bad examples.
    I would definitely use it to double the duration of Demonic when I fight Rommy, the Honoree, and the final battle in the LRSF, among other things.
  3. Mastermind - Traps - Trip Mine

    This power is set to take Targeted AoE Damage sets, when it should be taking PBAoE Damage sets like the Blaster and Corruptor versions.
  4. Quote:
    Originally Posted by bracass View Post
    You indirectly proven me right: nothing in this issue is news, as you say.It allready exist.
    Oops, one major point you made: we can broaden the team range...
    And can have black imps on top...

    Sorry, but this is just my opinion, and i still believe its not a serious new Issue.
    The whole point of the SSK is to make teaming and leveling easier for regular players. So we can all access the content of which you speak without as much hassle.
  5. Quote:
    Originally Posted by bracass View Post
    This is not the worst of things to come.

    1/ Teams will be totally unbalanced,
    2/ The SSK'ing system will bring PL all over the place, in every mission, every zone, every streethunt team.
    3/the broadcast will soon be filled with "lvl 1 is LFT", even in Talos,PI...
    4/it will be time consuming for team leaders, the lobies will still die 1st, and numerously, this will slow everyone's pace.
    5/It wont remove farming, as in : 'farming for purps, drops, badges,and lvls'.

    So yeah, nice idea, PL all over, not just in Atlas anymore.

    I don't like I16, i want content, i get none.
    1) Unbalanced how? If you're talking about classes, it's up to the team leader to make that balance. If they can't do it when i16 hits, they can't do it now. With MORE people to pick from, if anything it'll be MORE balanced. I don't have to pick people just in the 30-32 range. I can reasonably pick people at any level. That doesn't mean I'm FORCED to bring along level 1s and make the experience awful for everyone. It means I can take someone who's 25, or 35, and not have to settle for what's available in my range. If I need a Controller, I can broaden my range, instead of having to wait for one to log on.

    2) How? At worst people will just be SKed to -1 the leader. We can already do this.

    3) This already happens, so nothing will be changing. Level 1s will still go try to get easy levels in PI, and be ignored. Meanwhile, the rest of us will enjoy the ease and freedom of a larger pool to pick up teammates from.

    4) How will this make it take LONGER? I will much more easily be able to form a team out of the classes I need. And again, I'm not FORCED to bring people that are so low that they can't help. If the team leader is running a 40ish team and invites level 5s, that's their fault, not the system. It will only slow teams down if they're poorly-built, which is the LEADER'S fault.

    5) Nothing will ever remove farming. But nobody ever claimed the SSK would eliminate farming.
  6. Rogue Entertainment's 17th Weekly Redside Costume Contest

    Slightly less people than usual for this time. I blame the i16 beta! But either way we had a decent turnout. It was good doing this again since I've had a crummy week and been sick.

    Prizes:
    1st: 10m
    2nd: 5m
    3rd: 2.5m
    Runner-ups: 1m

    Female runner-ups
    :
    Smoldering Sin
    Lady Harlequin

    Third place:
    Hawk Owl

    Second place:
    Ghost Lilith

    First place:
    Dread Fae

    Male runner-ups:
    Project-Trinity
    Orchestrion

    Third place:
    Axemancer

    Second place:
    Doctor Awkward

    First place:
    Malog

    Not bad this week. No sponsors again but we're good on money for a while. Hopefully I'll be able to do next week. Might have some things come up between now and then, so we'll see. Next week will probably be Sunday at 10:00 PM CST.
  7. Quote:
    Originally Posted by RottenLuck View Post
    12 Servers to play on
    120 character slots
    Minor correction:

    11 servers. 12 characters each. That's 132 character slots.

    Though realistically unless you want to spread yourself thin, you'll want to stick to one or two servers. If you solo it may not be as big a deal to spread out, but I tend to group with friends so I stick to Virtue. I have about 26 characters there.
  8. Quote:
    Originally Posted by Tyger42 View Post
    What's not to understand. It doesn't solve any problems, only delays them very slightly. Plus, it creates all kinds of new balance issues.
    Not to mention all the things that happen when the level cap is raised (new zones, new content, new powers, new ways to improve character, new missions/TFs) can be added WITHOUT raising the level cap.
  9. Quote:
    Originally Posted by Octal40 View Post
    Agreed. Guild Wars' system is pretty good. Once you're out of combat, both health and mana/energy regen start to regen and the rate of regen increases over time (so it's logarithmic). Essentially, it's "rest" without requiring the player to hit a button. The system just requires that the player not be on anything's aggro list and bam, super-regen kicks in. It's really, really nice.

    During combat, normal mana/energy management gameplay exists.
    One of the few things I do like about GW. Though on the other hand I do see how it might serve to invalidate healing more if nobody needs to be healed outside of combat. Heals are already downplayed enough that might stop people from shouting "NEED HEALER," but then again people would do that no matter what since other games have taught them otherwise. Oh well, I'm indifferent on this proposed change.
  10. Dispari

    Law of Fives.

    Quote:
    Originally Posted by Fleeting Whisper View Post
    This is not quite correct. The law of fives applies to set bonuses with the same name, not the same numeric value (ex: "Huge Improved Recharge Bonus" vs. "Luck of the Gambler Recharge Bonus")
    Still curious why the +5% recharge boost from Enforced Morale caps at +25% and interferes with people who have +5% bonuses.

    The power will seem to only apply up to +25%, whether or not they have +5% recharge bonuses. Meaning if someone has 4x +5% recharge set bonuses, only one Enforced Morale will boost their recharge. If they already have five, EM won't boost their recharge at all. If however they have none, you can stack 5 EMs.
  11. Quote:
    Originally Posted by biff10426 View Post
    Right, instead of 6 slotting stuff for recharge or damage, we're stuck with cookie cutter slotting of 3 damage, 1 acc, 1 rech, 1 end redux for attacks and so on. A LOT more variety!
    It's funny you call that cookie-cutter because I don't slot my powers like that, and I don't know anyone who does. Even if it were true, how is that worse than 1x ACC, 5x DMG?

    Plus if you aren't using SOs, there's frankenslotting, and slotting for sets. And the sets people shoot for will vary, and the bonuses offered by those sets will vary.

    Quote:
    Originally Posted by biff10426 View Post
    Build your scrapper for damage, or build him for /regen +recharge, again lots of variety.
    You could build a Scrapper for:

    +DMG
    +ACC
    +RECH
    +DEF
    +regen
    +recov
    +HP
    +end

    Or a mixture of those things. My Widow is slotted for +DEF, +DMG, +RECH. That's not counting all her procs and globals, of which she has many. And she's not loaded up on purples; she has ONE purple, which is a proc.

    I guarantee you, if you asked 30 people how they would build a character, even if you provided the powers for them, none of them would be the same. There's no "cookie-cutter" build for IOs.
  12. Post jousting!

    Quote:
    Originally Posted by Seraphael View Post
    I generally don't like very slow recharging powers (though crashless semi-nukes defenitely aren't bad). I know devs don't like to replace powers, but EA Brutes will get a replacement for Conserve Power, so it's definitely not unpresidented. Perhaps a new power called Flashbang (mag 3 stun, 8 rad, very short duration with a long recharge) would be a better fit?
    The replacement for Conserve Power still sort of does what the original did. It still grants an endurance discount. Using that as an example, they're far more likely to replace a time bomb power with a teleport bomb power than to replace it with a self-defense power.

    Quote:
    Originally Posted by Seraphael View Post
    Agreed. Needless micro-management is simply annoying. I don't see why the duration couldn't be increased to match that of Black Servant for instance (240s).
    If I had my way, everything would last for at least 240 seconds. I don't see what advantage or balancing factor appears when you make buffs only last for a short time, like 60-90 seconds, or pets you have to resummon once a minute. It doesn't really balance anything, it just makes it much more annoying.

    Quote:
    Originally Posted by Seraphael View Post
    Total Focus is a tier 9. Blasters have only damage going for them, replacing one extremely malplaced power (which, to be frank, reveals the original devs really didn't know their own game very well at all) for a useful and appropriate one is a good thing imo.
    TF is a weird one. It's tier 9 for Tanks, for some reason, but not for Brutes and Stalkers. TF is the SECOND most damaging power in Energy Melee so I don't know why Tanks get it last. If Blasters really had the "tier 9," that would be Energy Transfer. And that would be nutty, although possibly entertaining.

    Quote:
    Originally Posted by Seraphael View Post
    Conserve Power is just another example of poor game design. Super slow recharging powers generally are. Conserve Power could be changed to half the recharge time with half effect of the current version to make it more reliable.
    I've never been a fan of Conserve Power. It's super useful when up, useless when down. I had it for a while on my first Blaster and got rid of it soon after. Sure while it was up I had unlimited endurance, but when it was down I struggled. I'd rather have a midway. Half effect for half recharge would be nice.
  13. Quote:
    Originally Posted by Seraphael View Post
    If I was a dictator in charge of Blasters, I'd do something like this:

    * Fix all Snipe powers. Reduce interruption to 1s as mentioned and increase damage.
    Damage yes, interrupt no. Ideally a snipe should be something you use as an opener. A snipe with such a short interrupt that you can use it in combat isn't a snipe. I would dramatically increase the damage of snipes, but not mess with interrupt. Something that's actually WORTH using from far away as an opener would be good. Right now, I can get more mileage out of opening with Total Focus.

    Quote:
    Originally Posted by Seraphael View Post
    * Fix all Nukes that cause endurance crash. Make them something in between the new VEAT nukes and the old Blaster nukes; slightly less damage, no end crash - but no end recovery for 15s.
    Not all. I sort of like my ability to kill all badguys in one go. I think the nukes are okay how they are. Some are different, like Archery (which I also like), but I still enjoy Nova and Inferno.

    Quote:
    Originally Posted by Seraphael View Post
    * Fix the Blaster version of Frozen Aura. Make it similar to the Tanker version with Blaster scale damage.
    This I would like. Kind of a crappy tier 9.

    Quote:
    Originally Posted by Seraphael View Post
    * Fix Time Bomb to make it more useful. A self only Blaster scale Force Field Generator would be fantabulous.
    Something more useful yes. +DEF, no. Devs don't like to replace powers. They'd probably, if anything, make a similar power. Omega Maneuver would be the perfect replacement though.

    Quote:
    Originally Posted by Seraphael View Post
    * Give Gun Drone Heavy Burst. Rebalance recharge as needed.
    * Give Voltanic Sentinel Lightning Bolt. Rebalance recharge as needed.
    * Increase damage of Short Circuit.
    These I could get behind. But there's another thing I'd like to do for the pets. Increase duration to 4 minutes, with recharged changed to match. Having to resummon pets every 90 seconds is just an annoying pain.

    Quote:
    Originally Posted by Seraphael View Post
    * Shuffle powers in /Mental Manipulation. Make Telekinetic Thrust tier 1 and give the Defender Subdue (all damage up front, 6s rech) instead of Subdual (slow DoT, 4s rech).
    This would probably never happen, and Subdual was changed to be in-line with the other Blaster immobilizes. Changing it would be unfair to the other sets.

    Quote:
    Originally Posted by Seraphael View Post
    * Increase damage of Psychic Shockwave. A Tanker Foot Stomp have almost the same damage.
    Ehh, I don't think so. Foot Stomp and Psy Shockwave both have stats higher than they're supposed to be already. Buffing either one is probably not going to happen. The power has merits of its own anyway, like recharge debuff and stun. And the end cost is comparatively low.

    Quote:
    Originally Posted by Seraphael View Post
    * Remake Total Focus to a mag 4 stun. It is quite inferior to Knockout Blow or Seismic Smash as is.
    I always thought that myself, since KO Blow has TWO secondary effects. I think, though, the reason it was changed is because KO Blow has no other holds to stack, while Energy has tons of stuns to stack. You can already hit mag 4+ easily with other attacks, so having a power that does mag 4 off the bat is a little nutty.

    Quote:
    Originally Posted by Seraphael View Post
    * Remove Blazing Aura from /Fire Manipulation. Replace with Greater Fire Sword.
    While I don't like the fact that a Blaster gets not one, but TWO AoE "kill me" toggles, I don't think they'll replace one. Also note that no Blaster set has a "tier 9" attack in it, because they'd do a tremendous amount of damage with it.

    Quote:
    Originally Posted by Seraphael View Post
    * Remove Build Up from /Fire Manipulation. Replace with Fiery Embrace.
    Ew, no. FE has a way longer recharge for just an added +25% damage. And if your primary isn't also fire, you lose damage.

    Quote:
    Originally Posted by Seraphael View Post
    * Remove Conserve Energy from /Energy Manipulation. Replace with Energy Absorbtion w/o defense or the new Energize power (proposed for EA) w/o heal.
    Wishful thinking. I never did like Conserve Power. Without the heal it might be doable.

    Quote:
    Originally Posted by Seraphael View Post
    * Reduce animation of Energy Burst.
    * Reduce animation of Shout.
    These I can agree to.

    Quote:
    Originally Posted by Seraphael View Post
    * Introduce Defiance to epic powers.
    Probably wouldn't hurt. Although the way inherents work with epics is kind of hit and miss. I'd like it if inherents worked with all epics on all ATs.
  14. Dispari

    All Corr ITF

    Quote:
    Originally Posted by Ironblade View Post
    I remember that day. Your video card called me on the phone. It was sobbing.
    It's not a party until you have 8 Thug/Traps MMs.
  15. Quote:
    Originally Posted by GuyPerfect View Post
    I think we have a winner here. Airwaves Mastery will specialize in foe confusion as well as creeping the ever-loving crap out of them. You can teleport yourself cross-zone as well as summon multiples of yourself to fight alongside you...
    At least, you could do that, but the level 41 autopower Couch Potato is mandatory and prevents you from using all your other powers.
  16. Quote:
    Originally Posted by MorganaFiolett View Post
    It took me ages to find what you were talking about since there's no "vests without sleeves" option... Now I see that you're right, it's available on about half of the top options (It's not on either Sleeveless Robes or Sleeveless Jackets, which is what I thought you meant).

    Of course, since it's literally just the fuzz it doesn't actually attach to anything and looks pretty daft. So we need them to add something that it'll actually match before that can be a real option.
    Yeah, sorry, was working off memory. Now that I think about it, it may be the jackets WITH sleeves. Although you can still make your jackets WITH sleeves not have sleeves... for some reason.
  17. Dispari

    All Corr ITF

    All corruptor (or Controller, Defender, MM) seems like one of those things that would just work. Once you get enough +RES, +DEF, and heals/debuffs going, your allies aren't going to die to much.
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    I have heard that scrapper Blaze Mastery is going to be identical to tanker Pyre Mastery, including the presence of Melt Armor.
    I keep hearing this, but I don't remember where it originated. Was this confirmed somewhere? It seems like, if true, Blaze Mastery would be vastly superior to all other Scrapper epic options.
  19. Quote:
    Originally Posted by Flyman View Post
    Ok.. So people like having their characters finished. They're finally ready, and that's it.
    I see, I see. I on the other hand enjoy progressing more.
    And, as I said, raising the cap 5 levels in 5 years isn't that excessive to me.
    You are incorrect, sir. Most of us enjoy progression. It's been said many times in this thread, however, that it's entirely possible to have progression without raising the level cap.

    Consider that CoH is a game where most people have a lot of characters. If the devs add something new, like new enhancements or alternate powers you can take (in epics), people who are already level 50 can opt to work toward these new goals while doing new content if they choose. If however you raise the level cap, all level 50 characters on the entire server are invalidated, and would be forced to level up to the new level cap to continue to do new content. You kill the grab-and-go ability to do things like the new Task Force. If you want to do it on all your characters (and some of us have more than 25 characters), you have to first gain another X levels. That sort of "progression" is nothing more than a time sink.

    Quote:
    Originally Posted by Flyman View Post
    Maybe there could be another way to "advance" the characters, if raising the cap is a taboo.
    Alternate builds, IOs, HOs, accolades, and the speculation of "universal enhancement slots." All of these things exist and can be expanded upon without raising the level cap.

    As I mentioned above, the key is that these things do improve your character, but are optional. If the devs introduce a new zone that's for level 50s and has new content, everyone who already has a level 50 can go. Whether or not they have IOs, HOs, or accolades. A "regular" level 50 is still a valid character. If you instead raise the level cap and make a new zone that's for level 60s, you're requiring extra, pointless effort by everyone who has ever gotten their characters to 50.

    Quote:
    Originally Posted by Flyman View Post
    I'm not sure how those rumoured "universal enhancement slots" would work. Would you have to grind for a certain recipe to get them? Would it be even more insanely rare than getting those purple recipes (I've got three lvl50 chars and haven't got a single purple drop yet).
    The thing is, nobody knows how they would work. But we also don't know how new levels would possibly work either. The power gain curve is already skewed oddly for the 40s and ends with an epic pool. What could you possibly gain for level 60? Just more of the powers you already have? A second epic pool? More enhancement slots? More inspiration slots? Just more HP? All of these effects would feel shoehorned into the current system.

    We don't know how universal enhancement slots will work, if we even get them. They may well be something easy to earn, or story-driven. What we do know is that they'll be optional to play new content, unlike adding levels.

    Quote:
    Originally Posted by Flyman View Post
    I'd like to see them giving something more fun than just a big boost of +xx% to recovery/damage/whatever. A new power, a nice special bonus (like those "+4 res to KB" enhances) or something.
    Lots of speculation on what they could do. I would guess they'd add to your base stats. Many characters can already be made extremely powerful through IOs, though, so it's hard to say how far they'd take it.
  20. Quote:
    Originally Posted by Wavicle View Post
    It's not the only status effect that can be detrimental. Immobilizes can ruin a teams ability to position mobs. Disorients can scatter mobs by triggering panic AI. Sleeps and Fears and Holds can all do the same as Immobs. It's about timing, mostly.
    I can do you one better. Confuse takes away experience if used poorly. All status effects that slow or prevent enemy attacks hinder Fury gain and make pets in defensive mode stop attacking. Let's be realistic though:

    Quote:
    Originally Posted by Wavicle View Post
    KB is also not only workable by negating it. You can AIM it. Not always easy or possible, but it frequently is doable without much time or effort. You can use your knockback as a very effective tool, both to position mobs for additional aoes, and to keep them off their feet and not attacking.
    Having played numerous characters with knockbacks, I can agree with you only to an extent. Single target knockback is pretty manageable, and in most cases pretty useful. As far as AoEs go, I could fully agree with you if the AoE knockback powers were reliable. But they're not.

    When I play my Blaster, I can attempt to aim or position enemies, but it doesn't matter. If there's a wall or I make sure to shoot them all in one direction, that sounds good on paper. But only 40%-60% of the enemies I hit will actually be knocked back. That means half go in the direction I want, and half don't. Instant scatter, no matter how good my aim or positioning is. A second volley will only make matters worse. I can more or less get around this issue by quickly throwing my attacks in rapid succession to knock back as many foes as possible at once, but I find that doing this is only struggling against the secondary effects of my own powers.

    I have a Rad Corruptor. A Peacebringer. Archery, Assault Rifle, and Traps. I find myself almost always avoiding the AoE knockbacks, because even if you do as you say and aim the powers, or try to position them, scatter is inevitable. Doing so in an outdoor scenario is even worse, as there's no practical limit to the knockback range in a single battle. PBAoE knockback is even worse, because you have to either sit on the outskirts of a group and probably miss many of the foes, or scatter them in all directions.

    I've played scores of characters, with all the status effects and scenarios you've mentioned. While true immobilize can be a problem if you use it blindly, in my experience, even used intelligently I feel like I'm holding the team back if I use AoE knockbacks. I've never been on a team and quietly hoped that someone would somehow prevent me from being able to stun or hold enemies because it's just such an annoyance. Even in tight areas with nearby walls, knockback causes scatter just because of the simple fact that around half of the enemies won't get knocked back, and are thus now farther apart than they were before.

    Additionally, the major advantage to knockback which is to prevent enemies (including mez-resistant bosses) from attacking for a short period, would still work if it was knockdown instead of knockback. As for positioning enemies and rounding them up, we have powers that are much better at doing so, which have a 100% success rate rather than a 40%-60% success rate. It's like chaining Will Domination to keep an enemy asleep. It theoretically works on paper, but the instant it fails you're going to slap yourself in the forehead and wonder why the power is just designed to not cooperate with itself.

    Reliable knockback AoEs with 100% success rate? Good. Unreliable AoEs that do completely-manageable knockdown? Good. Completely unreliable and random AoEs with (high) mag knockback, especially in PBAoEs? Very very bad. It's even crazier to think that the AoEs (especially PBAoEs) scatter enemies so that they can't be hit by further AoEs. Possibly the most self-defeating power concept ever.

    Of course, the above is just one person's opinion. Your mileage may vary.
  21. Quote:
    Originally Posted by Wavicle View Post
    Dom secondaries are frequently kinda AoE light. Also, the scatter on Thunderstrike can be completely mitigated with area -kb available in most primaries.
    Elec has 1.5 AoEs, I suppose. One real one (cone), and one PBAoE that doesn't really do much damage.

    Elec: 1 cone, 1/2 a PBAoE
    Energy: 1 PBAoE
    Fire: 1 cone, 1 PBAoE
    Ice: 1 cone, 1 PBAoE
    Psi: 1 cone, 1 PBAoE
    Thorn: 2 cones, 1 PBAoE
    Earth: 1 targeted AoE, 1 PBAoE

    Really, Elec lags behind everything but Energy. With the powers proposed for Earth Assault, it will be the only Dom secondary with a targeted AoE. And it should be pretty nice.

    I suppose I'm not a fan of knockback. It's the only status effect that can actually be detrimental, and the only real way to get by is to negate it entirely. If the only way I can use TS is to make sure enemies don't get knocked back first, that defeats the purpose of the secondary effect entirely. I feel that way when I play my Energy Blaster. I feel as though I may have well just gone Fire, because I try to party with Controllers who can negate my knockback, at which point I'm not even contributing anything but damage.
  22. Quote:
    Originally Posted by Lazarillo View Post
    Because he's quoting another article:



    It can be found here, and IS rather ambiguous, to my mind. That said, it sounds pretty clearly to me like they mean there's another pool being added to all sets, and, because that would be very, very cool, I'm hoping that's the case...but all the same, I wouldn't entirely bank on it, either.
    Yup. Was about to post that. Full paragraph:

    Quote:
    Issue 16 will also improve on the Epic Power Pools. Each archetype is getting an additional power set in their epic power pool, and each power set is getting an additional power so that there will be five powers from which to choose. Using the scrapper as an example: Blaze Mastery was a power set added to the Epic Power Pool which will include the powers Ring of Fire, Char, Fire Blast, Melt Armor, and Fireball. In addition the Body Mastery power set had the power Physical Perfection added for a total of five powers.
    Emphasis mine. Makes one curious. Is the article merely an error, or are we really getting new pools?
  23. Quote:
    Originally Posted by MorganaFiolett View Post
    I'd quite like it if you could have the top half of the magic bolero with wings but no buttcape. Personally.

    That'd solve the problem, surely? (The technical one, anyway.)
    You can sort of do that. If you use vests without sleeves, the bolero fuzz is one of the shoulder options available.
  24. Quote:
    Originally Posted by Shadow Wail View Post
    No AE in Praetoria!

    Don;t even get that glimmer in their eyes
    I think that all content in Praetoria should be virtual content issued through terminals where contacts usually are. The only way to do "real" content is go talk to a person in the AE building.
  25. Quote:
    Originally Posted by TeChameleon View Post
    I'm not positive, but I seem to remember hearing that the bolero/wings combo actually causes problems within the game/database/whatever- it's not just 'clipping'. Could be wrong, of course, but that's the way I remember it going down.
    My recollection of the reason is that there's a rule about not having more than one moving option on the body. You aren't supposed to have two capes, or capes and wings. It generates too much traffic on the servers to process all the movements of all the people doing it, and while it's not an issue if it's occasional, if everyone was doing it and there was, say, a costume contest, mothership raid, or hami raid, everything would run really slow and start punting people.

    One reason why we'll probably never get flowing hair, unless it locks you out of capes and wings too.