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Posts
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Joined
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Quote:Too bad I don't have a picture handy of The Living Cactus.
Corn On Macabre
A sentient stalk of genetically engineered corn turned eco-terrorist; he's a vehement carnivore who cheerfully describes the mass execution of "meatlings" as "pest control". He's (understandably) angry that human beings eat his fellow corn on a regular basis, but absolutely furious that every year, millions of his people are cut down, boiled/fried in oil/microwaved/etc, and eaten purely as a side dish that most humans cannot even effectively digest.
What I do have handy are:
The Earthen Devil
and
The Enquirer
One of these days I really have to go back in and update my VV pages...though I dread having to fix all of the now-broken URLs to my old addresses... -
And potentially tweaking Shotgun to count more like a single target attack but still be a cone.
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I'm reasonably certain that when someone leaves the group, the bonus prestige earned for members up to 15 does get subtracted, assuming the person leaving will reduce the character count to 14 or less. But yes, otherwise there would be no prestige drop, and there's no reason for a prestige grant (not that I'd complain...).
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Quote:And hopefully one day Castle will wake up and realize how completely and patently broken this is.a good example of this is a blaster who soft caps their ranged defense then hover blasts the enemies because the enemies have little chance of hitting them with ranged powers.
this example work for any ranged AT (corr, defender, mm, dom, troller)
(And this is coming from someone who has an SR Blaster. And yes, I've already donned my fireproof gear.) -
If Willpower is considered balanced on Brutes and Tanks, then I don't see what would prevent Regen from being ported to either AT.
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Hrm, it might be possible that the difficulty sliders were turned up for who I was testing with, but unlikely. I'll have to go recheck, I guess. In this case it wouldn't be because they don't exist at level 11 (I was using Legacy Chain), but solely because the mission was capped at 10.
Edit: But apparently not too unlikely. Playing the arc solo results in everything working as intended. I'll be sure to give my testing partner such a pinch. Thanks for the help, Jay! -
Right now I'm attempting to make a 5-10 story arc, and while the actual arc seems to be working okay, playing it is needlessly difficult because there seems to be an oversight with the level scaling feature.
Basically, by setting the mission to 5-10, it will spawn enemies at level 10, which makes sense. However, the AE will also exemplar my character down to level 9 for some unknown reason, and that also causes the NPC allies to spawn off that level as well.
What this boils down to is that a natural level 10 trying to do the arc will have a far harder time than they should, and it's enough of a difficulty spike for that level range that I'm forced to not officially release this arc.
Is there some way to fix this, or do I have to start sending PMs around begging for it to be fixed? -
Already doable, I think. Just choose "Empty" for the additional enemy spawn around the boss, if it's available.
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Rise from your grave!
As show by my signature, I've given Making Your Name a little (and I do mean little) clean-up and republished it so that it's properly under my (secondary) global name.
I've also begun preliminary work on a 5-10 VEAT arc. As well as trying to figure out the best way to potentially do the full ten arcs I want to do. I suspect it will end with me spending quite a sum on arc slots... -
Quote:When in test mode and in a mission, click the "Architect Options" button. Enjoy.~A optional "Ghost Mode" when testing a level. I don't know if this would work like a stalker or make you completely invisible/intangible, but sometimes it's a pain fighting every single minion in the level, when all you want to do sometimes is see the layout of where stuff spawns.
My idea, which I just noted the need for: Grouped objectives. What I mean is, the ability to have multiple objectives count as a single one. Instead of having to clunkily have, say, Collect Magic Box, Collect Magic Urn, and Collect Magic Stone as separate objectives, they could be folded into the much nicer "Collect 3 Magical Artifacts" instead. (I'm fairly certain you can fake this, but it's a pain, and only really works on linear maps and with certain numbers of entities.)
Alternatively, my suggestion would be to allow the player to customize every spawned instance within one objective. (IE, separate sub-tabs for Hostage 1 through 3, all under a single "Rescue the Hostages"/Amount: 3 tab.)
I'm not sure which one would be strictly better. Probably the former, if it would let you group completely different objectives. -
Quote:If my understanding of aggro mechanics are correct (which admittedly they might not be, but could you blame me?), I don't even think that it's possible to program in the first place.Diminishing returns would be computationally intensive compared to the current system.
That alone could make the system unfeasible.
Any modification to aggro generated would have to be done to the player, which would instantly affect all of their powers and would therefore make it harder to hold the aggro of any of the first 10 enemies. -
I don't really see what this would add to the game, honestly.
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If there was going to be an "epic level" Magic-based zone, I'd totally want it to be the full city of Oranbega.
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Quote:The bug has nothing to do with the arc or that specific mission. It's a bug with that Arachnos office/the door to it. Just got it myself the other day, because I logged out inside it for the day job. But I can easily tell you why it hasn't been fixed: It's obscure, usually only affects one mission, and has an incredibly simple workaround.One of the missions in Seer Marino's arc. It still doesnt point to the right way point. I completely stopped bugging it because I know its never going to get fixed so why bother.
As for what I find completely broken: Defense debuffs. Especially low level defense debuffs that are patently absurd in their strength. The Fireman's Axe that several groups use, as well as things like Longbow Guardians' pistol attack do idiotically potent amounts of -Def, despite showing up in the 1-10 range. And yet, very few enemies in the late game have any kind of defense debuff at all. Fixing that would make the early game more tolerable for defense-based sets as well as potentially blunt the power of self-capped defense via IOs in the late game. -
Quote:The thing is that other sets have their own unique powers and styles without ever giving up KB protection, instead generally giving up something more intangible, but far less annoying (like Def/Res values).I really wouldn't have a very strong argument against it (seeing as my DA characters or Elec armor characters tend to plug the KB hole eventually, my 2 DA ones did after 32+ lvls and my Elec picked up Grounded at 28). The only argument I'd put forth is that 'it's the easy way out'. Rather than doing something cool and unique like giving those sets axillary bonuses for that hole, we'll just make every set give the same protection?
If they could, I bet the devs might consider going back and poking a few holes in sets (like no sleep protection in Stone or something) now that toggles don't drop when mezzed. It'd make things much less 'turn brain off'-like and require *everyone* to actively notice what the enemy is throwing at them.
I do agree, melee defensive sets shouldn't be homogenized, but I consider there to be a big difference between "all sets get proper mez protection" and "all sets get their mez protection the same way".
If there was an elegant way of adding non-standard protection methods to DA/FA/Ninjitsu in the same vein as Grounded, I'd be all for it. But none of the sets have the flexibility for it, IMO.
Similarly, I'd also support the addition of more numerous and better ways to gain knockback protection (via pool powers, presumably). But this has the disadvantage of being more work-intensive, and also affecting all ATs. -
Devs' Choice arcs don't need any further promotion.
This idea has come up before. I'm somewhat leery of it, but not strictly against it. Especially since the option to turn the ads off already exists.
I think the biggest obstacle is Paragon Studios having someone handy to sort through the inevitable tidal wave of entries. -
Quote:According to CoD and Mids' the Immobilize Protection lasts for 100 seconds.Actually, I have a question on Burn's Immobilization protection. Does the protection extend past the life time of the actual Burn Patch? I know they made it so the Burn Patch can't be up all the time, but if we compare Burn to other click-based Status protection, is it possible to keep the protection up permanently? And even if it is, how viable is it to have the intended agro manager scattering the mob every thirty seconds, JUST to have that protection?
I don't think the scatter is exactly a big deal, though admittedly I don't know how for sure how disruptive Burn's fear effect gets. But thinking logically about it - presumably if you're trying to free yourself of immobilize, it's because you want to move somewhere else. At that point scattering a group should be irrelevant. Or with the reverse, there's no reason to break out of immobilize if you're already surrounded by enemies.
Worst case scenario, you can use Burn before entering a mob, just for the protection. -
Some of my thoughts:
1) I don't feel that DA's knockback protection trade-off is the Psionic resistance. DA, unlike many other sets, doesn't get nigh-invulnerability to its favored element, and it has standard-level protection to most others. It also has lower resistance to its weakness, Energy damage, than other sets. Dark Regen is pretty much balanced as-is with its extremely high endurance cost and to-hit check.
2) I did forget Ninjitsu. That too. If Willpower can't be knocked back, I'm not sure why Ninja magic can be overcome.
3) Ironically, I like the concept of Burn (if not necessarily the execution). The point is that you're burning away whatever has immobilized you. That's fairly clever power design considering it's from launch-era. Cloak of Darkness is a little less justifiable, but that's a whole 'nother discussion.
4) Time for my long-winded counter-counter-argument. I'm coming at this from a strong QoL angle. Being essentially forced to take three pool powers from a specific pool or pay large sums of money for an IO is just not fun. Not in the slightest.
Tankers got their Taunt improved (as well as receiving Gauntlet) so that taking Provoke was no longer necessary. That was for a Tier 1 pool power. Acrobatics is Tier 3, requiring two other Jumping pool powers. That's a huge power cost to cover the KB hole, and also disrupts concept. I don't necessarily want my DA, FA, or Ninjitsu characters to Super Jump around. (Hopefully I don't have to explain what I dislike about paying several million Inf for an IO.)
As was asked previously: Do any of these three sets suddenly become that much more effective once they are immune to knockback? It sure doesn't seem that way IME, as I have both a DA and FA characters with the IO slotted. And if the KB hole is "so easy" to plug already, what, precisely, is the harm in making it easier to do so - as easy as any other set plugs its KB hole? -
This problem suddenly got stuck in my craw once I realized how ridiculous it is.
Invulnerability: You have an Unyielding stance, your sheer strength allows you to shrug off knockback.
Ice Armor: Your slippery Wet Ice allows you to simply avoid knockback altogether, I guess?
Willpower: Your force of will, your undefeatable attitude as a normal human being, allows you to plant your feet and not be knocked back, no matter what.
Dark Armor/Fiery Aura: Gaining your powers from the Netherworld/fire, naturally you are incapable of resisting attempts to knock you off your feet???
There is literally no reason, concept or balance-wise, why Dark Armor and Fiery Aura should lack knockback protection. The knockback hole is nothing more than a holdover from the days of failed concepts like rooting status protection, unstackable armors, or, more on the money, Provoke being better than Tankers' built-in Taunt. Except being obligated to take Acrobatics (or spend a rather sizeable amount of Inf on the -KB IO) is far worse. -
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Just open up the pool for whatever the Kheldian doesn't get. IE, Peacebringers get Teleportation and Warshades get Flight. There's literally nothing in the Flight pool that PBs don't already get, and I don't think too many WSs are missing Team Teleport.
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Quote:I don't think that's what the suggestion was, though. Not cross-badging, just matching the functionality of a series of badges with an SG item. (A small book on a podium, or a high tech computer screen with a listing on it would still be cool for recipe storage though. Maybe just because I want those base items. >.>)I also think it is more likely that the DEVs would allow recipe storage before cross-character/sg/vg badging.
I do really like the idea, but I have a few issues. If someone who memorized X amount of recipes leaves the SG, are they then removed from the book? If not, what's stopping one person with all of the badges just joining SGs one after another to unlock the recipes for them?
Even if they did get deleted when the associated character left, this would still create a cascade effect - an SG with all of the recipes memorized would allow fresh characters to get the memorization badges easier and undercut the market a bit. Not sure if the devs would want that. -
Quote:Upon checking CoD, you're right. Though to be fair, you said it only buffed hold duration originally.According to the description it only affects mez powers whereas Power Boost affects mezzes and several types of buffs/debuffs (healing, defense, end drain etc.).
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Quote:No, I do not have some massive network of folks at my beck and call, hence why I rely on PUGs. I even take a stab at leading them now and again. But if all of the PUGs were doing TFs, and everyone else was waiting to get on a TF team, I can't exactly be choosy, huh?Sounds like you need to make more in game friends if the only thing you can do to team is what random people enjoy.
Quote:It's like saying the massive AE exploiting was causing people to exploit AE for a team.
Were there non-AE teams? Oh, sure. Though I largely suspect they were being run by people that knew better. A bit different from a weekend where the devs themselves implicitly promote running nothing but TFs.