Oathbound

Legend
  • Posts

    1720
  • Joined

  1. I'd very much prefer to keep the PvE version as a straight heal toggle.

    The other changes would be good.
  2. Quote:
    Originally Posted by Pattern Walker View Post
    I think these changes (minus the power selection swap, they just don't do that sort of thing), would go a long way to fixing Gravity. I'd also like Wormhole not to pre-notify critters. None of these violate the cottage rule. (Though I understand that animation changes are non-trivial to do. The rest are less problematic as far as dev/programmer time.)

    Didn't Castle say that Gravity's animation times were being looked at shortly before he left?
    While I think it's highly unlikely (particularly given that they opted NOT to swap Energize/Lightning Reflexes for villains when they updated Electric), they have in fact done it in the past, when they moved Tanker Taunt powers to level 10.

    Really I think the power level swap is one of the most important things Gravity needs. Having to wait 26+ levels for your only real AoE control option just doesn't work.


    I'm not sure they can prevent Wormhole from pre-notification unless they set the whole power to not notify mobs, removing the time delay on the stun would help though.
  3. Oathbound

    Chrono Shift

    Quote:
    Originally Posted by Nihilii_ View Post
    I don't see the point in not slotting Chrono Shift for endmod and heal. It would be like not slotting Stamina for endmod or Health for heal, or not slotting Numina and Miracle uniques. Even moreso if you use set IOs, as the endmod and heal sets are giving +HP, which is really the most meaningful set bonus on a time character in my opinion considering you're already more than softcapped along with a truckload of recharge.
    While I agree that slotting it for End Mod or Heal can be beneficial, I wouldn't say either is as critical as End Mod in Stamina. The timer on Chronoshift makes it so that it's wildly impractical to use it for Healing purposes, and the End restoration/recovery, while very nice, is (and can only be) temporary. If you have a tight build and you're not using Chronoshift for specific set bonuses though, I don't see any reason NOT to skip slotting it for Heal/End Mod.

    I'm building towards perma Hasten/Chronoshift (once the Defender recharge on CS gets fixed) so I still need a truckload of recharge to keep that truckload of recharge permanent, since both Heal and End Mod sets have 5% recharge bonus options, slotting either fulfills that goal anyhow. (I personally despise the duality of such fundamentally gameplay altering effects having downtime.)


    I would argue, though, that slotting Health for regen on a squishy is a complete waste of slots. The difference between unslotted and FULLY slotted Health with Defender level HP is less than 2hp/sec. Miracle/Numina uniques however are golden (and basically always included in my builds).
  4. Quote:
    Originally Posted by Sugar_Rush View Post
    Looks like level one's have a boost because the game wants to get you to 2 as soon as possible?
    Along those lines of thinking, it's possible that level 1s have an XP bonus, because as a level 1 player (only having 2 total powers) they're considered to be more challenging than a level 2 player vs a level 2 Hellion, that xp bonus carrying over a few extra levels is just a side effect.
  5. Quote:
    Originally Posted by Samothrake View Post
    And History Channel, ... fact-based channels.
    The History Channel hasn't been fact based for the last several years, IMO. Not since they jumped on the doomsday bandwagon.

    It seems like the only programming they ever air that actually has anything to due with History anymore is World War II. The rest of the last few billion years may as well not exist.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    I thought this was going to be about animations =/
    Effects wise, taunt is fine. Also, Cottage Rule (I think?)
    Can't see that the Cottage Rule would apply. That only prevents changing the primary function of a power, adding a secondary effect doesn't do that. (And in fact, they did just add the range debuff to taunts not that long ago.)
  7. Quote:
    Originally Posted by Doomguide View Post
    If you look under the 'Effects' tab for Siren's Song (or under the Window tab >> Data View) you'll note xx.x second Sleep (mag 3) to Target (after 0.25 seconds, to Critters). That delay of 0.25 seconds is why the sleep works as intended, damage then the sleep.
    Yep, it's also what lets them occasionally get a shot off at you even if you get the drop on them with it... which is damned annoying vs some mobs (particularly those with their own mezzes).
  8. My namesake is a sort of amalgamation of an Angel, an Illusion, and a Hindu deity, as a result he has 6 arms and 6 wings... something the game will never support.

    There are also a few very,.. macabre details the game won't allow me to represent.

    Oh, and also, he's actually 3 characters at different points in his storyline. He starts off a FF/Psi Defender, then goes rogue and becomes a Dark/Psi Dominator* then is redeemed and becomes a Peacebringer.


    *Obviously his Dark/Psi versions doesn't exist yet. ::crosses fingers::
  9. Quote:
    Originally Posted by Mega_Jamie View Post
    Why indeed risk any alteration to the timeline, any sort of paradox at all?
    They handwaved the potential Paradox out of the way by it being an alternate timeline, not just the past of their own timeline.
  10. Quote:
    Originally Posted by Deus_Otiosus View Post
    I agree with you, but I just want to add that the only reasons EA got reworked is because:

    1) It was being proliferated.

    2) It was being proliferated to Scrappers.
    (As tongue in cheek as that may be) The EA change that actually breaks the Cottage Rule has nothing to do with Scrappers though. It's the conversion of Repulse to Disrupt that Stalker EA got.


    Quote:
    Originally Posted by Oedipus_Tex View Post
    The problem with Propel is a bit harder to fix. IMO for the current animation time investment, Propel should apply a 6 second Mag 3 hold in a 8ft radius around the target. If something like Seismic Smash can apply holds under the logic that it hit the target really hard, throwing a Refrigerator ought to do the same thing. Short of outright changing the animation (which they have talked about but not acted on yet) the amount of sheer damage this power would need to do to justify its current animation time is unlikely to be acceptable, so its probably better to add a control element. Even if they drop the animation time by a second and a half it would still be a long animation time by single target standards.
    Looking at the standard DPA for ranged attacks, for Propel to be worth it's animation time it would have to be a ~3.56scale attack on a 20second recharge.

    If it had the activation cut by 1.5seconds then it's current damage would actually be just fine. It'd have a 2second activation for 1.96scale damage, basically the same as Cosmic Burst (with a 2second shorter recharge, though that'd probably get changed. Propel currently gets higher than normal damage for it's recharge due to it's long activation).

    Really they wouldn't even have to change the animation, they could just shorten the activation/rooting time to ~2seconds and allow movement/other powers to interrupt the animation in the same way that Jump Kick works. If you don't queue up another power or move then you play the full Summon>Throw animation. If you move/hit another power you play the Summon part then move on to whatever the other run/power animation is.
  11. Quote:
    Originally Posted by EmperorSteele View Post
    Meh, slot a -recharge proc.

    In all fairness, most NPCs have between 2 and 4 attacks. If you could neuter their recharge to the point where they have to wait a minute between using brawl, that would be massively overpowered. You might as well just Stun them.

    -Dam is the same way. If an effect does -40% damage, and you enhance that to the ED cap, you're talking a power which you can keep casting affecting a foe for -80% damage. A 1,000 damage attack becomes 200 damage. You might as well have a power that level-drains the target for about 3-5 levels.
    Damage Buffs and debuffs can't be enhanced because with the way the engine works, they would self buff themselves infinitely.



    As is there's a maximum cap for Recharge Slows of -75% which quadruples the recharge of a power. (Note that there are many powers that will debuff for more than the cap allows, the higher value only comes into play vs AVs/slow resistant enemies.)

    I'm not really sure if there would be wonkyness by allowing you to slot powers for -recharge, there probably is. Generally all the effects that cannot be enhanced (resist debuffs for instance) are that way because it breaks them.

    Even if they *could* allow for -Recharge to be slotted, it would just mean they'd neuter the base debuff value, and I for one would prefer to keep the higher debuff without having to devote multiple slots toward it.
  12. Oathbound

    Chrono Shift

    Quote:
    Originally Posted by Organicide View Post
    FYI,

    Just got Tier 4 Spiritual for my Time/Ice/Soul and, incarnates be damned, it's still not perma.
    With the current recharge on the Defender version, you can't. The lowest possible recharge you can get it to is 100seconds, 10seconds shy of permanent. (Assuming capped recharge, which you won't be able to pull off without outside buffs.)

    (The Defender version is 8m20s recharge, right? I can't remember, despite my Time Manip character being a Time/Sonic.)
  13. Oathbound

    Chrono Shift

    Yeah, really I fail to see why this didn't get fixed in one of the beta patches. I know it was brought up in the feedback/bug threads, cause I brought it up.

    For such a (seemingly) simple fix* it really shouldn't be taking even this long to fix. -_-


    *Standard Code Rant
  14. Oathbound

    Staff Fighting

    Quote:
    Originally Posted by Negate View Post
    <_< Oathbound, you're starting to freak me out...I think you're following me :P.

    I somewhat agree with you about the copy and the paste with the control powers but I already know about the how and the why's melee sets tend to be popular...it's even more obvious in game if you Pug/Run paper mishes. One can count on their fingers how many control or support toons that are available but when it comes to melee you need a whole extra pair of limbs .

    I also chalk it up to it being far more easy to lvl a melee toon compared to a control heavy toon(give or take for some doms).
    Following you? Nonsense! *ducks back into the bushes*

  15. Oathbound

    Staff Fighting

    Quote:
    Originally Posted by Negate View Post
    I think control sets take way more work than melee sets...that's why it takes so long before another control set comes out. I am waiting on the Dom surprise as well.
    I don't really think so.

    For the most part (*sideways glance at Illusion*) Control sets follow just as regular and predictable a pattern as Melee sets. Other than making a couple unique powers the rest is largely copy->paste. I would need new animations obviously, but that's probably actually easier for Control sets, since you can just make the particle FX flashy and recycle the same ol' same ol' character animations, where all the new melee sets made recently have used specialized, unique character animations as well as particle fx.

    I think it's simply that there are 4 archetypes that can use Melee sets (and more people who play them), and only two that can use Control. Melee gets priority because they can satisfy more people's desire for new sets for the same time/money investment.
  16. Quote:
    Originally Posted by DarkCurrent View Post
    You'll see a gravity control revamp before any new control set, I'll wager.
    Frankly, I doubt it...

    We know powersets are in the works for Doms, but there was no mention of improvements to current powersets. Plus, given that there were many improvements to other sets in Issue 21, if there were going to be improvements to Gravity I'd have expected them to have happened then.

    ... but that's probably me being cynical cause of how long Gravity's needed improvement and not gotten much of it.
  17. As a Praetorian zone I don't think we'll ever get a beacon for it. None of the others have one, if I'm not mistaken.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    To my eyes, the new CoT look like a coral reef on legs. I'd have to see each piece by itself over a basic character model to be able to tell what those pieces ARE, and only then will I know what I actually want out of them.

    I do know which of the pieces I will buy, however - all of them. If this comes out in a pack (and it will) I'll simply snag the pack itself.
    I pretty much agree with Sam here.

    I *think* I like the Shoulder, Belt and Glove options, but the overall look of the new CoT is just so busy. It's hard to really take it all in and say for sure what's good and what's just needlessly gaudy.
  19. Oathbound

    Staff Fighting

    I'm hoping they include versions of the Light/War/VengCarnie Lightstaves (even if you have to unlock them with the defeat badge). Those are badass.
  20. I think we'll see more of this as they continue to add new enemies to the game.

    Some of the Awakened mobs in First Ward have a confuse aura that stacks against you (requiring 5 ticks to take effect) so you can't just mindlessly plink at them from close range. You've got to back off every now and then to prevent getting controlled.

    I don't think I'd want them to be common effects, but I don't mind having a few here and there so wouldn't mind if some older groups (which don't have any) get new npcs with a twitch type power... so long as they don't go overboard.
  21. Quote:
    Originally Posted by Rapthorne View Post
    Oh, I'm well aware of the history behind Fawkes, and the whole "anonymous" internet cult, but my thinking was more in paying homage to the infamous comic book hero, V from V for Vendetta (hence my modified movie version speech)
    Didn't necessarily mean to imply you weren't aware, rather that the internet as a whole doesn't seem to be, I'm sorry if it came across crassly.

    It's just something that bugs me to no end. (So really I wouldn't want a "V mask" specifically out of pure spite. Not spite for any player or character, but for the internet.)
  22. Quote:
    Originally Posted by Irresponsible View Post
    I have to wonder if this is really working as intended because if it is we are gonna have to stop calling it a crash altogether.
    Really it's an unintentional benefit due to the functionality of HP crashes.
    This wasn't a problem for the old Light Form that crashed you to 10% hitpoints, cause if you were below 10% hitpoints BEFORE Light Form crashed, whatever insignificant heal you got out of it probably didn't mean a hill of beans.

    Hitpoint crashes have to function differently than End Crashes, cause a HP crash (without the hitpoint reset first) could directly result in your defeat, end crashes can't. --Defeat resulting from detoggling due to an end crash is different. That's a result of lack of situational awareness/preparedness, not the actual end crash killing you.--

    I suppose they could remove the HP reset and just say "You're SOL if below 50% HP when you crash." but that would kind of defeat the purpose of the buff, if you have a chance of killing yourself every 90seconds.

    I don't think there's a way they can "fix" the crash potentially resulting in a heal, without completely neutering/invalidating the intended use of the power. (Which at this point is intended as an analogue of Eclipse.)
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    My thoughts: Go for it. I've always, always, ALWAYS hated the Quarry model swap, with its gimp toe and funny head and perpetually extended middle finger. Even without power customization, I'd still want to see the Granite Armour model go away. On the downside, transforming my character into a giant monster of solid rock was fun, and it was the cornerstone - if you'll pardon the pun - of one of my signature characters. On the upside, the existing model is terribad and I would not be sad to see it go for a moment.
    Whereas, I, on the other hand find Granite Armor to be the -only- armor in the entire set I don't hate the look of. I would be very disappointed to see it go.


    (Unless the new Granite was super-duper, blindingly awesome.)
  24. I would like porcelain/theater type masks (for all 3 models) but I don't want Guy Fawkes.


    The internet seems to have some kind of boner for the man, but they don't even seem to know, or care, what he really stood for.

    He wasn't some great freedom fighter trying to save the people of England from tyranny. He was trying to replace one tyrant with another. (Replace the Church of England/Protestant Monarch with the Catholic Church/Catholic Monarch.)
  25. Quote:
    Originally Posted by Steelclaw View Post
    * Although it will be viewable ONLY by Free to Play characters, any character having earned one or more Incarnate levels will have a new aura where a spot light of golden illumination lights them from above while cherubs hover playing beautiful cascades on their harps and fan girls/boys of incredible beauty and scanty dress follow them screaming in rapturous adoration.
    This one made me lol.