Redlynne

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  1. Yeah well ... the whole reason why the Interrupt is there is because ... uh ... um ... ... it's a Melee Range SNIPE Power (yeah, that doesn't make sense to me either) ... with an extra penalty on it to keep it from doing Awesome Damage all the time, because Stalkers really shouldn't be using Single Target NUKE powers ... or ... something ...



    "Mind if I like down here for a minute?"
    - Ed Grubermann
  2. Quote:
    Originally Posted by Zemblanity View Post
    if the devs think Peacebringers are fine, well, there's nothing we can do but accept it and play something else.
    It's not like they weren't ... you know ... WARNED ... or anything ...
  3. Galtsman from I'm Sick Of You All Earth

    LORD STATESman from Endless Oratory Earth (he talks his enemies to death!)
  4. Here's a wild and wacky thought ...

    What if Assassin Strike only had an Interrupt Time while Hidden?
    What if when not Hidden, the Interrupt Time was "zero" (or as close to zero as to make no difference). It ought to be perfectly possible to apply a +10,000% Interrupt Reduction when NOT HIDDEN modifier into the power (somehow) so as to achieve this effect.
  5. I think that's just the Devs (re)discovering that the Terror (OF BOREDOM) Volta Trial is ... literally ... a waste of time.
  6. Quote:
    Originally Posted by Neogumbercules View Post
    I don't know what kind of new stuff the devs are working on, but as far as existing content is concerned the MM AT probably tops the list as far as something that needs serious dev attention.
    Get in line after Peacebringers and before Stalkers.

    The real shame with a lot of the MM problems is that they're "deep" coding problems that involve things like AI and player control of inherently uncontrol(labl)ed Pets. Some though are just brain dead monstrosities ... like the LACK OF Defense on Ninjas worthy of an Issue 1 (Anything But) Super Reflex Scrapper ... which persist for years and years with nothing done about them.

    So ... yeah ...
  7. Quote:
    Originally Posted by Redlynne View Post
    Quote:
    Originally Posted by Socorro View Post
    So Arbiter Hawk, if our KB is designed to keep us from being sought after for team play, it's a gigantic success.
    Fixed it for you.

    Kind of ironic that an entire AT which is designed around the notion of "team play" is purposefully designed to deliver MAXIMUM AGGRAVATION to Team Players. It's almost as if the design intent *is* to be Self Defeating.
    Quote:
    Originally Posted by newchemicals View Post
    This is so true.
    Quote:
    Originally Posted by Techbot Alpha View Post
    Agreed. Agreed so much it's not even funny.
    Quote:
    Originally Posted by Emberly View Post
    Painfully true.
    "It only hurts ... because it's true ..."
    - Me ... In Real Life

    And to be honest, I hadn't been expecting (but I guess I should have...) the level of ... support? ... agreement? ... sadness? ... this turn of events, and failure to take the opportunities presented (in no uncertain terms!), has brought us.
  8. Quote:
    Originally Posted by Socorro View Post
    So Arbiter Hawk, if our KB is designed to keep us from being sought after for team play, it's a gigantic success.
    Fixed it for you.

    Kind of ironic that an entire AT which is designed around the notion of "team play" is purposefully designed to deliver MAXIMUM AGGRAVATION to Team Players. It's almost as if the design intent *is* to be Self Defeating.



    "Once again, I knockBACK a worthless object." - PB Goemon
  9. Thread Necro ... because Terror (of Boredom) Volta is the WST again this week.

    I spend more time WAITING for something to happen in the Reactor Room than is needed to COMPLETE either a BAF or a Lambda Trial!
  10. Ironically, Force Feedback is "best" slotted into powers which have a base recharge time of 20 seconds or less. That's because of how the Proc self-suppresses and how its +100% Recharge bonus only "operates" for 5 seconds at a stretch ... which is a HUGE boost to quick recharging powers, but which is almost a "margin of error" adjustment to long recharge powers like Hasten (or Phantasm, in this case).
  11. Quote:
    Originally Posted by Zyphoid View Post
    I see where you are coming from, but I think there are really only a few big culprits. Those would be Hasten, Super Speed, and the Medicine Pool. These are the ones I can remember seeing the most complaints about.
    The best possible "replacement" of FX for Hasten would be to snag Synapse's signature movement blur effect and simply apply that to characters. Note that this is nothing like the "shadow moves" of Dual Pistols (and the like), but more of an "echo" of movement effects.

    Trouble is, I don't know how "deeply hardcoded" Synapse's signature movement blur aura effect is. Maybe Tunnel Rat could tell us?

    /em puppy dog eyes
  12. I kept asking Kheldian Questions during the Q&A section and Zwillinger kept studiously ignoring them. Was rather annoying since Arbiter Hawk has been the ... most communicative ... of the Red Names on Kheldian Issues up until this point.
  13. Quote:
    Originally Posted by Overlord_Mondo View Post
    1. Do the powers from Mace Mastery use the same mace as your normal attacks? I seem to remember it needing a different one once, but I could be wrong.
    Bane Mace != Patron Pool Mace

    Quote:
    Originally Posted by Overlord_Mondo View Post
    2. Do I only get Patron pools?
    Yes. Mids' is overly optimistic on this point.

    Quote:
    Originally Posted by Overlord_Mondo View Post
    3. I currently have the Gaussian Build Up proc in my TT: Leadership power, but I never notice it proccing.
    It procs, but there's no visual cue to tell you it has procced. Look in the Healing Delivered channel and you'll see the announcement of it proccing.
  14. The flipside of all of this is that Ninjas are the flimsiest of pets.
  15. Quote:
    Originally Posted by Garielle View Post
    Just as an aside, for these unlockable contacts that you miss early in the game (especially the one in Port Oakes), you can always unlock them later and run their arcs through Ouroboros once you are level 25 (will actually only need to be 14 once Freedom hits). The fact that you now get XP along with merits for running flashbacks through ouroboros is just icing on the cake, IMHO.
    Still can't unlock The Radio in Port Oakes via Flashbacks ... since I've done them all.
  16. Quote:
    Originally Posted by Redlynne View Post
    Speaking of the 7 year Loyalty emotes ... would it be possible to get Loyalist and Resistance versions of these emotes? Please?
    Quote:
    Originally Posted by Tunnel Rat View Post
    Sure, there's no good reason why they should be excluded. Can't promise you a date, but I'll definitely mention this when we get some time to do more emotes.
    Dates are not "required" in this instance. Simply *knowing* that you're In Favor of doing this is adequate at this stage, because that means you're not only interested in doing this but will be looking for a slot on the schedule to do it at some point.

    THAT is what matters.
  17. In that case, the in-game store can stay down forever.
  18. Redlynne

    News from PAX

    Quote:
    Originally Posted by Zwillinger View Post
    As often occurs in game development, "things happened" and we were not able to announce.
    Would those "things that happened" involve Transgaming and the ... state ... of the Mac Client? Or are we talking about a (potentially) larger issue affecting all players, such as the Massive Memory Leak in the game client?
  19. Makes sense that Reese would have ... issues ... after ... uh ... *submitting himself* to the ... um ... Tender Mercies ... offered by ... Dominatrix ... better known as Praetor Duncan.

    And I can easily see Praetor Duncan LYING to Reese and telling him that he is now somehow ... undying ... in much the same way that BV is ... undying. After all, nothing makes a LIE stronger than mixing it with a TRUTH of some kind.
  20. Redlynne

    Trials too easy?

    The weakness of the Trials, BAF in particular during the prisoner phase, is that they're too tightly scripted. Once people "worked out the script" it was EASY to adapt play in ways that exploit that scripting. When the Trials were "new" they were hard, simply because people didn't know the "patterns" the Trials followed. But now that those "patterns" have been discovered, and it is known that the variability of them is severely limited ... it's not that difficult to defeat those Scripts.
  21. Here's a thought. What if Assassin Strike, rather than being a Melee Range Snipe (yes, it's basically that stupid of a construction) ... what if instead, we had something like a Build Up TOGGLE (yes, toggle!) that had a 1 second activation time with 5 second duration buff ... so you could stack it 5 times on yourself. You'd then get a variable damage increase that corresponds to the amount of prep time spent preparing the strike (ie. 1-5 seconds). While the toggle is building up, you are rooted, and the toggle is automatically shut off by your next attack and then has to recharge.

    Cross couple that with making Hide give you +Defense to Melee, Ranged AND AoE while Hidden ... not *just* AoE ... and you'd be able to sidestep a tremendous number of problems with making Placate "work right" through Debuffs (which EVERY Stalker Primary applies!). It would be a workaround, rather than a solution, but one that would "work" in actual gameplay ... except when it "doesn't" due to a Lucky Hit. Hide would then become something akin to a Pocket Elude, which then "breaks" when hit, or when attacking, for 10 seconds.
  22. The *only* way you'd be able to do Hide as a Click Power, rather than a Toggle, would be if you can "click off" buffs on yourself (like WoW permits, for instance). Currently, in Issue 20, that functionality does not exist. But supposedly, in Issue 21, we will be able to "Click to Expire" buffs that are in effect on yourself. So it would be possible to recode Hide as being a Click Power with a LONG duration and a short(ish) recharge like you say.

    Still don't think that would be that wise a choice to implement though.

    We do know that it is possible for NPCs to cast powers "upon defeat" ... Exhibit A being Nemesis Lieutenants and their Vengeance. It should therefore be possible to apply a "Grant Power" effect to Stalker Primary Attacks which will cause the affected $Target(s) to cast a(n invisible) "carrier power effect" in a PBAoE when they are Defeated which then triggers a HIDE NOW activation on all Stalkers within melee range of the Defeated $Target(s) ... because they have been Defeated.

    So it would seem to be technically feasible to do this ... but I honestly don't see the "game changing utility" of being able to implement this, mainly because it will be far more useful on Piles o' Minions, where it's not really needed, rather than on Tough Boss(es), where it is. So although a Hide On Defeat Of $Target mechanic would be "nice to have" in that it would aid Stalkers in better leveraging their Hide Mechanic than they have up until now, it isn't the sort of Combat Aid that I'm thinking Stalkers need to be something OTHER THAN gimped Scrappers.
  23. Quote:
    Originally Posted by Fixer View Post
    if you apply a damage proc to a held/slept/whatever enemy does the double damage activate?
    Procs are not coded to double damage under Containment.
  24. What if you had a Mastermind Primary that ran on Toggles instead of Clicks for Summons? You could have something that would just automatically summon one new Pet every 10/20/30 seconds running as a Toggle, which would have an upper limit on the number of Pets that can be concurrently summoned (3/2/1 as usual). The upgrade powers would also be Toggles, that automatically apply themselves (in Do Not Stack fashion) to every Pet with a 1 minute duration (so if the Pet runs off after something, they don't "un-upgrade immediately" when leaving PBAoE radius of you).

    That would give you 5 Toggles which are continuously draining endurance in your Primary ... but which are "Set and Forget" as they keep summoning new henchmen for you whenever one (or more) of your henchmen gets defeated. The penalty, relative to the Click Summons/Upgrades, is that you can't summon "on demand" and that you'll pay out more Endurance over time than the Click system would cost you ... in exchange for a measure of convenience which allows you, the Player, to focus on more than just micromanagement of (re)summoning.



    Wacky ... but possible to do ...
  25. Here's a monkey wrench to consider, that would make Stalkers into more of a "flickery" type of Hit-and-Run attacker.
    • Critical Hits when NOT Hidden will automatically cast a 3 second Melee Range PBAoE Placate and Hide the Stalker.
    • Critical Hits when HIDDEN will automatically recharge Build Up for all Stalker Primaries.
    Basically, Critical Hits perform two different functions beyond just merely inflicting Damage On Target, which then leverage the Stalker's AT Signature Hidden capability. Essentially, Critical Hits would enable the Stalker to "blip in and out" Hidden Status while scrapping against spawn groups in a way which is NOT POSSIBLE for other ATs to do. The overall net effect would be that Stalkers would be able to "chain together" Critical Hits in ways that a Scrapper wouldn't (be able to count on doing).