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Posts
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Quote:My endurance bar doesn't drop, unless I'm on a blaster and I nuke, or on my SS/SR brute and Rage and Hasten crash at the same time (or either one crashes while Practised Brawler activates). I usually have enough recharge that the buff from Speed Boost has no noticable effect on most of my powers. And I always take Swift (not that I really have a choice any more. :P ), and always pick up enough runspeed set bonuses that I'm going as fast as I can conveniently handle.If you can't be arsed to use one of the most overrated buffs in the game, then you shouldn't be playing the powerset.
So what do I get out of SB? 3 seconds of not-full endurance instead of 4, 27 seconds of downtime on Shield Charge instead of 31, and the fight's over before I can get there, because I'm stuck on every <bleep!>ing post, pipe, and rock in this <bleep!> <bleep!>ing Council Base.
You wanna keep an awesome buff on me at all times? Fortitude. Frostwork. World of Pain. Even the basic Sonic shields. Any buff that makes me awesome, but can't easily be replicated with set bonuses. -
Quote:I have dropped the O-port to go from Talos to Atlas, and from Atlas to Talos, while standing beside the base portal in both cases. And in both cases, you can spit on the train station from the Base Portal.I've never gotten that message when logging to the character screen.
As for the merged Monorail system, raise you hand if you still drop n O-portal at the Talos station... to get to Atlas Park...
<.<
*raises hand*
I wouldn't complain about adding some travel options to Peregrine though. Right now you can get there by Ferry (from Talos only), Ouroboros, Rikti War Zone, or Base Transporter. And all four drop you in roughly the same spot.
I think that moving the Base Teleport location to somewhere near Portal Corp, placing a Ferry in IP, and adding a two-way portal between Portal Corp and Atlas Park (much like the one between Portal Corp and Firebase Zulu) would be a good start. -
Regardless of how enforcable the EULA is in your region, the in-game representation of your game is made up of textures created by Paragon Studios/NCSoft (or by Cryptic, and now owned by NCSoft). As such, you have just as much right to make profit from those textures, in any configuration, as you do from the sprites of Super Mario Bros., Legend of Zelda, or any other game.
Admitedly, this does not stop people from using licensed material in unlicensed merchandise. However, should the owner of the license be made aware, they can, and usually will, take action against the person responsible.
Merchandise bearing representations of your character that are NOT taken from in-game sources, such as drawings or paintings, are less clear, since you aren't directly using something that NCSoft owns. -
The low level SOs are easy. Every time you kill an AV, everyone on the team gets a level-appropriate SO. So get a level 1 with XP turned off on a team with a character that can solo AVs, set your difficulty appropriately, and go talk to Maria Jenkins.
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Not sure what that has to do with anything. I asked if Black Swan was required for completion of the mission she's in, not for the badge.
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Are you sure? I'd say he's missing Siege and Anti-Matter.
Black Swan is required in the new arc. (She was in the old arc too, I think; Nightstar was the easy to miss one.) Siege doesn't exist at all in the new arc, if you did that one, then you have to do standalone missions until you get him.
EDIT: Just saw Rajani's post saying that Black Swan isn't required in her mission. Is that for sure? I was sure I had to beat her when I did the mission. -
Yes, Tech Sleek is the set you're looking for.
Dammit, Bram! Type slower! -
The codes being given out aren't costume pieces, but rather temporary powers, like the Halloween costumes. They will not be automatically added to your bars. Check the Temporary Powers section of your Powers window, and see if they're there.
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Quote:Why would you balance a PVE change over PVP issues? If that's such a big deal, then make the changes to the PVE version of the power, and leave the PVP version unchanged from its current version.If they want to remove the penalties, fine. I do not agree with that because it would essentially put granite closer to the point of being just as effective at managing aggro, dealing damage, and chasing people down in PVP than they are currently.
If you had stated from the beginning that your issues were PVP-based (which I had no way to know that they were), the discussion would likely have gone much differently.
Quote:Adding the ability to jump, whether you see it or not, is a HUGE buff in many areas -
I've deleted a level 50 Stone/Stone brute. In fact, it was my first villain, second character, and second character to 50.
I used all my vetspecs, all three trial respecs, and every freespec for a year and a half, trying to make a build that compensated for the movement restrictions. I am NOT making suggestions for a powerset I've never played. -
I knew Ninja Run and Super Speed killed Rooted/Granite. I thought Sprint was OK.
It's been a LONG time since I was willing to subject myself to Stone Armor. -
Most on the people I know who don't like playing Stone Armor (including myself) dislike it for the restrictive movement penalties in Rooted and Granite. They make sense, but they make it very difficult to maneuver a Stone tank or brute without Teleport, and, as the recent Fitness change shows, the devs don't like shoehorning people into "Mandatory" pool selections.
First off, the -runspeed in both is fine. We have ways to offset this: Sprint, Swift, set bonuses, teaming with a kin or rad.
Rooted: Remove the fly and jump penalties. Change the power so that, like Grounded in Electric Armor, the bonuses from the power only apply while on or near the ground. Remove the exclusivity with Fly and Jump powers.
Granite: Leave the -fly as it is, but change the jump to a reduced jump cap so that you can still jump, just not very high. Keep granite exclusive with Fly and Jump powers - if you want FAST movement, you still need to drop granite.
With these changes, a Stone Armor character can still get around the battlefield without feeling like they're being forced to be a porter, but still keeps the movement restrictions that the set is balanced around. -
I could get behind this. I have to scrap SO many names I want to use, because they're 21 characters and I RefuseToRunNamesTogether, because it's nearly unreadable to me.
More than 25, and I'd have to say no: It would just get too unweildy when you have to type someone's name in. -
The way the 10 second timer in toggles works is that the proc actually tries to trigger every time the power pulses, but once it checks it suppresses itself from checking for 10 seconds. So, while the Stalker is hidden, the power doesn't pulse, so no proc checks are made. If the stalker is surrounded, and gets hit, breaking hide, it will immediately fire on any enemies in range, restarting the 10 second timer.
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All enemy-affecting toggles suppress while you are Hidden. If Hide is on, but is itself suppressed, it doesn't suppress your toggles. Wow, that's awkward to explain.
In your example: Yes.
I personally wouldn't put Force Feedback in Repulse. It wouldn't fire nearly enough to be useful. Remember that in a toggle, it can only fire once per 10 seconds, and that it only has a 5 second duration. -
Force Feedback does not suppress itself any more. Since it would be in a toggle, it would only fire once every 10 seconds. Since it's in an enemy-affecting toggle, it would only fire if an enemy was in range. And since enemy toggles on stalkers suppress while you're hidden now, the toggle won't affect enemies while you're Hidden.
In other words, the proc will check once every 10 seconds, but only if there's an enemy in range and you're unhidden. If there's multiple enemies in range, it will proc on all of them at once, giving you a better chance of success, but it still doesn't stack with itself, so you'd only get at most one +recharge buff. -
Blasters are there to do damage. They should slot for damage. But saying that they should only slot for damage is like saying that a controller should only slot for holds, or a defender should only slot for heals.
Since blasters do so much damage, it's easy for them to steal aggro from the designated aggro magnet. Softcapping a blaster is more than necessary for survival, but my DP/Energy (also S/L softcapped) can solo many things at x8, and that's just FUN.
And when you're on a Master of STF run and Mako decides that you look tasty, it's far cooler to see "MISS!" than "CHALLENGE FAILED!" -
Quote:While I did make mention of procs and globals (BTW, the latter term has been in use since I started over 3 years ago. For a long time, I thought "proc" only referred to damage procs; I didn't realize that there were buff and debuff procs too. But that's irrelevant to this discussion), Risko wasn't talking about them. They stated that all set bonuses exemplared all the way down to 1, regardless of what type of set they came from or what level they were.Got into an... okay... it was an argument... with somebody in a global chat channel over a matter similar to what you typed. I'm going to be blunt and say that I call every enhancement with a special effect a "proc"
And before anyone else gets snarky about it (Not saying you did, saist): The "You are completely wrong" comment was a joke in response to him/her saying "Unless I am completely wrong about all of the above in which case I will welcome someone to say as such." Yes, I realize that there was correct information mixed in with the inaccuracies. It was a joke. -
The person I quoted listed a bunch of misinformation about how sets work, and that was the basis of saying that the rant was pointless. They then said "Unless I am completely wrong about all of the above in which case I will welcome someone to say as such."
Which I did. -
And what would they shoot? Fire? Electricity? Toxic Sludge? Energy?
We already have all of those (Though one of the debuffs in poison is spit at foes. Did that get an alternate animation in i19? I always hated that one.).
I still think that adding them as a new way to use the existing powers would make more sense than adding a new powerset. -
Agreed. Before i18/GR we had one Merit vendor standing beside every trainer and Market location (except that dude standing by himself in the middle of Port Oakes), and one at almost every train and ferry.
In Praetoria, we have groups of 3 dotted all over the place, as well as extras in the "standard" spots listed above. It's not like they can only talk to one PC at a time, so there's really no need for so many.
Personally, I would rather see them all deleted (not converted), except the ones at the markets. Adding a merit trade-in to trainers - if the system allows it - would be acceptable as well.
At least the Praetorian Merit Vendors don't wear that horrible gold-and-maroon color scheme. -
The devs have said before that they're not keen on powersets that "should be a certain Origin".
Like Magic Wands for blasts, this would be better as a costume piece/power customization than as a power set. -
Quote:You are completely wrong about all of the above.Done.
Seriously. As far as I am aware your rant is pointless. IO bonuses are already available at lower levels. In fact all slots in a power are still active as long as that power is active. So for example earlier I did an Abandoned Sewer Trial on my level 50 Tank. Since the Trial is only up to level 40 I was exemplared to that level while still retaining my powers up 5 levels (so I had all my powers up to 45) This left out Combustion and Incineration for me. I couldn't use those powers so I wasn't getting the IO set bonuses from them, but I still kept all the other bonuses from all the other powers I had. This continues on downward all the way to level 1. If you get Exemplared to level 1 and have level 50 IOs in the powers you retain at that level they're still in effect. I can say this with pretty much 100% certainty because I have a level 50 Devastation: Chance for Hold proc in my Cold/Ice Defender's Ice Blast and have witnessed firsthand I'm still able to catch enemies with its hold no matter my level.
I don't see the problem here. Unless I am completely wrong about all of the above in which case I will welcome someone to say as such. I was told long ago it didn't matter the level of the IO or the level at which the enhancement slot was placed, all that mattered was the level that you gained said power at.
When you exemplar down, you keep all the slots in all of the powers you still have access to, and all of those slots provide their enhancement values to their powers (though at a reduced amount if you exemplar below a certain point).
When you exemplar below the level that you could first equip an IO, it stops counting towards set bonuses. So, if you exemplar to 46 and one of your enhancements is 50, you only have up to the 5-piece bonus. If all pieces are 50, you lose all the bonuses at level 46 and lower. The same is true for individual pieces that give a constant effect that is not triggered by use, such as the Knockback Protection IOs.
Special IOs that are triggered by use (Stealth, Miracle: +Recovery, etc) function as long as you have access to the power, regardless of their level.
Set bonuses remain in effect, even if you lose the power they were slotted in. If you take Physical Perfection at 49 and slot 2 level 21 Performance Shifters in it, and then exemplar down to 18, you will still have the Movement Bonus.
Purples and PVP IOs grant their set bonuses at all levels, regardless of how low you exemplar, or if you have access to the power it's slotted in.
Full details on how exemplaring affects your enhancements can be found here. -
Quote:Quote:Quote:Quote:Thats not what i'm saying at all! I also said, keep thinking about it to, if I just gave you the answer...that wouldn't help either right?
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Quote:What if we were to give it a memory?One of the first things that gets drilled into your head when you study statistics is that random chance has no memory. If you flip a coin 19 times and get 19 heads, your chance to flip heads again is still 50/50 (assuming a fair coin).
We know that the current drop rate is pretty low. For the sake of argument, we'll assume that it's currently 0.1%.
Under the new, proposed system, the player starts at a -50% (yes, that's negative) chance to get a shard, and increases by 0.1% each time it rolls and fails to generate a shard. Clamp the checks from 0.5% to 50%. This means that for any check where the chance is lower than 0.1%, it gets adjusted up to 0.1% - the first 500 checks are therefore all at the current rate. After that, the chance increases, until, after 1000 kills, there's a 50% chance to get a drop per kill. Once a drop is obtained, the chance resets to the original -50% chance.
This would create a sort of "Streak Breaker" without it becoming a forced drop every X kills. Once you get past 500 kills, the chances start to increase fairly rapidly, but someone with horrendous luck could (theoretically) go hours after reaching the 50% cap without getting a drop. It wouldn't be likely though.