Schismatrix

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  1. [ QUOTE ]
    my name is LEGEND

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    That must cause a lot of double-takes...

    "What, really? Never heard of you."

    "Don't you bag my groceries at Kwik-E Shop?"

    "Lovely, don't shout and spray it when you say it. Now did you want to take Operating Wall Mounted Light Switches for Beginners or not?"
  2. Schismatrix

    Issue 13 Update

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    ok about this Dual Builds, i i have the EVAT and i make one build Crab and another Bane, will i need to get the cape every time i switch buds or what

    another are you giving the Brutes and Tankers Broadswords or what, can't have shields with no sword.

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    Here, have some question marks, i have extras: "?????????????????????????????????????"

    Don't worry, if you use those up i can always give you some more.
  3. Now this was several years ago, and was mostly stated by people as being based on conversations with some of the Devs, but the last semi-official/hearsay details i recall about the BotBS was that they were intended to be shapeshifters (more the stretchy types, not multiform) and were going to be Egyptian-themed. The former would obviously be a bit tricky with the current engine, but the latter is altogether plausible.

    i also recall the discussions pointing out that Statesman is fond of creating Egyptian-themed groups. Something that isn't all that significant anymore since he's not part of the current Dev team, but an Egyptian origin would likely be part of the CoX story bible. [color= red]
  4. [ QUOTE ]
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    Oh but they imcreased the animation times on Stone Melee for no reason, what a great waste of time.


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    Or so they can fit the Stone melee animations in with the upcoming Shield defensive set. But dont take BaBs word for it at all.

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    Damnit, at least wait until i sell some tinfoil hats before advocating logic and reason!

    ...Wasn't that from the same post that pretty much stated the patch was all nerfs? My Stalkers would tend to disagree.
  5. i received 15 (10 unexplained) slots as well. Never clicked on a buy button, when i first logged in there wasn't even a button to click. (See earlier post.)
  6. This is odd, and i can't really complain, but...
    There was a delay and then the character slots option popped up with 5 free slots available.
    i clicked to redeem one and it suddenly showed me as having 10 free slots.
    i clicked to add another and now it's showing 9 free slots left.
    Very odd.


    Just looked again after typing the above post and it shows me as having 13 free slots.
    Apparently it added four more on its own while i was typing here.

  7. [ QUOTE ]
    50's don't use level 40's? Are you INSANE? Ever hear of the MIRACLE set? or GIFT of the ANCIENTS? Come on now, I have characters PARKED under 40 *just* to have a chance at these!

    As for Hami's - I have over 60 in my bin *after* dumping a LOT on the market at rock-bottom prices (and still not selling them all). HO's are all but useless; I am even to the point now of taking the recipe on the STF and Hami Raids...

    -r0y

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    Seriously. The difference between a level 40 set IO and a level 50 set IO is only a few percentage points, and if you factor in the set bonuses they still significantly outperform slotting generic IO's or SO's. In fact many sets will be severely cut off by the ED caps in one or more areas when a full set is slotted using level 50 IO's.

    Slotting level 40 sets instead of level 50 sets can give nearly the same result at a savings of millions in crafting costs alone.

    i've found HO's ideal for rounding out some powers where i don't desperately need the bonus for the 5th or 6th slot in a set and want to boost it in areas where the set values are lower or not available.
  8. [ QUOTE ]
    Pacing of the Turtle: Chance for Recharge Slow

    Hits the user of the power when sloted in Caltrops.

    Happened to me in both PVP & PVE both when malefactored down and at normal level.

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    i have it slotted in Freezing Rain on my 50 Grav/Storm and every time it goes off it debuffs my recharge time. Not sure if it's doing the same to the targets actually hit by FR.
  9. [ QUOTE ]
    There appears to be a dead Coralax in a box in a Striga mission.

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    Granted, but it's not like you actually ever see it, and it's not explicitly established that it is a Coralax IIRC. i don't recall the description at the moment, but could it possibly also be a Mako clone or some other creature? Not sure it was described as having coral-like flesh.
  10. Coralax, and as far as i know this will be their first appearance heroside.
  11. [ QUOTE ]
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    well if they are re-balancing the zone for single player and small groups(1-3), does this mean they are finally admitting that some servers are ghost towns, and that for a MMO there are a lot of solo players?

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    They realized that people don't (generally) fight outside or travel as groups in this game, and that the mob spawns were only serving as cheap, frustrating obstacle. Now the outer world is both less of an obstacle and probably interesting enough to run around in blowing things up/hitting things.

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    Yup. At the level of the Hollows teams tend to have a wide disparity of travel speeds/modes and teams also tend to be Pugs that are constantly dropping and adding teammates, so it's rare that a team will travel from AP/Skyway/SG portal exit as a group. (It's rare at all levels of the game, but only a real issue at Hollows levels.)

    <Failsight>
    As for the roads being kept clear... yeah, that doesn't really help all that much in the hills. Like i said, though, it sounds like the spawn placement/sizes will still be easier to deal with once the revamp goes live.
  12. [ QUOTE ]
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    I'm sure it's been covered in the 20 pages of this thread already, but I do hope that no missions given by non-Hollows contacts give missions in the back of Hollows. I recall one mission door WAY back there that I had to get to with my Grav eons ago. Timed mission, and I was duoed. My friend died at least twice trying to get there, and I died a couple of times in the mission (pre-containment) and had to try to run all the way back from the hospital. Eventually we just gave up.

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    In the Dev Diary that was released recently, War Witch did mention that she re-did the way the mission doors are assigned. I'm pretty sure that meant that the doors are now closer to the contacts that give them ... at least for the Hollows.

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    Right, but his concern was receiving missions from contacts outside the Hollows. i know i've had the same thing with KR contacts, and it was rather annoying when some of the team had no effective travel powers. Still, it does sound like the spawns will be less densely packed overall, and most areas will not have the current huge spawn groups, so i expect it will be easier. Past level 20 or so having a mission at the far end of the Hollows isn't so bad, but when you're still several levels below the inhabitants it's painful.

    My biggest gripe about the Hollows was resting on top of a building and having 8 or more +2 mobs appear around me without warning. Most zones seem to be coded not to spawn groups near/on top of players, but the Hollows used to (still does? haven't spent a lot of time in the Hollows for a couple years) place new groups right on top of players, which could could be dangerous and annoying even when not resting. Not to mention how immersion-breaking it is to have a mutant street gang literally appear out of nowhere around you. Circle mages you can almost hand-wave it away, but not so much for a group low-powered mutants who mostly trow fire and ice, and act almost as surprised as you are when they appear around you.
  13. [ QUOTE ]
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    So now your 95 million extra healing gives you the ability to save 50 Inf on the purchase of a Break Free. Yeah... I wonder if we can get a little base-lovin' this issue in the form of some item upgrades.

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    If I'm reading the initial post correctly, your 95 million extra healing gives you the ability to spend an extra 50 Inf on the purchase of a Break Free.

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    No. 100 million gives you Breaks for 50 more than a contact.

    95 million is saying you have 5 mil already in an AutoDoc sitting right next to the Combat Logs. From the Auto Doc, 1 Break Free will be 150 for 3 Respites and a quick merge, which is 50 more than direct from the Logs.

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    And you can buy them during a TF.

    Though with Mender Roebuck...buying inspirations during a TF is no longer an issue for those level 25 and up.

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    Pocket D is also a source of inspirations.
  14. [ QUOTE ]
    The Triumphant Insult chance to disorient proc appears to have a 0% chance to trigger (as if, after 300+ uses of Taunt, I still haven't seen it do anything against -10 minions).

    Is this a known issue?

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    It's been mentioned several times, yes.
    i now have it sitting in the tray of my WP/Stone on the off-chance it works someday. Going to drop it into Fault when it does. Had it in Taunt for about a week before i respecced it out, and it never worked once even against large groups of grey minions.
  15. [ QUOTE ]
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    It's been enemy-targeted for over two years.
    ...
    Yeah.

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    Well, I haven't played in over two years. Okay, I've been back for three months, but what did you expect me to do? Actually take the power and try it, with the old description still up? That'd be like respec'ing into Call of the Wolf (Katana Taunt) based on some desperate hope that it now works like Focus (Claws cannon).

    Oh, and I HATE the idea of making PFF supress like a stealth ability or travel power. If I had to wait ten seconds to activate it after performing my last attack, I'd respec out of it without a second thought.

    Edit: Spelling.

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    [Second edit:] Suppression usually does not turn off a power when activated, so you wouldn't be waiting 10 seconds to turn it back on. With defensive powers suppression normally just cuts the value in half for the duration of suppression. In the case of PFF i can't imagine that it would be made suppressible without first drastically slashing its current values. Personally i'd rather leave it as is, but would probably keep it even if it was changed.

    The "... Yeah." was meant as a response to the (presumed) disbelief someone would feel when finding out that the most basic description of a power was completely wrong for over two years. It was intended as a sort of sarcastic comment regarding the Developer/QA attention the powerset has received until extremely recently. (Though i'm pretty sure the RB description on test is still unchanged/wrong.)

    [i]Edit: As of now on test the short and long description has been modified to list damage as moderate.
    The short description just states "Ranged (Targeted AoE)", the longer description still says "Projects an expanding Force Bubble around an ally that knocks down and Disorients nearby foes."
  16. [ QUOTE ]
    Edit: Wait, it's not an ally-based AoE any more? What is it now?

    [/ QUOTE ]It's been enemy-targeted for over two years.
    ...
    Yeah.
  17. Thirded.

    It fits thematically into the set as well as the basic description and function of Repulsion Bomb, and it can use an already existing power's coding/graphical effects.
  18. [ QUOTE ]
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    And even if it did, it would only be a trap for the unwary - radial knockback is not worth what a defender can do with this damage. It would be similar to the damage a blaster does with Explosive Blast, and that is one of the worst powers in the game IMO because of the scatter.

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    You do realize that campaigning to get the Knockback removed from FF is a "cottage" change that the Devs have already said they're not going to do, yes?

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    Considering the original function and description of Repulsion Bomb it already received a cottage change, and you're putting words into the Devs' mouths if you insist that they will never make "cottage changes". That's not what was actually said.

    Even assuming the Devs add the ability to slot damage enhancements in addition to upping the damage, this will not make RB significantly more useful. Team players generally do not want mobs scattered everywhere, and radial knockback, as others have said, is not at all easily turned into cone KB. Even less so if the power has a long animation and the mobs are already aggroed. The reduced effectiveness of AoE's will more than offset any damage done by RB for those without AoE -KB powers to use on enemies.

    (This opinion is based on having played the game a little bit on teams using all AT's and having a 50 FF/Rad and several */FF Controllers in the 20's. Oh, and my 50 Grav/Storm and 27 Storm/Sonic have no problems at all using Hurricane to contain spawns in corners/geometry for faster disposal.)
  19. [ QUOTE ]
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    One thing with the inherent is no bonus grouping with other khelds.

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    At this point I take any bonus from another alien. We asked for extending the aura to zone team aura cause you have to be close to take effect anyways. Ignored.

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    Yes, with that attitude i rather imagine you are.
    (Though honestly i find your post difficult to parse, so i'm not quite sure what you're trying to assert so arrogantly anyway.)
  20. @Necross

    Heretic Eidolon 50 D3
    Anax Necross 50 DM/Regen Scr
    Space Pirate Mi-chan 50 PB
    Nemesister Zero 48 FF/Rad
    Nictus Tracker 38 WS
    Obsidian Red 32 Ice/EM Tank
    Doctor Vahzilok 25 Mind/Rad
    Aether Explorer Tau 22 ill/Sonic
    Swamp Witch 20 Dark/Rad Def
    Hypermech Boomkitty 20 Sonic/Elec Blst

    Mechageist 38 Elec/Elec Brute
    Dying Sun 14 Fire/Dark Corr

  21. *** You are ignoring this user ***
  22. [ QUOTE ]
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    Not sure if everyone is aware of it yet, but IoP's are active on Test right now. they only work in SG mode, and the buffs are great!

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    Screenshot or it didn't happen.

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    Lol go test it yourself, I'm not going to give you a screenshot. I have nothing to prove. Just want to let normal people know they can go try them out on test server. Many of them are probably already aware.

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    The IOP's have always worked when active, and have always required being in SG mode to work, the tiny little hitch is that while it's been possible to buy IOP's on test in the past, the only way to get access to them on the live servers is by running the CoP trial.

    Unless the CoP trial is working on test there's nothing new or improved in your statement about IOP's.

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    Not talking about live servers, just test. I just said IoP's are working on test right now in case anyone wants to experience them. Don't read more into it than that.

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    Ah, my bad. Yeah, IOP's are sort of neat, they're basically like SG-wide set bonuses.

    i should go find an SG with them to see what the current bonuses are. Initially they were quite low.
  23. [ QUOTE ]
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    Not sure if everyone is aware of it yet, but IoP's are active on Test right now. they only work in SG mode, and the buffs are great!

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    Screenshot or it didn't happen.

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    Lol go test it yourself, I'm not going to give you a screenshot. I have nothing to prove. Just want to let normal people know they can go try them out on test server. Many of them are probably already aware.

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    The IOP's have always worked when active, and have always required being in SG mode to work, the tiny little hitch is that while it's been possible to buy IOP's on test in the past, the only way to get access to them on the live servers is by running the CoP trial.

    Unless the CoP trial is working on test there's nothing new or improved in your statement about IOP's.
  24. [ QUOTE ]
    Dispersion Bubble
    Level Available: 12
    Recharge: 15 seconds
    Endurance: 0.26/second
    Defense: 10% (All)
    Status Effect Resistance: MAG 1 (Hold, Immobilize, Stun/Disorient)
    Range: 25ft Radius around the user
    Important note: Every major set in the game was designed with one major weakness, that was a part of NCSoft's design philosophy. Force Field's major weakness is Sleep. None of your powers provide you with ANY resistence to Sleep effects. However, remember that Sleep only affects you if it actually hits you, so your only defense against sleep aside from pool powers is, well, more Defense!

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    Well, if you believe Red Tomax's guide to powerset quantification the level of mez protections granted by Dispersion Bubble are:
    # -8.65 Held to Target for 0.75 seconds [Non-resistable]
    Effect does not stack from same caster
    # -8.65 Stun to Target for 0.75 seconds [Non-resistable]
    Effect does not stack from same caster
    # -8.65 Immobilize to Target for 0.75 seconds [Non-resistable]
    Effect does not stack from same caster

    (i know it damn well couldn't be mag 1 protection, or the second minion/lt. Stun or Hold that hit would drop Dispersion Bubble, and i know my FF Defender has been hit by a lot more holds than that without being detoggled. In fact i've almost never been detoggled by a mob who didn't use Sleep.)