Sylph_Knight

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  1. Sylph_Knight

    Tanks

    I have played a Tank since this game was in Beta and I can say with confidence that she's one of the strongest characters in this game today. A Tanker's enormous HP cap and primary on defensive powers allows for a great deal of flexibility in the end-game since benefits shift heavily towards producing greater volumes of damage across all archetypes as opposed to other forms of role diversity (which is not to say they don't exist, but in many scenarios they are usually not as beneficial). Because much of that added damage from Incarnate abilities (Lore pets and Interface) and IO procedures do not benefit from multipliers like a build's attack set would, the gains are static across archetypes.

    Getting there may be harder than it would be for a Brute, but like PunkRolex said - there's much more flexibility to play tactically since your damage mechanics are not tied into momentum carried by Fury and you will be able to function at a very similar capacity to a Brute or Scrapper no matter the content. You might not kill things as quickly in many cases, but you'll be far less susceptible to injury in turn.

    Also, the -20% Resist on your Tier 1 secondary is very effective, especially on teams, even though it doesn't stack.
  2. Quote:
    Originally Posted by golden girl View Post
    you number crunching types do know that there's more to this event than just some enhancements, right?
    Lies!!


    Quote:
    Originally Posted by EvilGeko View Post
    But you can't kick them again!
    And you'll never have to.

    Or should have to, that is...
  3. Quote:
    Originally Posted by DarkSideLeague View Post
    A thought occurs:

    This change seems to have a larger impact on those who slot entire Purple/ATO sets, rather than frankenslotting - Purple/ATO sets have some of the best bonuses in the game, but come at the cost of almost halving the rate of their set's proc. (Purple sets give 89.92% Recharge enhancement, and Catalyzed ATO sets hit the high end of ED, recharge wise).
    That was my point exactly.

    I'm not against this change for my own sake. I'm rich enough to work around it and capitalize on this scenario. Many of my friends (and easily many other members of this community) are not.
  4. Quote:
    Originally Posted by Golden Girl View Post
    Stop being such a soup loyalist
    Would you rather be part of the soupy resistance?
  5. Kyia Hunter snapped awake to the sound of blaring sirens echoing through the halls. As she instinctively reached for her helmet on the table next to the bed, her balance was lost as she tumbled from the cot and was left sprawling onto the floor with a thud.

    "I'm getting to old for this." She groaned.

    Blindly reaching one hand up to reclaim her prize, she pulled herself upright and donned the Reingard helmet and familiar sense of virtigo filled her being as the physics-dampening field took effect. Freed from gravity's embrace, she gently kicked off the bed, sending it skidding backwards several feet as she propelled forward. "Honestly," She continued as she impacted and added another dent to the reinforced locker containing her outfit, "After putting down the Rikti and the Praetorians, who could possibly be left that would be stupid enough to invade a city full of Incarnates?"

    As she pulled herself upright and fitted her bodysuit, a voice from her police radio cried out; "It's Nemesis!"

    Kyia rolled her eyes as she toyfully smacked her own forehead. If done to anyone other than herself, the act would have dislocated their neck. "Seriously," she muttered in disbelief, "Don't tell me he actually went and built an orbital steam palace in THIS continuity as well!"

    Kyia's unnatural existence in this altered timeline had provided her considerable foresight as she continuously waged many of the same battles that she had already experienced almost two decades ago in her own past. But in the face of the Praetorian war, her predictions had flown right out the window. The diminished presence of her archnemesis Slayzarius in this continuity had dramatically altered how humanity was to deal with the Battalion, and in her timeline Nemesis had his turn in stepping up to the plate with the misguided justification to conquer the Earth in order to protect it. Was history beginning to reassert itself?

    Voices barely containing their panic continued to shout over the radio as she armed herself.


    "Calm down, it's Nemesis for Christ's sake! He hasn't pulled of a successful heist in at least 3 years!"

    The steely clamps of her terrestrial boots fitted themselves to the contour of her calfs, and at last she was able to stand normally.

    "Something's wrong - his troops aren't dropping like they normally do. Did they finally invest in body armor?"

    Kyia fitted a buster gauntlet onto her right hand and gave it a squeeze. The impactor mounted on the front punched forward with a violent burst of pressure.

    "They just keep coming!"

    "Hold the perimeter at Blyde Square! We're sending you three Hardsuits for support!"

    Those beleagured officers would be getting much more backup than that, Kyia silently promised - the Sylph Knight was on her way!

    "Another group just busted into Drenched Donuts! All units, disengage and head to Faultline!"

    Kyia sighed, dejectedly.
  6. Quote:
    Originally Posted by Two5boy View Post
    Ok i will give a no B'S answer to this, the Devs created the PPM system for SBE to make them more attractive on the market and hoping to make a ton of money on them through players wanting to improve the performance of their characters. But they did not anticipate the amount of whiny people on the forums so they realise now they have to make a change but at the same time they gave aggravated those that have spent money on the procs so now they want to make a middle of the road solution.

    If this was not true then why they didn't apply the formula to SBE and ingame procs from the beginning
    That's a pretty straightforward summary of the situation, yes.

    In addition, considering no official thread exists regarding complaints about the SBE proc changes to those who spent money on them, all of those here who are telling others to leave this thread and go talk to Black Pebble are behaving no differently than someone telling a homeless person to get off the streets and if they got a problem with their situation to go talk to the president, all the while knowing fully well that neither of those things can be achieved, at best, easily. If this scenario were even a glimmer in Black Pebble's eye, he'd have said something by now and there would be an official topic for that discussion already created. Truth be told, they just want the people with those complaints to leave so they can disperse them enough to get away with doing nothing. So yes, Synapse has nothing to do with the market. But the one who does clearly doesn't care about this situation, largely because caring will only make it far worse.

    Sorry, BP - I have nothing against you but it's pretty much a given at this point that I'm not making this up. Clearly it is easier to do nothing and accept future losses by a vocal minority than to draw attention to the matter by getting involved, since most of the players out there don't even know about this, and causing a PR disaster. Yes, I remember Lighthouse. I am only too aware about what kind of a powder keg these scenarios can turn into by acknowledging a concern and, quite honestly, I feel sorry for you because there is no way to be a good guy about it right now.

    So if everyone plans on continuing to attack each other, then let's at least be honest about the situation and quit sugar-coating it with falsehoods.

    My own position stands - I am going to take advantage of whatever loophole is left unaccounted for in this new system that Synapse is putting together, so I any losses I incur at this point are acceptable. For many others, that is not the case and I sympathize with them.
  7. Quote:
    Originally Posted by Roderick View Post
    Spiritual is reducing the proc chance, but it's increasing the number of times you can use the attack, raising both the damage from the attack, and the number of rolls being made. It is very possible that slotting Spiritual will increase your DPS, even with the reduced proc chance. If it DOES reduce your DPS, then slot a different Alpha instead.

    There are already numerous things I can do to my build that improve performance one way while decreasing it another. Why is it so horrible that they add somewhere else that you need to make a choice?
    But due to activation rates never being reduced, Recharge operates on diminishing returns. The net benefit it provides in relation to the chance lost on procs after a certain rate is the main point of contention. The issue at hand is that end-game builds which use a certain amount of global recharge and also carry procs will actually take a blow against their optimization from having Spiritual Alpha. The variables affecting optimization will be drastically altered, forcing several of these players to take a different Alpha to regain optimization. There are casual gamers who simply do not have the time or resources to pursue this option meaningfully.

    The baseline for optimization is being radically altered by taking what was once one of the most sought after enhancement types and granting it a level of toxicity against what is considered one of the most efficient methods of boosting damage.

    Again, not really my problem - but that's why there are complaints like these. I fully sympathize with them.
  8. Quote:
    Originally Posted by Draeth Darkstar View Post
    If you're upset because you paid real money so you could be overpowered, and don't let the weight of this miss you, I not only feel no mercy for you, I feel you deserve it.
    I won't argue the case with you since there's clearly no middle-ground to be had in your position, but I will say you have, at best, a very twisted sense of justice.

    It's also becoming a pretty well-known fact that the Devs are selling power. Exhibit A.
  9. Quote:
    Originally Posted by EU_Damz View Post
    My head hurts from reading this thread all the way through So many numbers!
    All you need to understand is this:

    Global Recharge bonuses and Hasten = Good
    Recharge Enhancements and Alpha slots with Recharge component = Bad

    ...in so far as the proposed PPM proc formula works, anyway.

    So if you use a proc-heavy build with IO set bonuses, don't use Enhancement Boosters on any of the IOs that have a recharge component in your attack powers, and pick as many without the recharge component as possible. Recharge enhancement values (including those from certain trees for the Alpha slot) are toxic towards proc activation rates, but global bonuses and Hasten do not affect them.

    If you were like me and used Enhancement Boosters on everything, including the aforementioned enhancements with a recharge component, then buying replacements to capitalize on this formula is going to hurt your virtual (or if you buy replacements from the Paragon Market, your literal) wallet.

    Come to think of it, that last bit is almost suspiciously too convenient of an option in addressing this scenario...
  10. Quote:
    Originally Posted by Roderick View Post
    While it is a potential issue (that was brought up WAY upthread), it's not that hard to rectify - slot less recharge. The global recharge in the power won't factor into the proc calculation, and if adding a 50+5 Recharge IO only takes 2 seconds off the power, but reduces the proc rate by 10%, slot something else that benefits you more.

    EDIT: I somehow missed your reply where you came to the same conclusion as I just posted. The thing is, you aren't all that unique for noticing this. People noticed the same thing in the first few posts after Synapse's revised proposal, and said "well, I can just slot less recharge and let global recharge speed me up, and get a higher proc chance".
    The only reason nobody else was worried about your "recharge toxicity" is because everyone was already over it BEFORE you flipped your lid.
    I must have missed that part.

    But I'm actually not lying - I really can't lose in this scenario. This is very advantageous for me, but wildly expensive for everyone else. Either changes will be made to resolve recharge toxicity or I can take advantage of my massive global recharge buffs and settle on a loss on my Enhancement Boosters to re-purchase key IOs to maximize proc chance with very literally split-second opportunity cost.

    The latter option just happens to hurt a lot of people's builds in the process, but being sympathetic wasn't exactly helping my case anyway. If others' end-game builds suffer as a result, then c'est la vie.
  11. Now that I think about it, virtually no one else here seems to notice or care about the diminishing returns concern with recharge speed... which means very few people would actually catch on to this nerf and modify their builds to circumvent the symptoms... and just like the PvP changes in I13, what nerfs others more than it nerfs me is arguably a buff.

    An EXPENSIVE buff that made me waste money not only on SBEs but also on Enhancement Boosters spent on Recharge Enhancements (which will need to be replaced due to aforementioned Recharge Toxicity), but a buff no less.

    I could take advantage of this oversight.



    Synapse! I think I've changed my mind. Push forward your current proposal. My glorious destiny awaits, and not even Arcanaville can stop it now!

    No seriously, I can take advantage of this. I could be running around with an extra 5-10% more proc activation rate than the rest of the player base at a cost of less than .3 or .4 seconds of recharge per power. I will have to replace a sizable portion of my IOs recharge enhancements (especially some my purples) with non-Enhancement Boosted versions, but after going through it in my head I am pretty sure I could bend this formula to suit my power-gaming desires.

    The complainers got their way, but I still came out laughing in the end. MUAHAHAHA!!
  12. Quote:
    Originally Posted by Draeth Darkstar View Post
    The formula for actual recharge is Base Recharge / (1 + ΣRecharge Increase) where Base Recharge is a value in seconds and ΣRecharge Increase is the decimal sum of all recharge modifiers such as enhancements, buffs, and debuffs.

    In short, yes, the more recharge you have, the less each percentage point is worth.
    Oh. Crap.

    Thank you for clarifying.

    I am going to have to put down some examples when I get home later to try and make it clear to everyone how troubling this is. Entire percentages for proc activation will be lost for gains that amount to less than a second from recharge enhancements in several powers on a build with very high global recharge rates. I only hope this concern isn't lost on the rest of the community.
  13. Quote:
    Originally Posted by StratoNexus View Post
    On the other hand, global recharge already has huge benefits; so why does someone with 30% recharge slotted and 170% global recharge deserve more procs than someone with 70% recharge slotted but only 30% global recharge? It seems a case of letting the rich get richer while the middle class stays stuck (or loses ground).
    Well said.

    Also, per my previous post above, I don't currently have the means of verifying whether Recharge buffs provide diminishing returns (as memory fails me at the moment), but if they do, it will mean that those with high Global Recharge benefits will be seeing toxicity in Enhancement Recharge values, which also makes Enhancement Boosted IOs with a Recharge component dangerous to min-maxed builds.

    I'm surprised no one else caught this, or maybe I'm just going crazy.
  14. Quote:
    Originally Posted by Cheetatron View Post
    Quote:
    Originally Posted by Thirty-Seven View Post
    Quote:
    Originally Posted by Sylph_Knight
    Look, I don't care that the store-bought IOs I paid for are going to be evenly balanced to in-game IOs as long as I maintain a better advantage than what I had before SBEs.
    You are entitled to that opinion. I, however, feel that it is the wrong way to go for the health of the game. There shouldn't be any kind of power that is behind a pay-wall that is strictly better than what you can get in-game. Period. Doing anything else create disparity based on income bracket, which, quite frankly, is something that many come to the world of games to avoid.
    I think you misread him
    Undoubtedly.

    More importantly: I'm at work right now so my access is restricted, but when I get home later I am going to verify whether or not Recharge Speed benefits suffer exponential decreases as more is accumulated (the first +100% gives more of a reduction than the +100% that follows it), seeing how as I don't remember this off-hand.

    If this is the case, I cannot stress deeply enough how impacting these changes will affect builds.

    First and foremost, it will penalize players with very high global recharge values who used Enhancement Boosters in Enhancements that boost Recharge, because the net benefit from their Recharge Enhancement values will be minimal after 180+%, which is easy to do with set bonuses, Hasten, and one SO Enhancement. In other words, In an attack like Knockout Blow, attempting to add a 30% Recharge Enhancement on a build with roughly 140% global recharge and 60% standard recharge is going to see several points lost on their proc percentage in exchange for a mere .7 or so or a second of additional recharge. This means that Global Recharge benefits still heavily alter min-maxing on builds by rendering Recharge Enhancements toxic in comparison.

    I'll elaborate on this further once I have some hard numbers in front of me, but seeing as how I've been -thankfully- wrong about some bad situations quite a bit as of late, maybe I'm getting flustered over nothing. I would actually very much appreciate it if someone could prove this theory wrong.
  15. Quote:
    Originally Posted by Synapse View Post
    There will be cases where your performance will decrease. That is by design. Speaking of which, it was never the DESIGNED intent to have SBEs consistently grant a superior benefit than their IO counterpart. However, there are instances where this has occurred. Again, my goal here is to create balance and address some issues with IO procs and Attuned procs.

    Also, this PPM change will have no affect on Interface Incarnate powers.
    Fair enough, but what about the use of Enhancement Boosters now coming back to haunt us in regards to Recharge Speed gains that are negligible when stacked with global recharge rates but have an adverse effect on our proc percentages?

    After all, recharge speed gains lose benefits exponentially based on the total recharge reduction. That extra 5 or 10% in our power's enhanced values will not afford us but may a .1 second gain because of Enhancement Boosters and slotting (thanks to existing global recharge benefits), but that's going to cost us full percentage points on PPM. In other words, this is punishing end-game players for slotting decisions and for using Enhancement Boosters to squeeze every last microsecond out of a power.

    Finally, while this is not a personal problem, there are players out there who are going to have limited funds to go back and retool powers or re-purchase Purple IOs because using Enhancement Boosters to boost Recharge Speed is hurting their proc rates far more than their gaining from the Recharge Speed benefit due to global bonuses. In other words, even though you are removing Global bonuses as a factor, they are still indirectly influencing your proc percentages.

    EDIT: I appreciate your feedback on my original post, but I'd -really- like to know your opinion on this part.

    EDIT 2: On further observation, I initially believed that recharge speed diminishes in benefit as more are gained. Now I'm trying to figure how those values work out in the first place. All I can find on the subject is this:

    Recharge

    Maximum
    Players and critters have a maximum recharge rate bonus of +400%, which cuts recharge time to 1/5th of normal.

    Minimum
    Players and critters have a maximum recharge rate penalty of -75%, which increases recharge time to 4x normal.

    Penalized for 100%
  16. Quote:
    Originally Posted by Synapse View Post
    Certainly!

    CURRENT PPMs
    Foot Stomp
    Base Recharge: 20 seconds
    Cast Time: 2.1 seconds
    Area Factor: 2.5

    Force Feedback Proc
    IO Chance: 10%
    PPM: 1.5

    Proc Chance: 22.1%

    PROPOSED PPMs
    Foot Stomp
    Base Recharge: 20 seconds
    Cast Time: 2.1 seconds
    Area Factor: 2.5

    Force Feedback Proc
    PPM: 1.875

    0% Power Recharge
    Proc Chance: 32.5%

    33% Power Recharge
    Proc Chance: 25.2%

    66% Power Recharge
    Proc Chance: 20.8%

    100% Power Recharge
    Proc Chance: 17.8%

    PPM: The above values are assuming we apply a 25% bonus to existing PPMs.
    While the newer formula is more acceptable Synapse, the current PPM rate you're using for powers like Foot Stomp is actually punishing players who use Procs in that power with a 2.2% nerf at higher recharge speeds which are, at best, fractions of a second in some cases. And while not enormous, but when you have 2 procs per power, 2.2% twice over starts stacking up. It also defeats the purpose we had for buying SBE PPMs in the first place.

    I still need to sit down and figure out how this is going to affect Knockout Blow. The problem is that most of us use sets like Hecatomb WITHOUT the Damage enhancement because components like Damage/Recharge serve us much better with high-ranking procs like this. A few percentage points switched out on the base Enhancement values won't mean much on a high global-recharge build, but it still requires us to swap enhancements on every power just so we can keep ourselves from losing whole percentages of proc chance in exchange for mere fractions of a second in speed enhancement. This forces an unfair benefit exchange with min-maxers who now have to try and avoid certain recharge caps just so they don't lose percentage points in proc chance in exchange for quarter-second recharge gains, and that's if they even get the choice since most set bonuses rely on you having so many IOs from a set.

    Also, this punishes players for taking IO Sets as opposed to just slotting individual Enhancements for Damage, Endurance, and Procs. It also punishes those of us who used Enhancement Boosters on powers that enhance recharge speeds. This is counter-intuitive.
  17. Quote:
    Originally Posted by Zwillinger
    If you have concerns regarding your purchase, those should be addressed with customer service.
    That's a cop-out, Z, and you know it.

    *sigh* Whatever. At this point I'm all about damage control. If the modified procs release like this, it's going to be a global nightmare. The modified recharge component is downright sinister, and the only ones who'd be satisfied are the trolls. As such, I'm far more concerned about my performance than a mere $40+.
  18. Quote:
    Originally Posted by Hopeling View Post
    Yeah, I hope a floor or something is implemented. It's one thing for slower powers to now be a relatively better place to put the proc, but it's another matter to trash the existing uses and make them worse than they currently are.
    The variables involved with adjustments based on recharge speed is also... concerning.

    Someone brought up an interesting point about now having to adjust recharge speeds to be very precise to maximize proc output, but that can be very easily thrown entirely out of whack in a team environment where recharge speed buffs get thrown around like candy. It's a highly unbalanced variable, and punishes players like myself who take even more recharge speed than my chain calls for to capitalize on my Click utility powers.
  19. Quote:
    Originally Posted by Hopeling View Post
    That 4-second threshold assumes a 3 PPM proc. The threshold is a result of the actual proc chance formula, which is

    (PPM x Cycle Time)/60
    And for AoEs,
    (PPM x Cycle Time)/(60 x aoemod)

    This means that a 3-PPM proc (most of them) has a 20% chance at 4 seconds, and 100% at 20 seconds. A 4.5-PPM proc (Hecatomb) has a 33% chance at 4.5 seconds, and 100% at 13.3 seconds. Also, cycle time is (recharge time + activation time), not just recharge, so when Knockout Blow recharges in 6.5 seconds, it has a cycle time of 8.73 seconds.
    Thank you for further clarifying.

    Still wondering how this is going to affect the procs on Jab and Haymaker though. I can't imagine a scenario where Jab would even get the baseline 20% from these changes, especially since the SBE procs already offer lower activation rates on Jab than standard IO procs. There would have to be a 20% floor to stabilize it.

    Quote:
    Originally Posted by PrincessDarkstar View Post
    I am not so bothered about the cap, but the big gripe for me is that I spend a long time planning my builds and for someone to put SB on me and actually make me worse is NOT good!
    Holy crap, I hadn't even thought of that. That's terrible.
  20. Quote:
    Originally Posted by Hopeling View Post
    Well for one thing, (6.5+2.23)*4.5/60 = .65 = 65%, which is still substantially greater than 33%. But also,
    which means you'll actually get a higher chance than that, probably much higher, depending on how much PPMs are increased by.
    I appreciate the breakdown. However, I know I'm going to look stupid for asking this, but please clarify where these values are coming from. The original PPM formula had a baseline of 4 seconds before exceeding standard 20% Proc rates. 6.5 seconds is not a significant improvement from that.

    EDIT: I realize that was in comparison to 3ppm as opposed to a 4.5, but that still seems like a pretty big jump.
  21. Quote:
    Originally Posted by Synapse View Post
    Hi All,
    1) All IO procs will have their flat percentage chance to trigger updated to use Procs Per Minute.
    2) Proc chance will cap at 90%. This means that there is always a small chance for the proc to not trigger even if slotted into a power that would previously guarantee a proc.
    3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered.
    4) To compensate for this, the Procs Per Minute on all enhancements will be increased.

    I think it's important to stress that the overall impact to gameplay this will have on existing PPM enhancements will be small. That said players will notice a small performance hit at very high levels of recharge. The balancing point for the increased procs per minute rates will be based upon a reasonable level of recharge.
    Look, I don't care that the store-bought IOs I paid for are going to be evenly balanced to in-game IOs as long as I maintain a better advantage than what I had before SBEs.

    But then there is THIS:

    Quote:
    3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered.
    This PENALIZES EVERY BUILD IN THE GAME WITH HIGH RECHARGE SPEEDS (and some!) that use ANY procs with this change. My Knockout Blow has been reduced to nearly 6.5 seconds - firing off a Purple PPM based on this modified value won't even amount to the EXISTING 33% chance to fire on the standard in-game Hecatomb!

    "Small performance hit" my butt!

    I didn't throw my money at Paragon Studios to just so they could destroy ALL of my procs, both SBE and IO. I can understand the other changes, but #3 is a global stealth nerf, the likes of which if I've haven't seen since ED.

    How could you even suggest this?!
  22. Quote:
    Originally Posted by The_Masque View Post
    "Castle broke PvP"

    1/2 truth- It was Castle's *work* that became I13 but if you are to believe what has been posted on other forums, the finished product was not how he envisioned it nor was it the actual "finished" product. Just like with most things I13 was suppose to be a work in progress, however, since his departure and the less than warm welcome to the changes, people just aren't willing to set up and take a swing at that hornet's nest.
    There was also some implications at the time of Executive Meddling, though I don't think that was or ever will be confirmed.

    Quote:
    Originally Posted by The_Masque View Post
    "The Dev's don't listen"

    I13, actually came about due to the Dev's listening in my opinion *TOO MUCH* Pre-13, community reps got on vent with PvPers and had a meeting to talk about what changes were desired and what was a priority#
    Indeed, the problem was that the Dev team at the time ignored a sizable portion of the establishment to cater towards potential new participants. In Business Economics, I believe they call this "Churn". This gamble didn't work because the changes failed to attract new members to replace the old, even though the instructions they provided for garnering their interest were followed almost to the letter.

    But as your entire post laid out, this whole thing was way more complicated than an Us VS Them scenario. PvP has always been a series of complicated problems.
  23. Quote:
    Originally Posted by Arcanaville View Post
    Is Site 13b in Japan?
    No, that's 23 - if you use the WWII Japanese Zone model.
  24. Quote:
    Originally Posted by Zwillinger View Post
    Plus, I'm still here, and plan to be here for the foreseeable future.
    The jinx has been set! The end is upon us! DOOOOOOM!!!

    Seriously, I think we'd go nuts without you Z.

    Quote:
    Originally Posted by Tyger View Post
    Not only that but he was also the one who started the All About Art type threads where we were ASKED what we'd like to see for various artistic topics like buildings, old vs new costume parts and NPC conversions(!!!!!!). This has persisted in certain other threads and even led to the Pummit-designed (and follow-up thread) SciFi themed costume pack.

    I hope his legend lives on!
    Did anyone ever manage to compile a list of all those threads or the contents of his posts? I'd love to read them all.
  25. Quote:
    Originally Posted by Zyphoid View Post
    This is where I am at. I get that set and I really don't give a crap about what else is in this issue. At the least I hope they will sell those armor pieces to me. I can already get a chainmail look in the game. Tights with mesh, and the Olympian set all have a micromail look. The rest of the black knight set just makes all the other armor options in the game look pathetic.

    I so hope this is not one of the issues where the Devs are keeping to cool pieces for the NPC. For the record though, I can see where the Dread Templar chest piece would be kept from us.
    I wish they'd quit worrying about all the clipping issues. That cat was already let out of the bag when they gave us the cloaks from the Magic origin pack. Good costume designers can and have found ways around clipping problems to make for some pretty awesome costumes. I'm already considering the options for merging Celestial parts with those heavier Dread Templar components.