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Posts
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I remember people did studies a long time ago comparing survival between different power sets. And dark armor was among the top on average because of dark regeneration, provided the player has enough endurance to sustain such usage. But the study was done long time ago, maybe it's not applicable anymore.
Quote:I think this should be a good idea, just for thematic reason....sadly, I look over at Electrical Armor and Fire Armor, and what do I see?
Capped Electric and Fire Resistance respectively.
Please...please...make it so Dark Armor can cap Negative Energy.It wouldn't be game breaking at all.
In fact, it might just make Dark Armor tankers even better tanks for the end of the ITF.
But that aside, I'd just like it for the feel of the set. Dark Armor should be laughing at the Dark Blasting enemies...and, sadly, that's not always the case.
I also don't see how this would be overpowering at all. If it is, i'll nix my suggestion. But untill that time...give DA users capped Negative Energy Resistance!
I think there is a no-FX option for customizing dark armor, then maybe the cloak of darkness won't make the toon transparent. Probably I'm wrong, I haven't played my dark armor brute for a while. -
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There is a good reason that pocket D shouldn't be available at level 1 as stated above. I guess the mission teleporter is ok for level 1. However, in the tutorial, there is only one indoor mission, there is probably no real need for an instantaneous teleport to the mission door, and I believe it's intended for new players to run around to familiarize themselves with the controls.
For ninja run, I don't see why it's unavailable. While people have a point that getting to level 4 takes only minutes, but still, I guess it won't break anything allowing level 1 to use ninja run. I don't really care though, I'm just curious. -
I would call it Alchemy, rather than control with the periodic table.
Quote:Is it oxygen depletion or oxygen overloading? I don't think clapping hands can remove oxygen though. It just creates sound waves.Oxygen Overload-You clap you hand togeth; removing the oxygen from a group of foes, leaving them helpless. Causes Lethal(or Smashing). Damage: High. Recharge: Slow.
The Earth's atmosphere has 78% nitrogen. Nitrogen is not toxic to human. Also, it is quite inert. It can be reactive at high temperature, but I think nitrogen is probably not the best choice for this power. -
Quote:Technically, this should be knockdown. If the object can come from below, then it should be knockup. Finally, if the thing comes from behind, the mob should be knocked forward, which is not in-game. I think the idea is nice, I just think that different incoming direction should lead to different result.You mean it doesn't make sense to hit somebody on the head then watch them fly 20' away?
I dunno, but just thinking about that sounds hilarious.
Quote:No. From a completely technical standpoint, it would be knockback.
Propel is just like every other attack, but it comes with a fancy animation. All it really is doing is saying, "Apply XX Mag Knockback to target after XX seconds" which coincides with the animation time. And since power customization does not affect the actual mechanics of the power, merely the visual representation of it, the effect would remain knockback.
So if this option ever became available, yes, you would see the target get hit on the head then fly away, because knockback is always, Always, ALWAYS directed away from the caster. -
But the power shouldn't be doing knockback then.
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I had this problem before. I dc'ed in a mission, and I couldn't logon that character saying that it was still logging out. GM couldn't help for my case. Actually, the problem will be fixed by itself after server maintenance.
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From the title, I thought that somebody wants to ask me something.
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Does your power supply have enough juice? Your system looks a bit old.
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Usually, it's not skipped. I believe you want to skip it just because of the stealth. If you hate stealth a lot, you can replace energy cloak by maneuvers. The defense will be lower. I replaced energy cloak by maneuvers in hero planner, and my build is still more or less soft-capped. I believe it is fine if you have a spare power pool.
If you're actually ok with stealth, but simply don't want to be transparent, maybe the dev can add the no-fx option for energy cloak in power customization.
The defense in energy cloak and the translucent graphics are not suppressed. The stealth radius of 35 feet is suppressed only when you click on a glowie. -
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Quote:I think the main difference between tf and story arc is that tf team can't be changed once started, but story arc team doesn't have such requirement. For story arc team, players are free to recruit more when they can't do it. That's why it is unnecessary to have minimum team size requirement.You find the TF/SFs in the game team worthy. Some people can't handle EBs during standard arcs. Should those missions be locked down with a minimum team requirement because players with specific powerset combinations and/or build choices are unable to complete the task at hand?
If not, then why should TF/SFs be locked down?
For tf, it's also not necessary to have a minimum team size. If a small team can't do it, in principle, they can disband, recruit more members, and try the tf all over again from the beginning. If you want to avoid this from happening, one way is to have an estimate of the number of players needed, and use the estimate as minimum team size requirement before the tf can be started. In my opinion, the intention of the team size is not to force people to team, but to avoid the frustration of restarting long tf.
As you mentioned, the minimum team size requirement can be replaced by a warning before the tf starts. A warning is more flexible as it allows players to try the tf at their own risk. I'm not the dev, I don't know if they thought about it in the past. My bet is that it is safer to impose the team size requirement to ensure success of finishing long tfs.
Throughout the years, things changed. Tfs are no longer long in general, in fact the newer tfs are designed to be shorter. People can solo AVs or even multiple AVs, and there are discussions on how to solo AVs for squishies. The intention of the team size requirement I mentioned above is a little outdated.
Quote:Now ask yourself which will involve more work? Reworking all the TFs so that a team is actually necessary? Or removing the min req and turning off the flag on simultaneous glowies? The answer should be obvious. -
Quote:For your information, if you click a pedestrian with name starting with H, he/she will say "Isn't xxx just the best?" xxx is a hero in the zone.But something a little more than occasionally getting a comment about "I heard pyroguy defeated a bunch of malta!" would be nice, imho
There is a Paragon City Community Information kiosk in each zone. It seems like it's broken now, it worked in the past. The only information that it can show now is the Arena ranking, which I'm not sure is updated.
For the statues, I think maybe an LCD panel is more convenient. The panel can change its content every couple minutes to show different heroes. -
Quality of Life. Usually, it's abbreviated as QoL.
Quote:Also, I don't really see why "number of merits awarded" is very useful information. If you're playing through the game, it doesn't matter. If you're trying to farm merit rewards, number of merits per arc isn't what you care about anyway. You want to know number of merits per minute. -
Some tf needs the team to simultaneously click a few glowies. This needs to be changed if tfs can be done by one person. Since a solo tf is equivalent to a story arc, will the reward of a solo tf be reduced to that of a story arc?
Quote:In my opinion, this trick shouldn't be allowed. Just that there is no way the dev can tell whether you are solo-ing a tf, or all your teammates have actually dc-ed. That's why this trick still works to this day.As with other things in the game, (offline sg invites, account storage, etc) it's better for them to force the asocial to buy a second account.
The work around, for those that don't know, is to have the minimum number team up long enough to start the TF/SF in question. Then have all but 1 quit. The last teammate logs off without quitting the TF. Then you can solo it.
It's an annoyance. One that shouldn't exist. But it is what it is.
Quote:Team content that only needs a team to START it, not DO it.
On the other hand, I think the dev is not doing a very good job in making team content. Most team contents are aritifcially imposed, for example needing 6 people to start and clicking 4 glowies simultaneously. -
Quote:Are there some problems about the in-game combat attribute for sonic cage? I put HOs in Sonic Cage, but the attribute says the magnitude stays the same, and the effective time is extended. When I time how long I can actually cage a minion, it is still 30 seconds.It should be noted that purple patch is in effect and AVs seem to have a default of "boss" level protection against Sonic Cage/Dimension Shift's phase. You have to slot two of the relevant (acc/mez) S/HOs into both of the ST cage variants in order to have high enough magnitude for the STF's +4 AVs.
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I would like to find more uses for sniper IOs as well. As mentioned, the range and interrupt part of the enhancement would be useless for assassin strike. In my opinion, a couple IO names like calibrated accuracy are more appropriate for a ranged snipe than a melee attack.
Is there a problem if assassin strike can be enhanced to reduce the interrupt time? The range component is more problematic. It's not ideal if you can slot the IO but part of it is not useful. Maybe, if it is possible to make a dam/range IO to enhance range if it's slotted into a snipe, but grants a proc like dam/"chance for something" if it's in assassin strike, then the second part of the enhancement will not be wasted. Probably not going to happen, but just an idea anyway. -
Quote:This is because luck charm is not rare.IOs should be as expensive as the buyers are willing to pay for them. While it's the seller who enters in the number when he's listing a recipe, it's the buyer who really sets the price - for example, if you tried to list a Luck Charm for 2 billion inf, no one would buy it, because the buyers aren't willing to pay. Sellers can't charge more than the buyers will pay, generally speaking.
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The question is not that much about whether purples and rares should be expensive or not, but how expensive they should be. 100 mil, 1 bil or 2 bil? There is no right answer on this issue. It's a subjective decision of the dev.
In fact, this discussion never ends no matter what the price is. Let's say if the drop rates are higher such that EnD_Reitanna feels that it's ok, there will be other people come up and say that they don't play as much as EnD_Reitanna, and the the drop rates should be further raised. Maybe till we get to the point that everyone can fully purple out, then people will start to complain that the game is too easy and nothing for them to do.
Regarding the fact that rare IOs are not needed to play, it is true. However, I think it's human nature to pursue something better. Even my rational mind says that purple is completely unnecessary, I still feel the desire for it in the bottom of my heart.
But anyway, as a reply to the first post, yeah, I think the prices are high. However, it's not so high that it's impossible to buy a couple. Probably, it's by design. -
Quote:I feel the pain if I want to clear mind all the team members without status protection. However, the power is probably not intended to be used this way. I won't say the suggestion is game breaking, but it makes all the mob's status effect useless.For the love of cookies make this an AOE buff already, like RA and Regen. I've been asking since a year into the game, came back a few months ago and still its not an AOE buff.
Is it game breaking? Uh no. It makes things simple, easy, instead of having to click on every freaking person to buff them.
Quote:And if a DEV can pop in here and explain why this has not happening yet or if it's coming soon, I'm all ears. -
Interesting idea. Maybe call it toxic blast or poison blast.