Android_5Point9

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  1. Quote:
    Originally Posted by Zwillinger View Post
    You can breath easier Michelle...Issue 22 is *not* this week guys. The only thing I will say is that we've upgraded from Soon™ to Very Soon™.
    Well that's disheartening. A patch notes tease only to have it show up over a week later? Color me disappointed.
  2. Quote:
    Originally Posted by Electric-Knight View Post
    War Mace with the Baseball Bat?
    I think so. He was a Brute iirc, but the secondary was something weird considering he had lightning eyes. Willpower, I think? He was level 1 and was just walk emoting and checking out the costumes, though. Zwill distracted me with the dev only doublefacepalm :P
  3. Well, congrats, you sold me on this one. Looks awesome!
  4. Pretty sure it's still team based. I believe merits drop from mothership Rikti 100% of the time even if you just do damage to it and it's defeated by anyone else who happens to be there. With the addition of incarnate pets, a good deal of people having Judgement abilities, or just larger and tougher groups fighting/hitting more Rikti with aoes, you're likely to notice more drops. Obviously that's not exactly scientific, but there haven't been any documented changes that I can recall.
  5. Quote:
    Originally Posted by Agent White View Post
    because none of that is changing until I23?
    ... what? The STF/LRSF is the 28th - 5th's weekly strike target. He's drawing a connection between that and i22's supposed launch.
  6. Quote:
    Originally Posted by Xyzor View Post
    From my understanding, Alpha abilities act as an added Enhancement to all powers that take enhancements using the traits modified by your specific Alpha ability. So, if a power does not take enhancements slots, it would not be modified by your Alpha ability.

    If this is incorrect, please let me know, though I am fairly sure it is accurate.
    It is, with the exception of other Incarnate abilities. And as mentioned, with the exception of Interface.
  7. I think (read: hope) that i22's coming this week, and think (read: really really really hope) that at least one of the new powersets will be out before double xp too. I don't think they'd tease us with patch notes only to have it be over a week away.
  8. What, no votes for Nuditron?

  9. Quote:
    Originally Posted by Dark_Respite View Post
    Hurry up and create an in-game avatar of yourself so I can record you and demoedit you into a video.

    Michelle
    aka
    Samuraiko/Dark_Respite
    He has one already, actually. He showed up at the costume contest on Virtue last Friday. Backwards baseball cap, some of the sport pieces, and lightning eyes. Didn't get a picture, sadly.
  10. Fair enough. To that end, I'd recommend stocking up on small purples (Lucks) for missions. 4 of them at a time will give you a 5% chance to be hit, meaning you could probably stand in the middle of a group and wait the 8 seconds to get put back into Hide, and pull off another AS. Might require less depending on your secondary. I realize it's not exactly feasible to keep that many specific inspirations in reserve at all times, but not getting hit can make a world of difference, especially if you utilize the terrorize component of AS as well.
  11. Nope! They're the same. Orange and purple on the cards are rarities, just like rare (orange) and very rare (purple) IOs.

    edit: Meaning, each pack rolls to see what cards you'll get. The orange cards and purple cards both can give you the same ATOs, though the purple cards also give other rewards that the orange ones don't. ie, 100 reward merits instead of 75, a very slim chance at a Black Wolf vanity pet, etc.

    You can upgrade the orange ATOs to purple status if you use an Enhancement Catalyst though, and it turns into a Superior set with a bunch of upgraded bonuses and enhancement values, about the equivalent to existing purple sets. Once you upgrade them though, you can't trade them or auction them.
  12. There are a few methods. Obviously, playing on a team with a Brute or Tanker will greatly reduce the odds of you getting picked on, since they'll be automatically taunting a good deal of the enemies you're fighting. All of the Stalker primaries have Placate in them, which is a reverse taunt. It makes an enemy unable to attack you, and the Stalker Placate will put you into Hidden status so that you can pull off a crit (provided you're not hit immediately afterwards). There are a few temp powers that also placate enemies, and a power in the /Ninjitsu secondary that does an aoe placate, but those don't put you into Hidden status, just prevent incoming attacks. The other option is, yeah, running away. Provided you don't stumble into a new group of enemies, the ones you've engaged should back off after a while. I'm sure there's a Paragon Wiki article somewhere that would give you the exact numbers of specific behaviors if you're interested in those.

    With the i22 changes though, Stalkers are exceptionally potent in combat and running away or avoiding enemies isn't exactly a top priority. Even now in i21, you should have enough damage and survivability to handle most situations - if not, I'd consider adjusting your difficulty. Disengaging and making frequent use of a hidden Assassin's Strike isn't exactly an optimal playstyle.
  13. From strange inter-dimensional seagulls, to ustreams and whiteboard dinosaurs, and even those impromptu Pocket D dance parties, it's been a real pleasure.

    VGS, Beastyle. VGS.
  14. The way it worked for me when I did this a few days ago proved was pretty simple:

    I had a character named Bob on Oldserver, and a character named Bob on Newserver. I transferred Bob off of Oldserver, and he became Bob1 once he got to Newserver. I could either log in to Bob1 now, or at the top of the screen (near the transfer remaining count) I had a rename token for Bob1. Provided the name isn't taken on the server by you or anyone else, you're free to rename Bob1 into whatever you'd like.

    The transfer was done in the time it took to switch servers as well.

    In your case, you could just delete the name Steve once the Bob from Oldserver arrives and becomes Bob1, and change Bob1 to Steve. The only potential trouble lies with Steve being a very old character that had their name made before a copyright exception was made, or if someone snags it within the 10 seconds it takes to delete him and rename Bob1. Both are exceptionally unlikely, though.
  15. Quote:
    Originally Posted by Aura_Familia View Post
    Ughhh, I'd rather it go next Monday or Tuesday. Releasing on a weekend is risky.
    It is. Historically, Friday updates tend not to happen in anything because if there just so happens to be an unexpected issue, nobody's around for the weekend to fix it.

    But heck, I really hope I'm wrong. I'd love to get some Stalker-ing in over the weekend.
  16. Twitter Teases Tantalize Tarantulas (tm)!

  17. Quote:
    Originally Posted by ClawsandEffect View Post
    Patron Pool pets will accept it I believe.
    Masterminds don't get patron pets.
  18. Quote:
    Originally Posted by Dr_MechanoEU View Post
    Sadly no, you'd have to go villain, do one of the Patron arcs (I'd recommend Ghost Widow) and then respec into the PPP.

    I'm not sure if you can have both EPP and PPP though.
    Once you pick any ancillary pool, epic or patron, you're locked into that one.

    Fun fact though, when you complete the patron arc that unlocks the patron pool you get a complimentary respec. Very handy.
  19. Quote:
    Originally Posted by EvilGeko View Post
    What Venture said. The SSA have been without a doubt the worst storytelling in this game.
    Honestly, I'm never too overtly critical of the storytelling, despite some of the short-comings, but I think I'll make an odd exception in saying that, "Yep. This is pretty bad."

    Maybe I'm lacking in comprehension somewhere, that's entirely possible. Maybe it's because Penny got herself killed in all 3 missions and had some dialogue that explained what was going on. But, whatever it was, for the life of me, I didn't know what the heck was happening. The whole mind-riding thing felt convoluted to begin with, but then we start doing stuff that just makes no sense. How the heck did Manticore get ahead of us, past all the CoT, and didn't manage to bring anyone? Why the heck did Nemesis show up in the 2nd mission? Again, granted, I've been consecutively awake for far longer than any normal human being should have, but I've never had issues following the story until the SSAs started up. SSA6 was a rather grievous offender in that regard, but the other ones didn't help much either. Felt rather sloppy all around, and the fact that people can pay for these right now as if they were anything beyond a free alignment merit seems really weird to me.
  20. Quote:
    Originally Posted by Draeth Darkstar View Post
    One big thing for the next round of ATOs that I'd like to see is them enhancing powers that aren't currently done by this round.

    For example, I'd like to see the melee ATs get a def/rech/heal based set for their secondaries, defender/corruptor/controller/mastermind get buff/debuff/heal based sets, etc.

    I'd also like to see the set bonuses be a little more thoughtfully assigned (mastermind set, I'm looking at you).

    For specifics on neat proc effects, the only one I've got at the moment would be that I'd like the Mastermind one to be a fairly subsantial (15%/25%) +res all buff for the pets, barring an archetypal change where pets are made less one-shot prone.
    I'd normally definetely agree on the secondary set being a focus, but as of right now you can look at powers and see that they take "Scrapper archetype set" already. If they expanded that to armors, you'd wind up with the ability to slot damage sets in an armor power. Not saying they couldn't just make a seperate category like "Scrapper archetype set 2" or something, but it might get a little messy. Obviously having useful set bonuses is a must, but Masterminds already can get 20% damage resistance (and 10% defense) out of pet IO sets in the game already. Didn't want to add too much to that.

    Quote:
    Originally Posted by PsychicKitty View Post
    I dont like your Stalker one...

    It would make more sence to have a proc. that will causes enemies surrounding the stalker to become placated just not the target the stalker is hitting.

    Or to have some invention origin that reduces the threat rating by 1(the game refers to this as 100% sometimes even though character statistics use a number)

    And if not that then maybe it should be a proc. that has a chance to hold the target...since stalkers dont have a hold.

    Those to me seams more assassin like then that 2% increase to criticals which is too small to do much and only effective on specialized targets that are too uncommon.
    And the 4 to 5 second back to hide thing...hate to say this...but i go back into hide in about 4 seconds most fo the time already..so not sure what improvement this would add.
    A placate proc might be slightly interesting, but I don't think it would be really helpful. The Placate power works because it puts you back into Hide, and the first ATO proc already does that. I was also looking to balance things a little, giving the archetypes that already got procs in the first set of ATOs a global effect instead.

    Stalkers actually have Holds available in 6 of their 8 ancillary pools, and holds aren't very unusual in a team environment (Controllers, Doms, Forts, some support secondaries that Corruptors, Defenders and MMs have, etc). The number could serve to go up a little, sure, but I didn't want to make it overpowered in comparison to the crit boost Scrappers got.

    And, hate to say it, but the current rehide time is 8 seconds, so it would turn into 4 seconds with that example. Nothing game breaking, sure, but it's one slot.
  21. Quote:
    Originally Posted by AzureSkyCiel View Post
    And the wait for dual Pistols to become available to players was about a two years when thugs MMs got them and then another four before they got their own powerset?
    I don't think having 3 attacks that are barely animated compared to gunkata particularly counts. If anything, Thug MMs were the testbed for trenchcoats.

    Also, I don't see where Penny's powers would get used. We already have Mind Control, and I doubt they'll do a full on revamp of that. Fortunatas are a sub-branch of the least played archetype, so I highly doubt they'll get an update either (that, and they can't even use anything but the default set of claws - even Soldiers get alternate rifles and maces). It's not entirely surprising though, a few of the signature characters have had their own unique stuff for a while now. Synapse has his cool super speed animation, Manticore has the teleport arrow, Statesman had that thunder ground punch thing, I'm pretty sure Black Scorpion is unique model all together, Recluse has a few unique attacks, etc.
  22. Quote:
    Originally Posted by Trilby View Post
    I don't like the SoA ones :< And the Kheld ones are coming in a future update without the need for ATOs.

    My idea would be:

    SoA: Toxic damage proc and -def proc to attacks

    Kheld: Buffs Eclipse's recharge and resistance and no clue what for PB's

    Corrupters: A slight increase to scourge proc rate below 50%. Maybe 10% bonus to proc rate (so 10% crit chance becomes 11%)

    Defenders: A PBAoE team buff, a bit of res, bit of def, bit of def debuff def?

    MM: No recharge in the ATO set at all, dam, acc, end only and the proc is a 5-10% extra damage bonus to supremacy.
    Didn't know about the Kheld changes. Hrm... not sure what I would give them either, at this point. Maybe something for PBs to add incentive to shapeshift and not just go for perma Lightform. I do like the MM idea too, probably easier than adding a whole new health vamp mechanic. I was aiming to enhance the secondary functions of the other ATs, namely team support rather than damage in SoAs, and damage rather than team support in Defenders.

    Quote:
    Originally Posted by PleaseRecycle View Post
    Ah, I don't often keep up with those things, my mistake then. However I still kind of hope that the next super pack has something similarly new and shiny, which more ATOs at this point wouldn't exactly be.
    Synapse mentioned it on one of the ustreams that there would be another set of ATOs with the next "series" of super packs after Heroes and Villains.


    Quote:
    Originally Posted by DMystic View Post
    Stalkers currently only get the crit chance against Held/Slept enemies in PvP.
    When the Demoralize effect was added to AS Stalker Crits were changed to be a 10% base against all targets, and each team mate within 30ft adds a cumulative bonus capping out at a 33% chance to crit wit h7 allies in 30ft.

    So adding crits to held/slept enemies is pointless.
    Well aware, actually. I was suggesting to add it back in for PvE purposes, and have the crit numbers be additive to the values they already have. So with a full team in range, a Stalker's crit chance against a held enemy would be 35% with the non superior version. I figured the chance against sleeping targets would have to be dramatically higher since anything will wake them up.
  23. A few people have held some issues with the exact usefulness of the ATOs, mainly their procs. So, when it comes down to it, what would you give to the next round of archetype sets?

    I've had a few ideas, but I'll try to keep it to one per AT. Things I've tried to keep in mind are what the ATs received in their first archetype sets, and to remember that these are benefits gained from 1 slot.

    Blaster
    * Adds a stackable smashing/lethal/energy defense proc (5%/7%) to one power. Stacks twice, lasts 15 seconds, and procs an average of 4/5 times per minute.

    Defender
    * Reduces the damage loss of Vigilance per teammate to 3%/2.5%.

    Controller
    * Increases the frequency of the Overpower effect by 5%/10%.

    Tanker
    * Adds a splash effect to the Tanker's Bruising power, turning it into a pbaoe. Enemies hit by the splash suffer a -10%/-12.5% resistance effect.

    Scrapper
    * Adds an unresistable -regen and minor energy damage proc to the slotted power. The target suffers a non-stacking -10%/-20% health regen, and takes 30/55 energy damage. Procs an average of 5/6 times per minute.

    Brute
    * Adds a mag 2 pbaoe immobilize effect, as well as a minor fire damage proc to the slotted power. The immobilize lasts 10/15 seconds, the target suffers 30/55 fire damage, and the proc occurs an average of 5/6 times per minute.

    Stalker
    * Reduces the time it takes to re-enter Hide from combat to 5/4 seconds. Also increases the Stalker's critical hit chance against held targets by 2%/3%, and sleeping targets by 10%/15% even in PvE.

    Corruptor
    * Increases the amount of base health a target can have before Scourge takes effect to 55%/60%. This will also increase the chances of Scourge occurring 100% of the time once the target's base health reaches 12%/14%.

    Dominator
    * Adds a 3.5%/6% damage boost to all secondary powers when Domination is active.

    Mastermind
    * The Mastermind's henchmen will heal their owner for 4.5%/7.5% of the damage they do. This effect is applied to the Supremacy inherent, and will only affect pets in range.

    Kheldian
    * Reduces the cast time of the Bright Nova, Bright Dwarf, Dark Nova, and Dark Dwarf powers to 1.5/0.75 seconds.

    Soldiers of Arachnos
    * Increases the benefit of their Tactical Training abilities on nearby teammates or pets (not themselves) by 15%/25%. This bonus is multiplicative.

    So, hopefully a little more well rounded than the current set. I was struggling to come up with something for Masterminds that wasn't just a mitigation aura, and health vampirism isn't something that's really in the game right now.

    So, do you like this list, or do you have better ideas that aren't as overpowered/underpowered as mine?
  24. For a Staff character in particular, /da is a nice choice on a Broot. The damage aura is fury boosted (scrapper damage auras don't crit), and conveniently functions as a taunt aura as well. /DA is notoriously tough on endurance as well, so the Staff form that gives an end discount buff will be very helpful and make leveling way easier.
  25. Quote:
    Originally Posted by Mad_Scientist_JC View Post
    People have been guessing that a de-riktified Hero 1 will be taking States' place in handing out the Statesman TF.
    Maybe. It certainly keeps with the theme of "replace this dead character with someone who's exactly like them but slightly different" that they've got going with Penny replacing Psyche. Take out one generic patriotic dude, replace him with another. But this one's English, so he's automatically 43% more exciting!

    Maybe BABs can get a duo task force with Blue Steel and have a buddy cop dynamic going on. That'd be cool, at least.