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Posts
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The Mission Architect version of the Nictus enemy group is lacking Lesser Unbound Nictus, Unbound Nictus, and Greater Unbound Nictus.
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You might want to both post to the forums and have an off-site section. It would be interesting (if unlikely) if you could get it posted on a separate MMO site.
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Quote:Hmm...rather than make them actually twirl (since we might not want to outright duplicate the visual effect of an entirely different move) perhaps the enemies should appear as being upside down with a bit of a visual ripple? I also have one more idea that might add to the usefulness in teams:These are good ideas, and the only suggestion I'd add would be to somehow make the "shifted" effect more visible to teammates. Right now, Gravity is the "they all float" set, so how about having dimension-shifted enemies do the twirl in space animation similar to Ghost Widow's Soul Storm?
- Phased enemies do not count towards the AoE target cap unless they are the direct target of the initial shot. This way a dom could DS some enemies and then AoEs could be fired at everything else nearby that wasn't phased.
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This one is quite enjoyable. Glad to see it got added to Dev's Choice.
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Quote:Would it be better to increase the magnitude? I apologize if I got the terms mixed up. Also, I don't think Dimension Shift, Sonic Cage, or Detention Field can take immobility enhancements so I'm wondering if giving DS higher mag yet letting all foe capture moves slot for immob would be the best way to do that.While the immob could be flagged as non-resistable, that would just mean the duration on the immob can't be shortened. I don't believe there is any way to make an immob ignore protection values.
And these aren't 100% my ideas. It's a mixture of mine and some discussions about DS from the Dominator forums. What set me to finally post it as an official suggestion is the fact that the new Holiday GM seems to be hitting himself with DS and the surrounding minions seem to have the same problem of actively attacking despite being phased. -
DS is a novel concept for Gravity Control but generally tends to be problematic rather than helpful. I have a few proposals which should help its performance without breaking the cottage rule.
- Allow the immobility effect to ignore immob resistance. This should prevent the cases of enemies that still run around despite being shifted. Also, it seems like the enemies that ignore the immob are the ones that the visual effect is not applied to.
- Apply a Placate, Sleep, and/or Blind effect to enemies hit by Dimension Shift. This should greatly reduce the cases where enemies keep attacking the player despite being unable to harm them. In turn, it would lower the confusion this move brings about.
- Allow the immob and placate/blind to last 5 seconds longer than the amount of time the enemy is phased. This will give players the ability to react to the enemies coming out of phase without being instantly overwhelmed yet not be too powerful.
- Allow one of the ST attacks from Gravity Control to pull a DSed enemy out of phase. Probably the most optional out of these here but this would help with the control aspects of the move. Only allowing the one who activated DS to pull enemies back to regular space would help reduce mistakes and allow a player to bite off smaller targets from a spawn.
- Allow the immobility effect to ignore immob resistance. This should prevent the cases of enemies that still run around despite being shifted. Also, it seems like the enemies that ignore the immob are the ones that the visual effect is not applied to.
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Thing is, for the sake of safety for the lowbies, spawning at Mercy may be needed. As stated, higher level toons can easily Ouro out, plus there's connections to PO and Cap. My question is where in Mercy do people spawn? Due to the above mentioned things, people should spawn in the Mercy neighboorhood near the Black Market, port, or flyer as opposed to spawning at the starting area near the SG portal.
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The more I look at it, it seems like this phasing is based off of the code for Dimension Shift, sort of like Winter Lord is casting Dim Shift on himself and the AoE splash is catching things nearby. Since it just has -threat and not a true Placate or Blind, DSed enemies will still actively attack. It doesn't hurt you but your toon still does hit reactions. Plus, if the enemy has immob resistance, they can still move around and the visual effects for the phase are not fully applied. It seems like fixing these inherant issues with Dimension Shift will help fix the phasing with the Northern Lights.
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Quote:I dunno. I recently made a /grav with DS and the effect seemed pretty noticable. Perhaps they updated the effect? I'd say experiment with it for the lvl 41 pick since it'll be after everything else as opposed to "wasting" a normal pick.Even better than that! Not only can you select them and attack them, but the Dimension Shift effects are subtle enough that unless you're very close you have no idea which enemies are affected and which ones aren't.
The hero one for Captain Dynamic is poor which is disappointing since I liked the episodes. The villain arc for the Great Face wasn't half bad and is much shorter. -
I'd say they should tweak the formula so that enemies take slightly more falling damage and then add more environmental hazards like lava to instanced missions. Would make a valid tactical advantage and would probably be as close as the gameplay engine will allow us to smash enemies through stuff.
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Villain. The first test was okay but we were struggling to get members on the second and third runs. Plus, we only had three runs while blueside managed to get several more due to their numbers.
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Yeah if we get zombies, my lvl 43 Stalker has the salvage available too. I actually think I have 3 toons worth and three or four toons lacking costume slots. Though I wanted to spring a banner later in the year so I hope we don't only get stuck with only zombies.
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Two different questions for two different Stalkers:
- Does Moonbeam from Soul Mastery crit from Hide?
- How do you use/setup Chain Induction for the best use? This is on a elec/dark that's more of a fun toon than for anything serious but I'm new so this is my first time with the move..
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At least one version of the Thorn Tree map is available. I ran someone's arc a while back and they used it for the final mission.
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Question for people that had the problem exiting Lord Winters realm and arriving outside the map:
- Was it Heroes only, or did any Villains experience it?
Only played villains and I never experienced it. Everyone on our team seemed fine. - Did you exit by clicking on the portal, or did you wait for the timeout to kick you from the zone?
First time I clicked, second time I waited. - Did you just enter the first instance and stay there, enter the second and stay there, or enter the first and then transfer to the second?
Unable to enter the dual instance at all. - There was a short period when entry to the second did not work at the white present. Did you try and enter the second zone during this period and fail?
Yes, I was among the one's who couldn't enter the second instance.
- Was it Heroes only, or did any Villains experience it?
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Quote:Agreed. Barring adding more spawn points, could we simply get tweaks to some of the preexisting ones? The Nerva > Primeva map is a perfect example. It's plagued by the fact that its "an outdoor map" with only Front spawns but it is quite linear and there's even canon missions where the back of the map IS designed to be the Back.Wow, that is way beyond the level of control I'd ever expect the devs to even be considering thinking about giving us. I'd be happy with simply having all the existing spawn points numbered and being able to choose to place my boss at Boss 1, Boss 2, Any Detail 1, etc. Any improvement on the ill-defined and often-buggy "Front," "Middle" and "Back."
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The maps lie. That one sentence will make you feel either much better or much worse.
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Quote:This here would be an excellent way to solve the problem since it would be more PUG friendly and easier to notice in all the confusion.For example, Lord Recluse in the Stateman TF. He's pretty much untouchable, but for a reason that players can see and react to. Let's say Lord Winter summoned all four guardians at once. They do a little animation encasing him in ice which makes him untouchable until they are defeated. This in my mind shows us a little cause and effect from which we can derive a solution.
It could be just my views as a much newer player, but it would seem like these "brand new" mission types would be designed to keep vets because they are a little different than what's already been in the game. Granted, it's a fine line to tread between newer ideas and "that's not my COX!". However, I think the effort should be made, it's just that the kinks need to be worked out. -
I'm wondering if some of the volunteers could post faction preferences so we can better choose what we want to do.
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Alright, sort of planning this for Thanksgiving Day starting at 9:30 PM EST. Hopefully that's not too late for the fellow East Coasters yet late enough for those on the West Coast to be available. I'll try to tighten things up the closer we get to it. I guess we'll meet in Cap near the SG portal and then plan from there as I go turn in the salvage. I will probably be on a lowbie so someone with a lvl 50 will have to be the actual team leader. Also, if anyone's interested we could run a Virgil afterwards since Bat-Zul = giant turkey :P
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Quote:I sort of disagree. I actually feel that phasing more than has its place in the game but LW needs better visibility of when this happens. It's also a shame that the enemy phase moves (Dimension Shift, Detention Field, and Sonic Cage) can't be used to pull him out of it.The phase state has to go. It's one of the worst mechanics in this game
I sort of agree with Dispari that with the way many things are designed and the fact that PvE lacks diminishing returns, LW may need to be broken in order to even matter against three or more high level teams. The problem is that it's a nightmare if you have fewer teams and have lowbies mixed in.
Also, I did an emergency Anything But Another Snowman outfit for Lord Winter. Even if this specific costume isn't used, he needs something more interesting than what he has now. -
I could actually tolerate it if it was just an ST hold of ridiculous mag and not an AOE hold. As is, it just utterly destroys a team. As an ST, it would target on person and remove them from the equation but allow the rest of the team to either protect them or keep fighting. I mean, I was getting 1 shot by Footstomp one time so LW seems nasty enough without any form AOE hold.
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As noted during the event, my original attempts to enter Lord Winter's Realm 2 failed. However, I did NOT get spawned under the map in the later runs so perhaps that was a blueside only problem. Getting a Winter Lord to even spawn was a major headache redside after the first run. Might also be good to do an Event announcement when one spawns so it is more obvious to everyone in the zone.
While next to nobody has Dimension Shift, it's nice that you can use it to get the Northen Lights out of your hair for a few seconds. The debuffs on the Northen Lights scare me almost as much as Lord Winter himself. It's depresingly easy to get killed simply by trying to get from the hospital back to your team. Lord Winter may need tweaks to his hold magnitude because it could not be broken by Domination and the hold was an AOE. If the hold mag has to stay, it might be less maddening as ST with high accuracy. It might be a good idea to place the phasing warning from LW in the Event HUD itself so it won't get lost amongst all the battle text.
LW seems to have annoying scaling issues that will make this a nightmare for people redside and/or on smaller servers. One idea is to weaken LW's strength but as a tradeoff, limit the maximum number of people per instance to around 24 or so players. This way it can be planned for how his absolute maximum and minimum strength will be for teams. It should also help reduce lag if the instances are smaller.
LW looks dull. Almost anything to make him stand out from his minions is a plus. Arguably, you could use a Huge body type with a white/pale blue suit and top hat (Wedding Pack tuxedo + Magic Pack skull & tophat combo? maybe even with Cyborg pack laser eyes) to have someone who looks like, well... he would lord over winter instead of just another snowman.
An NPC somewhere needs to have info about this event to help clear up the confusion for players who weren't on Test.
Due to difficulty getting players redside an interesting idea arose. Why not allow present spawning in RWZ and Cimerora? The coop nature of the event allows people to override some of the problems of lower populations.
EDIT
My first two times were on a lvl 23 Elec/Dark Stalker and the third was on a lvl 18 Grav/Earth Dominator. I was on Killbot's team when it took forever and a day to spawn a WL and I was getting a large number of Frostling spawns. -
Quote:Hmm...try a start of mission clue where the player more or less asks themself if it is right to be planting evidence and maybe tweak the end of mission popups to build on this.Well, it does, actually. I think that's the problem with the arc, is that I don't get people to think enough about what THEY are doing. By infuriating the Tsoo and Family so much, they start up a huge gang war that causes extra damage, etc. in the city. The elements are there for it, but most people miss it... I really do need to highlight it more.
It's hard to know what level of obvious is too obvious, and how subtle is too subtle with MA sometimes.
I think if I can do that, it is an interesting case of taking justice too far. Especially if I can get the player involved more with it. It's hard to do, of course, since our missions are on rails, but there's no getting around that right now. -
Cool. I'm in Simulation & Game Development and I did one of my course finals using the MA. What is your project's deadline?