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Posts
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Well, I imagine that we will see some of what you are asking for. They are just going to come in rounds. Basically, they are tackling the easy ones first (actually, kinda the easy/rmost requested ones first). Reusing existing animations is the easiest thing to do. However, there is really only one wand animation in the game right now, which is used on all of the wands/staffs. Imagine an entire 9-power set that only has two animations in it, each with a different rooting time.
The Devs would need to make new animations for almost all of the powers in the set to make them match the right animation times of the powers.
And in this round that we are getting, it does create alternate animations for some of the blast sets. -
Yup, this would really do nothing for you. Your character stays in-game for 30 seconds anyways, to prevent you from both griefing and trying to get out of a death by logging out. Because of that, if you tried to log in before the 30 seconds was up anyways, you couldn't, because you'd already be logged in. So a "log out now" button would functionally have no effect.
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Quote:Except that it isn't.Not when earth quake is a superior version than Liquefy.
Let me also clarify that the cage powers are all good at what they do right out of the box unlike Liquefy. Same can be said of the even much despised time bomb. Liquefy needs major help.
Earthquake on a Controller:
Defense: -10%
ToHit: -10%
End Cost: 10.4
Recharge: 90 seconds
Duration: 30 seconds
Mag 0.67 KB
Radius: 25
Liquefy on a Controller:
Defense: -25%
ToHit: -25%
End Cost: 23.4
Recharge:300 seconds
Duration: 300 seconds
Mag 0.67 KB
Radius: 25
-Recharge: 20%
Hold: Mag 2 for 4.5 seconds
27.8 Damage (50/50 split between smashing and energy damage, according to Mids)
Even base, Liguefy on a Controller gets your entire team half way to the Defense soft-cap for 30 seconds, basically. Earthquake gets you less than 25% there. Slotted, Liquefy will get you -39% ToHit on all enemies in its range. Earthquake will get you -15%.
I would say that only the recharge needs adjusting. And even then, given all that Liquefy can do, I'd say no less than 150 second recharge. -
Quote:That's...not at all correct. Listen to the other posters. They got it right.Defence powers modify the chance of avoiding the attack by the amount of the modifier.
As an example:
A controller uses brawl at level 1 with no enhancements against a blaster standing still with again no enhancements, that should be an even 50/50 chance of a hit or miss (excluding the beginners luck modifier, we're talking examples here)
if that blaster had an extra 50% defence however, then it would be 25/75 (or a 75% chance to miss) as the 50/100 chance the blaster had, was increased by a further 50% (50+(50/2)) to give 75/100
Hope that makes sense!!! -
A Nictus/Hamidon combo? A Peacebringer merges with a Kronos Titan? Ghoul with a Crab backpack? Resistance Member/Shivan Mastermind crossover?
Everything is possible...with SCIENCE! -
Only the top position goes up for grabs after a certain time period. The other ranks can stay as they are even if they haven't logged on since SGs were created.
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Don't like the 'farming' in Atlas Park? Start in Galaxy City.
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Well, Ice Melee now is fine. Ice Melee in I6 would have been horrible for brutes. It's gotten fixes since then.
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Quote:I can't believe I have to keep saying this after so long...Brutes don't have Ice Armor because a major component of Ice's mitigation is the -32% recharge in Chilling Embrace. This is bad for brutes because over the medium and long haul it slows down the attack rate of mobs by a third, which hampers building up Fury. The same thing is true for Ice Melee -- each of those attacks slows the target by 8-16%, which means overall Fury would build up only half as fast as as it does for other brutes.
Since the damage increase Fury provides is the primary attraction for brutes vs. tankers, anything that detracts from Fury is bad for brutes. No one would want such a set.
Could the devs modify Ice Armor and Ice Melee to make them work for brutes? Maybe. But it would be a major rework on the basic conceit of the sets' secondary effect. That means they go to the bottom of the list for power proliferation.
...Yes, ONE of the reasons that Brutes don't have Ice Armor is because of the -recharge effect. HOWEVER, that was not the only reason. It wasn't even on of the main reasons. If it were, then Dark Armor would never have been given to Brutes. One of the main reasons was because Ice Melee was absolute crap for Brutes back then. The lower damage powers, no true AoE, lengthy cast time on the 'big' hitter of the set, COMBINED with Ice Patch and the -recharge effect were what caused it. Ice Melee was the problem, not Ice Armor. -
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Wouldn't that be kind of counter productive, though? You're only taunting things in range of the repel, which is constantly forcing things away from the aura?
I can't see many Tankers liking a power that forces them to chase every mob they want to fight, constantly, for every attack. -
Dechs, remember that Repel is only in the set for Stalkers. Brutes don't get that, and I'd imagine that it's the Brute version that would be adjusted and given to Tankers.
As such, only Conserve Power would need to be adjusted, and it would likely have to keep the End Discount part of it to preserve it's core function. However, I could see it being changed to a toggle end discount power with an aggro aura. Maybe to make it have a bit more survivability, give it a +Res per foe in range ability, or something like that. -
The "You have to die to use this power" makes it a lot, LOT different than IH's change from toggle to click. The resistance part of it not only becomes a lot less than what it was, it also becomes only active once you rez for a short time, then you need to die to get it again.
IH, on the other hand, you can use it as soon as it's recharged, making it an 'at your discretion' power. The power's main focus is still to heal you.
You are suggesting turning Grounded, a passive -KB, -Immob, 12.5 % Res (Energy, NE) into a click rez, 1% Res (E, NE) power. And you don't see how that violates the cottage rule?
The Cottage Rule came out post I6. It was after "He Who Shall Not Be Named" left the Dev team. IH was changed in I5, I believe. Fold Space was well before that. Wet Ice going from a Def power to status protection only was before that. And this current Dev team saw what happened when they made those changes. They have learned from them, and created the cottage rule as a result of that. They are not going to change a power that dramatically, especially if the powerset in question doesn't really need the change. -
You may want to check out Jay's Costume Request Thread, up in the dev corner. The Dev in charge of costumes checks in there fairly frequently to look for more ideas. It's long, and has a lot of suggestions in it, but that is the place to go.
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Quote:I think he means that the SO and DO names have very little to do with being of an alien heritage. The names for the Natural SOs, for instance, all revolve around training techniques.Umm, origin is completly ignored at all stores. The only difference is what the sell. Go to a tech store, by tech enhancements. They don't compliment you on your great power armour. I'm not sure what you are wanting here. They don't refer to you as a human do they?
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Cottage rule.
Oh, wait. Yeah, this is the direction that people need to go in for this kind of stuff. However, the more 'optional' powers you have in a set, the harder that it becomes to balance with other sets, and sometimes by itself.
For instance, if each set were to get 10 powers, with 2 of them being 'optional' in each set, would they need to be of the same tier? Would you only have this extra power as, say, a tier 7 or 8? Or could it be a tier 9 on some, and tier 5 on another? -
<Standard 'would require the Devs to make a new skeleton for each animal type' response>
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Well, quite honestly, I rarely see any AE babies or PLing anymore, since the changes went into it. So I doubt you'll get that on any server. I'm a native of Pinnacle, and love the community there. However, I started to fill up there, and have sense created a few characters on Liberty, and have been having fun there, too. So either of those could work. Liberty definitely has a larger population, from what I've seen, but since you'll be introducing yourself to a new server, you'll likely want to check out their global channels for events and stuff anyways.
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Well, when you get down to only a few mobs left, they will show up on your map. Glowies produce a noticeable "whoom-whoom" sound if you get close to them, so pay attention for that as you're going through the mission.
There is no way to move characters between accounts, since that would open up a huge hole for gold farmers to just start making people level 50 characters, and then sell them. -
As a Dominator, you should have the ability to pick up an area of effect (AoE) immobilize power. For Gravity, it's crushing Field. I'd highly recommend picking that up. It will let you fight more at range, keeping the enemies from moving towards you, but still allowing them to attack.
Edit -> Also, welcome to the game! -
What enemy types were you fighting?
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But it's total damage done to one target, not total damage done to all targets within a range. So this would lower my aggro on target A, but raise it on target B. But if someone else is still doing the same damage to both target A and target B, then my job becomes tougher.