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Posts
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Yeah, this week is Beasts for MMs, next week is WWD #7.
Hopefully we'll finally get to fight the full sized version of Rularuu at least. Seeing that screenshot of him moving around in Steel and realizing that he's almost at the zone height limit all by himself just makes me sort of giddy. An actual GIANT Monster!
Maybe the cover will be literal this time, and he's so big that we have to fight him in space. -
For the two choices, it's pretty easy.
Staff Fighting loses its unique mechanic on Stalkers. Ninjitsu causes more redraw than Willpower does. Street Justice does amazing damage on Stalkers, builds 2 combo points with Assassin's Strike, and keeps all of its aoe potential unlike other Stalker sets. Staff Fighting either mitigates a Brute's endurance usage (Willpower helps this as well), helps their recharge, or adds a drop in a bucket of enormous damage bonuses, giving you the most possible build flexibility.
Seems like an easy choice to me, but bear in mind neither are bad. -
Nope. I'd even take it on myself to raise a fuss if it was a VIP only feature. This is something that should have delayed power customization until it was actually finished. Going forward, it would set a terrible precedent to nickle and dime everyone for cool stuff that really should be just added for free.
Updates to bases, a PvP system overhaul, the return of base raids and Items of Power, Supergroup improvements/leveling/benefits, pool power customization, more character specific alternate advancement, zone revamps, and so on, are all things I'd put under the categories of "should be top priority" and "things that should be a part of issue releases for free and not microtransactioned." -
Doesn't mention Peacebringers, but from the beta server:
Doppelgangers
Fixed a bug that would cause doppelgangers that use Soldiers of Arachnos, Time Manipulation, Beam Rifle, Street Justice, Titan Weapons, Staff Fighting, Beast Mastery or Darkness Control powers to use powers outside of their intended level ranges. -
If it doesn't, it's probably a bug. Again, no testing to speak of, but I've been noticing far more frequent crits with Fireball using the purple ATO, so I can only assume it's working fine. It's also modifying crit rates through a global buff, and not a per power basis, so I'll put my money on "yes."
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Quote:Yep. Same case for Faultline and presumably RCS. If you logged out in any of those 3 when they were closed down, you can still go back.As I understand it, finalists in the monthly dev-run costume contests are sometimes teleported to an instance of the old PDP for judging. So it's still there, the doors are just locked up tight.
Galaxy City and DA were slightly different, though. People in Galaxy I believe got teleported to AP. People in DA are still there, and the zone connection got changed to Ouroboros rather than Talos. In both cases, the "original" zones don't exist, the originals are just prefixed with "Echo:" and have had the contacts removed. -
They didn't, those zones don't just get thrown out. I'm positive the original Paragon Dance Party is still around and inaccessible, and last I heard, characters in the old Faultline are still there now. The crash site should still be there as well. I'm guessing the only reason they're not in Ouroboros is because those badges are still obtainable, unlike Dark Astoria and Galaxy City.
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Something the wiki article doesn't mention, but they also drop off of any enemy at random, from what I noticed. Playing on the beta server on a level 12 stalker, I got one fighting Lost in Skyway. No idea what the drop rate is, but you should be able to accumulate at least a few through regular content.
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They're available on Merit Vendors for redside too. You have to make sure "hide recipes missing ingredients" isn't checked if you don't have the 400/500 reward merits and 25 million inf. You may need to be at least level 10 for them to show up as well.
They're also purchasable from Astral Christy in the villain version of Ouroboros, same as heroes. -
Quote:I believe it got answered on a ustream. I guess "variety" would be a better word, expanding the capabilities or just flat out increasing the potency of the debuffs. Not literally the range, though.Do you know where you heard/read that? This is the first I'm hearing about it and I'm really curious.
I'm not exactly sure how TA would be helped by a buff to it's range, though. It'd be like... painting your car because the tires are flat. Yes, it's different than it was before, but the actual issue wasn't addressed. -
Epic/patron sets can't take them, yeah. Some damaging secondary set powers can take them though. If you mouse over the power in question in the enhancement management screen, you'll see "Scrapper archetype set" under allowed sets.
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I think it was either Hawk or Synapse who mentioned that they were looking at TA, but the only way they were going to update it is by expanding its range or power of debuffs to make it one of the best debuff sets there are, and not by adding more utility or changing mechanics (ala Gravity). And I think I'm ok with that sentiment: TA can and should be a pure debuff set, but it just either has to get inventive with a wider range of potential effects added on (+healresist, -enddiscount, -secondaryeffects, -maxhp, etc). That, and maybe change more of the effects to be on par with Flash Arrow and be unresistable. Having a varied arsenal of mild effects might be fantastic for general teaming, but it loses its luster very quick against hard targets like AVs who start resisting 85% of more of your debuffs.
But as of right now? It's fine, sure. It's pretty middle of the road-ish, and perhaps slightly below average, but it's not like min-maxing is mandatory anyway. -
Personally, it's either Talos, or if I'm feeling particularly impatient, Crey's Folly.
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I dunno if Kings would be the best choice for a revamp. Right now, you blow through 1-10 pretty quick, and you're shuffled off to Steel, which already has the two new arcs, the Midnighter arc, the Posi TFs, etc, and you're out of there pretty quick. Seems mid-range would be the best place to devote some attention to. If that means revamping Kings into a 30-40ish zone, giving it some gritty cop drama staring Blue Steel and Back Alley Brawler, then I'm all for it. But if it means hyper saturating the level range you already blow through? Eh, I'll pass.
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Yep! At least the buff is showing up anyway, and its info text has The changed numbers listed that Synapse mentioned on the beta forum. I haven't tested it personally, but I assume it's fixed.
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Quote:The recharge portion of the ATO procs is an enhancement, not a proc itself.I believe the Critical Hit bonus is a global boost to all of your skills, so that aspect doesn't matter. The only aspect that actually procs is the boost to recharge, and for that I would put it in a skill with a longer recharge rather than your fastest attack. It will have a higher proc rate, and when it does proc it will be guaranteed to affect a more powerful skill that has a longer recharge-- because that's the skill that was just used.
And, as mentioned, the Scrapper crit bonus is a global buff. Once you slot the ATO, you'll notice a pink Hasten icon as a constant buff. If you catalyze it, it turns into a Darkest Night icon, and offers a better chance to crit and more recharge from the enhancement. -
Quote:I'm saying that the rationale doesn't make much sense, but that I understand where it comes from. If you try and analyze the situation devoid of any personal investment and emotion, you're not going to find a good reason.So I can't look at the situation logically, because then I'd see all the rage stems from illogical gut reactions? What?
Quote:And they should just release stuff whenever, and not when it makes the most sense to do so all to avoid a bunch of kids from getting angsty ... Sure, whatever.
Quote:And as I said staff being completed first is totally irrelevant to the situation.
Quote:Your comparison doesn't make any sense either. That situation isn't even remotely the same. Nothing is kept from you, you're not being 'played'. Stuff just gets released on its intended release date. Oh Noes! How unfair ...
Quote:Thanks for backing me up. -
Quote:Oh, me too. I've wanted a Staff/Dark Brute ever since I played the combo on beta. But, then again, every time I get that nagging sense to be infuriated or even really disappointed by decisions like these, I remember that without the increased revenue from the f2p conversion and the market stuff, we wouldn't be getting this content at the pace we're seeing now. Ever since VEATs squeezed themselves in a whole issue release ahead of schedule due to the wedding pack, this stuff sort of became expected for me.Although from my personal "Shut up and take my money" perspective on wanting Staff asap, I'm a little disappointed.
It was the best analogy I could think of. Staff and BM are technically in the game right now, but switches just need to be flipped first. Heck, Staff was in the game in i21. Obviously in an incomplete state - and completely absent from Stalkers, which likely changed due to the reaction over Titan Weapons - but you could link the powers in chat and look at the numbers all the same. On the disc DLC works in a similar manner. Characters, maps, stuff like that, they're all on the disc, but switches need to be flipped. The way they do that is by having you pay and download an unlock key (which are usually about 100kb or something close) and tada! Suddenly content. -
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If you try to make sense of it in a completely binary manner, of course it doesn't make sense. The marketing "plan" behind it all makes perfect sense though, and as we're all well aware, marketing is an evil Lovecraftian cthulu monster who sits 3 cubicles down from Positron's desk, spreading its unholy influence to the development team.
The long and short of it is rather well orchestrated:
Week 0: Release i22. Include VIP-only powersets, VIP only costumes, VIP only incarnate trial, VIP only incarnate zone. Aim is to keep people in for a month.
Week 1: Who cares, you're still riding off the buzz generated by 22's release. Put out some silly cosmetic item, take a week off, throw frisbees to people in Atlas, etc.
Week 2: Put out overpriced cosmetic pet that increases influence gain in time for double xp. Fact that it can die makes it seem worthless (thus avoiding the "pay2win" mentality), obsessive "store completionists" and minmaxers still nab it regardless.
Week 2's weekend: Double XP event. Nabs a bunch of people to return and re-up for subscriptions so they can level the new shinies release in 22 faster.
Week 3: Most likely Beast Mastery. May not sell as well as a melee set, but you've hit a sweet spot where there are the highest number of VIP players eligible to use the set since Masterminds are gated. Also, there's quite a few people still around from double xp. Anyone who has their account lapse then has to buy back Masterminds if they want to keep using that character but don't already have access, or re-up for more VIP.
Week 4: WWD. People are still in VIP to see the grand finale, and it'll likely heavily tease the next issue (Pandora's Box) to encourage more VIP subs. It's also just in time to meet the monthly quota.
Week 5 or 6: Staff Melee. Doesn't particularly matter since all 4 melee ATs are able to be used by free accounts, and melee ATs are the largest portion of the playable ATs, and therefore have the broadest appeal. By this point the hype has died down from i22 and double xp, and they'll use Staff as leverage to keep the excitement going as long as possible.
So, why are people angry over that? Because Staff was up first on beta, was in a "complete" state far before BM, has had minimal changes and attention paid to it aside from altering the sounds, and is being held back purely for marketing purposes. It's the same hate that stems from games having DLC on the disc and you have to buy access to it, or pre-order at certain retails, etc. Nobody likes being played by marketing. -
It should, yeah. If you have musculature though, it's most likely going to annihilate any minions/lieutenants that the effect would work on before they get a chance to fire off any attacks.
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So, in place of a powerset, you gave us a 10% inf buff that can be killed in time for double xp, for the price you expect someone to pay for a powerset.
Ahaha.
Ahahahahaha.
Ok, that's a good one. -
For the combination of Power Boost + Farsight alone I'd recommend it.
Power Boost's recharge and Farsight's duration, without any slotting, sync up perfectly. You can get Farsight permanent purely through three recharge reduction SOs as well. As Hopeling mentioned, when you hit PB, it makes applied buffs/debuffs have the boosted effect for the the entire duration. Toggles are boosted as well, but only for the 15 seconds.
Without PB, Farsight's giving you 20% defense on 3 defense SOs. With it, it's around 32%. And that's for the whole team provided they're in range, which is an incredible buff to be giving off. All by itself, it leaves you 13% away from the softcap (5% chance to be hit), and you should be able to easily cover that through other powers.
That's not to mention the fact that it strengthens your heals, most of your debuffs, whatever your primary's secondary effects are, etc. Very good for Time.