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Posts
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Joined
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Along these lines, has anyone tried placing a Ribosome into Freezing Rain/Tar Patch/Enervating Field?
Oh, and can anyone think of the nerfs this would cause? -
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FYI, we've got a LOT more folks here at Cryptic working on things. the vast majority of people here don't post, though. I was here for almost a year before I got 'Red Named.'
As for why I use _Castle_ instead of Castle, someone else has Castle has a board posting name.
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Guess that explains why, despite many the relatively low numbers of actual redname posters, there are supposed to be a lot of other Cryptic Studios people looking over our notes.
Why the delay to get a name? -
For a bindloadfile? Mostly good.
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plus "I'm gonna flee for a sec"
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This needs a command, right now it'd try to chat out /I'm, which isn't too helpful. Replacing it with plus "team I'm gonna flee for a sec" should work, though.
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numpad1 "afk$$ e lotus"
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This command will set you AFK, then instantly turn off AFK status by activating an emote. Switch it around to numpad1 "e lotus$$afk" and it'll work, though.
Everything else looks fine. -
What happened to Geko, swinger of the nerf bat? I mean, he doesn't answer PMs or actually post, but I think he's still around.
*em glances over shoulder*
AH! REGEN NERF! -
Necropost'd!
Yes, the current boost from Fortitude is estimated to be 12.5% defense or so. Stargazer or Penelope can give more exact values, likely.
Also, for those interested, the sliding scale for controller efficiency is wider than Ladymage knew - it's estimated that some things, like recharge buffs, work at 100% for Controllers, while heals work at 88%, and defense/regeneration/recovery buffs seem to work at 75%. -
I suggest making them in the City Of Heroes folder that you run the game from. Than you can access them through "bindloadfile .\<filename>". (for those interested, bindloadfile and bind_load_file call the same command).
For example, with the keybind folder in the City of Heroes directory, you'd change the bindfiles to be :
AA1.txt:
p "powexec_name Build Up$$bind_load_file .\keybinds\AA2.txt"
AA2.txt
p "powexec_name Aim$$bind_load_file .\keybinds\AA3.txt"
AA3.txt
p "powexec_name Power Boost$$bind_load_file .\keybinds\AA4.txt"
aa4.txt
p "powexec_name Boost Range$$bind_load_file .\keybinds\AA1.txt"
In chat :
/bind_load_file .\keybinds\AA1.txt"
These should work with your existing set-up; you only need to change the information in the text files. -
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will you become the predator or the prey?
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The cliche! It burns!
Otherwise, very nice. I wonder what else Recluse will have named the WEB by I7 - we've got Warburg's undergroup area, and now a good half of the 40-50 zone. -
Eh, the only way I know of is a bit complex. Make jump1.txt and jump2.txt in your CoH folder. (and, assuming you're using the numpad0 button)
jump1.txt:
numpad0 "+ $$local Something$$up 1$$bindloadfile ./jump2.txt"
jump2.txt:
numpad0 "+ $$up 0$$bindloadfile ./jump1.txt"
In the chat window, type :
/bindloadfile ./jump1.txt -
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No, it was a move that had to be made for other reasons that unfortunately affected endurance draining heroes and villains.
But, carry on. How would you like Statesman to rectify this situation? What would be better for you than a verbal apologize? 40 lashes?
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I believe, for example, setting Bosses and LTs back to 100 endurance would be a good starter, until the 'proper' fix came down. The immediate problem was with EBs, not the Bosses and LTs that had been fine for two years up til this point.
But, hey, 40 lashes would be good too. By this point, Geko deserves it. -
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We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.
That's all for now.
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seems fine to me for PvP but for PvE i would hate to have to jam in an attack that could take out over 80 hit points for just one.
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PLAYERs. This won't be affecting npcs. -
Okay...
Strange place to put this.
EDIT: May I ask why a painful change to entire sets of players couldn't be dealt with before it had been on live for a week?
Oh, and congrats on the Statesbaby. -
Add an old-type fear effect to enemies that take too much damage in too little time, counterable by Taunts, Gauntlet, or Scrapper damage.
Rewards Blasters for doing damage, and adds a decent amount of damage mitigation though the above. -
or 4, you're as bad at playing a Radiation Emission as I am at playing Trick Arrow?
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Why does the power allow us to slot disorients if it cant self stack,
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Because disorient durations can be very valuable when fight +3s (whom suffer only 65% of the normal duration). A diso can be the difference between having a notable gap between pulses and being disoriented, or keeping ten Crey minions layed out.
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why doesnt the power description tell us this kind of information?
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Because the Devs are sadists. -
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My theory is every AOE toggle seems to pulse an effect every couple of seconds. So they MAY have coded it so that the disorient pulse happens just as the previous disorient effect is wearing off. So if I can double the disorient duration (with 3 SOs) I could get the effect to stack and disorient lieutanants. An application of gravitic emanation is require to get the bosses.
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Like Oppressive Gloom, Inky Aspect is prevented from self-stacking. No matter how you slot it, you can never disorient LTs or bosses. That said, it will stack with other player's Inky Aspects or Oppressive Glooms to disorient anything up to a boss. -
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The question you have to ask yourself is how do you reconcile RI flooring minions in light of the devs nerfing +DEF sets so that +0's would be a challenge?
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Because :
a) All +def sets have mez protection capabilities. These powersets CAN take a hit from mezzing enemies and keep on kicking - the same can not be said for Storm, Dark, or Radiation (mez resistance is not the same as protection).
b) At that time, they were considering both the i7 defense change, which would significantly boost defense sets, but not -toHit sets as much. Even if they decided against using the i7 defense changes, -toHit sets become significantly weaker against higher level opponents.
c) Debuffs have an inherently higher maintanance requirement. In *nearly* all situations (excepting slow AV fights), debuffs fail or die before a related bubble or ring would. As a result, debuffs are assumed to be less efficient. -
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I didnt' disregard it at all. I have not seen it. I'm asking Blue if he thinks, from a design perspective, that RI would basically be twice as good as DN. Don't accuse me of an attitude I do no have.
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Thematically? No, Dark is known for toHit debuffs. That's exactly why, from a design viewpoint, Darkest Night is and should be 'weaker' - it's necessary to make up for the large amount of tohit debuffs available to the rest of the powerset. If Darkest Night was on par with Radiation Infection, Dark Miasma would also be able to add another 20-30% accuracy debuff to an entire area ON TOP OF THAT.
The numbers also meet with my personal experience using them. So... well, it works. -
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I have RI..three slotted with -acc SO's and two -Def SO's....I've never gotten the impression that I was flooring +3's. I've fought +2's and +3's and I was taking a beating with RI on them.
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That's cause you can't do math.
A +3 minion has a 1.22267 rank bonus, and your powers work at only 65% efficiency. That means a +3 minion has a base toHit of 61% base accuracy. A +3 LT has a base tohit of 70%. A 3 slotted RI only affects them with a 39% toHit debuff.
A minion will still be hitting you a good 20% of the time, and an LT will be hitting you more than 30% of the time. -
That's assuming Darkest Night is slotted with 3 toHit debuff enhancements, and Radiation Infection isn't slotted at all.
I'm afraid the difference is much bigger than that. With the same slotting required for Darkest Night to provide -35 toHit, Radiation Infection can provide -62 tohit. -
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Rad doesn't do quite so well. They could choose to debuff Damage, and take the lower damage alpha strike, but they'd be taking 70% of full damage. They could choose to debuff Acc, which allows them to only recieve 30-35% of the alpha. Not as good as Dark, but still decent. (my numbers here might be off, because I'm not as familiar with Rad, and there have been no dev post on this. But I don't think it's TOO far off).
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Just as a note, TopDoc's testing showed Radiation Infection to be 31.2% tohit debuff without enhancements (tested over 13,000 attacks). It's a very powerful debuff. -
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Toggledrop powers were made to allow "squishy" AT's to penetrate the defenses of Scrappers/Tanks (Stalkers/Brutes too now).
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Also, to irritate the hell out of other toggle-based ATs. A Stormer or Dark Miasma defender can be a real pain until you Force Bolt him or her. -
A trial is similar to a Strike Force, but shorter and generally failable, either due to timers or a protect/defeat term.
The first CoV Trial is at 24+, for the first Respec possibility. Your friend was probably talking about the Virgil Strike Force. -
Interesting. You have 10 players, none of which had ranged attacks, none of which bothered to pick up Stun Grenades. And, of course, this shows you had a balanced team. After all, some of them had Spines, some had pink pom-poms.
When did you use Phase Shift? Did you try teleport Foeing them into enemies - perferably ones with a mez or strong damage attack (Tsoo Swift Steels are FUNNNNN)?
No, you and ten stalkers decided to try running into a brick wall, and when it didn't work, you decided to call nerfs.
Very nice. -
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What's more is that it's the ONLY -ac debuff you have....AND...it stacks with other +DEF and -Acc debuffs.
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Anyone finding a problem in this analysis?
It's the ONLY one you get, but it stacks with others of its type?
Well, that's nice and all... but I can replace the same thing with a NightFall.