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Posts
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Joined
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Quote:Nope, you're misinformed.
NPCs never got the new player version of this power, they still use the old one. This happens all the time (Behemoths still have the pre GDC Invulnerability aura). -
Naughty zombie thread. Naughty!! No rising from the dead. Get back into that grave right now mister
*shoots thread in the head with a shotgun* -
Doing things solo tends to keep the challenge alive I've found.
For example last night I ran the Incarnate arc on my Plant/Emp at 0x3 and that was a fun challenge, I managed to do it without dying too (with quite a bit of running away from Honoree and the good Captain which separated them and meant I could take them down individually).
Then afterwards I joined an 8 man PuG running +3 radio missions and it was horrific (for them) and a breeze for us.
So if you're really pining for that challenge try soloing something out of your comfort zone. -
Quote:I prefer more enemies to tougher enemies, myself. However, I also realise that at least for the first few options, every sept in enemy numbers makes things much more difficult than the "corresponding" step in enemy level.
Easy example: if we go off a "base" of -1x2, the possible increases in difficulty are not equivalent. Going up to +0x2 is FAR easier than going to -1x3, and I've tested both enough to know this for a fact. Sure, +0x2 will occasionally give you a nasty spawn here and there, but -1x3 will give you nasty spawns all the time. Too many enemies present too big a pool of hit points and stack both their damage and their debuffs (and their buffs) far too high.
This is pretty much the opposite of what I find with my "lots of AOE, feeds on enemies / bodies" builds and ATs.
For example both my Warshade and my Plant/Emp do far better with lots of weaker enemies compared to fewer stronger ones. As does my Fire/Rad. In all cases the reasons are typically because the AOEs work much better (they scale up very well against that "big pool of hit points" lots of enemies has), those that get missed by my AOE mezzes (there's always 1 or 2) hit softer (very important to my Plant/Emp as she uses a resistance shield and regen widely) and a number of powers like Carrion Creepers and a number of the Warshade ones like to have lots of enemies or corpses to buff off.
Your fact isn't a fact, I'm afraid. It might be the case for you, because of the playstyle, ATs and builds you prefer but it's not a rule across the board in any shape or form. -
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Because the devs haven't been able to figure out a way to implement it yet given time constraints.
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Quote:20... years? No... it hasn't been... i mean.
*hides in the corner and pulls the blanket over my head, leaves Voltron to guard the entrance*Quote:Maybe if they hadn't diluted their market with tons of knockoffs of the same system (Bums: The Homelessness, Butchers: The Slaughtering, Politicians: The Bullsh**). Then went and rehashed the system abandoning, essentially rebooting the entire world (Bums: The Bumfights, Butchers: The Prepacked Meat Buying Instead, Politicians: The...oh wait, that never changed...)
In short, then, maybe, I'd be more interested in the system. I haven't played it in nearly 16 years now (Gah! Now I feel old too! DAMMIT!), and I'm STILL burnt out on the notion.
Agree with both of these. Can't believe it was 19 or 20 years ago I bought a copy of 1st edition as a spotty teenager, at Gaelcon in Dublin (must have been 1991 or 1992 so). -
Quote:The knockback on powers like Focus is annoying, and can really upset your attack chain so I could live with knockback being changed to knockdown.
But only for melee ATs, because knockdown, or up, is grossly inferior mitigation to knockback, since the foe just has to stand up and immediatly starts attacking again. Sure, you may be okay if you're a blaster or a dominator with powerful melee attacks of your own, but for say an Energy corruptor or defender the extra time it takes for the enemy to run back into melee range is very valuable.
Erm, focus IS knockdown. Unless you fire it at something weak to knock effects (like Clockies), enhance it (either via enhancements or by set bonuses) or you're a few levels above them, then it becomes knockback.
As I said they only thing I can think of doing is greatly reducing the knock magnitude in powers so it won't cross the threshold as easily. -
The reason they're so dear to buy with A-Merits is that they're supposed to be earned from participating in PvP.
The correct thing to do, given what the PvP IOs were intended to do, would be to greatly increase their chance of dropping in PvP, not make them easier to buy in PvE. That'd run contrary to their intended purpose. -
As Tenzhi says Knock-up is a separate type of knock effect to knockback.
So everything they posted is entirely correct here, you could replace knockback/down with knock-up. Then as you outlevelled enemies they'd merely fly up further into the air rather than go from falling down to being knocked backwards.
Mind you I wouldn't do it with Jolting Chains cos it'd look daft. Not sure what the solution would be really. Marking the Chains Knockdown as "unaffected by buffs and enhancements" wouldn't work. I suppose they could reduce the amount of knockdown from (I guess) 0.67 to 0.34, then the scaling wouldn't take it above the down-to-back threshold (which I *think* is actually 0.75, not 1) as easily. -
Quote:Does anyone know who's idea it was to make PvP IOs cost up to 15 times more Merits than they are actually worth?
Does anyone know who came up with the numbers?
No? Then, I'll settle for their loved ones...
Aren't they "worth" over 3 billion a pop for some of them going on Market Prices? -
Quote:If I remember rightly the problem there is that Active Defense (where you get a large chunk of that DDR via stacking it) won't actually take Defense SOs or IOs. HOs can go in there though.
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Quote:Plant/Storm would be a total beast. Especially once you throw a few procs into Creepers and Roots.Thx for all the suggestions. I have 2 free Charslots. I think i will use both of them to test 2 different combos. 1 Slot will be used for a Dark/Storm Corruptor or Defender ... i'm not sure what the better AT for this combination is. Maybe someone has some experiences with that.
Bots/Storm might be a nice Combo, but one Bot-MM is enough for me. So the second will be a /Storm Troller. ATM i can't decide what Powerset i'll take.
Maybe Ice....think this would be a very survivable Combo, a lot of tools for avoiding nearly all Melee-Attacks and a lot -Recharge, but from what i see it will take hours to take the Enemies down, cause i have to rely on low damage Powers like Freezing Rain. Am i right?
Plant...mmmmh. +Regen through Spirit Tree to compensate the lack of a selfheal. A mass confuse power at lvl 8 to help at lower levels. Carrion Creepers at lvl26. How is this combination damagewise? Can i stand back, let the Carrion Creepers do their work with the support of Freezing Rain and Lightning Storm? Are they able to keep Aggro?
Creepers can keep aggro for a wee while, but I've found there's little need to since everything is confused anyway. You want to be adding to the AOE death with Roots and any Epic AOEs you have, that way you get more XP from confused foes.
Illusion/Storm was my first 50, my main and my first controller and I love it to bits, but it isn't the best at many of lower level enemies, the PAs get too distracted. Plant is a better AOE monster. -
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Quote:This will all probably sound stupid to you all but since I started playing again a few things I don't know about enhancement sloting has been bugging me.
These damage proc enhancements you're talking about in putting in trops, is the damage effected by the level of the enhancement or the character level and are they effected by damage enhancements in the same ability?
And since I'm already bugging you with questions... I've see a couple of builds on here putting enchancements like kismet +6% acc for 120 secs into toggle abilitys, wouldn't you only get the bonus for 120 secs after turning the toggle on or does the duration refresh itself when it's in an active toggle?
Thanks for any help.
Damage in the procs is based on your level. Damage enhancements and damage buffs make no difference to them, only debuffs on the enemy can. For non-purple PROCs the damage is 70 at level 50, so in Caltrops you're talking on average 20% chance of 70 damage every 10 seconds, or on average adding 1.4 DPS to Caltrops.
If I remember my calculations from earlier in the week right each PROC is like putting a 50% damage enhancement into Trops.
IMO it's nice to do if you have the slots free but not amazing or anything. -
Carrion Creepers for me. I just love those squirming tentacles of doom and the spam of tiny numbers and exploding corpses it leaves behind. And it takes all sorts of wonderful PROCs.
I also have love for a Dominators Power Push.
So I suppose I like having my cake and eating it too (what's the point of cake otherwise?) -
Quote:In my case "slog" here equates to "Man, I can't wait until level X so I can smack those Polygons with Y"Isn't the question of whether it's a slog dependent on how you feel about it in the first place? Pretty much this game is all about beating up polygons over and over with different window dressing. If you go into a particular goal with the mindset that you're just going to have fun beating up polygons then I doubt anything will feel like a slog.
Once I get there typically play with Y for a few levels and then get distracted by a new combo of powersets and a new series of Level X, Power Y thresholds to work towards.
Generally my main "slog" areas are 14-22 (much improved now) and 33-40ish, which is more down to the zones those levels correspond to (improved by RWZ, Tips and Super sidekicking nowadays but still there a bit for me). -
2 Acc/Dam IOs, 1 Dam IO (usually from one of the sets which give a Recovery bonus as the 2 slot set bonus) and 2 holds is how I slotted mine I think.
All of his attacks do some damage, not huge amounts but it's worth slotting him for it IMO.
I wouldn't bother slotting for Immob.
The +resist (and +def in your case) uniques go well with him too since he's got decent resistances to build upon. -
Quote:So long as someone else reading the thread doesn't read it and thinks its right that's enough for me. Ive long given up trying to convince je saist that they're wrong or engaging in any sort of debate about how powers work. They seem incapable of interacting in that way.You guys know telling je_saist isn't going to convince him otherwise, right? He is the king of wrong.
Its usually wrong but its a useful jumping off point for discussing game mechanics by discussing how it really works (or having how I understood it corrected). -
Quote:But right now they appear to be breaking that mold since we appear to be heading for an epic conflict with Cole, and you want them to not break the mold and go back and refocus on something else?
But in i12/i13 we "appeared" to be headed into a Coming Storm... -
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Quote:Can you imagine the cries of distress if End Game turned out to be Rikti Yet Again?I've already said what I want the end game to be in another thread so I'll post it here - but sticking it to the Rikti in their own back yard would be fulfilling, in tune with the existing lore and also would give us plenty of new challenges.
(and rightly so IMO).
I wouldn't find that fulfilling in the slightest to be honest. It'd be "in tune with existing lore" alright, basically a rehash of i10. -
Quote:Works for me with a Google log-in. Using the Opera browser but any should work (IE should always be a last resort).You need a google docs / gmail account, or maybe internet explorer instead of firefox.
Also no-ones mentioned it yet but one nice aspect of VEATs is that one character can use dual builds to try out different combinations, like a ranged AOE focused Fort and a Night Widow (this is what I do, NW for carving through Tip missions solo or on small teams, Fort if I want to play ranged AOE and Control). -
Not in the traditional snipe sort of definition of "Interruptable" but with Shape shifting and mezzes it certainly happens. I'm pretty sure it's an issue / bug with the engine itself though and there's nothing that can be done with it directly. However decreasing the animation time of shape-shifting would reduce the likelyhood of it happening. -
Quote:RuntimeException, my Ice/Psi Domi techbot isn't using "Ice" at all. Instead it's a hijacked Crey bot running a buggy and hacked homebrewed operating system which was juryrigged with a Clockwork Psi Eminator.The point and the reason for it is not that they don't look good, in a lot of cases they do. The point is they don't look like ice, at least in the eyes of the devs who worked on it. If you want a character with crystal armor, make stone armor. Pick the crystal options. Problem solved, outside of granite armor anyway but customising that is a whole different can of worms..
So all the mez effects are actually foes getting confused / running slowly / freezing in place due to the constant waves of psychic spam, DDOS attacks and other malware attacks being projected by RTX.
I'd love more flexibilty in terms of recolouring ice so it's not so "icy" (ideally for RTX I'd love the ability to give much more minimal effects to ice altogether a la Grav but that's not going to happen and it's totally an edge case)