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Posts
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Joined
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The Ageless with Debuff protection can be a wonder on characters built with lots of defense (willpower for example) but little to no DDR.
It's quite amazing how much difference NOT losing all your defense to massive debuffs makes. The +end and +recharge is just a side effect then. -
Quote:I thought the announcement said we would get Paragon Points accruing until launch, not PRewards?it also seems we'll be getting one Paragon Rewards token every month leading up to the release of Freedom.
edit: http://boards.cityofheroes.com/showthread.php?t=264018
Says Paragon Points... no Reward tokens. -
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I wonder what "Inner Inspiration" is (tier 8)? It's promoted as a new power next to Return to Battle (self-rez).
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My friend who plays and does lots of iTrials raves about how much faster and easier BAFs are with smaller sized groups.
Having less escapees with better spacing and less ambushers, and the less lag, makes him much happier.
I think he said Lambda was faster/easier, too, but I don't recall for sure. -
Quote:This is pretty much identical to what I was gonna post, so I'll just /agree!I'll miss having the option of NOT starting in Atlas Park where all the perpetual loiterers are where the "social hub" of hero-side is supposed to be. I started my first character in Galaxy City before badges or Coyotee existed, this was the first zone I memorised the layout of, and to this day is still my prefer starting spot because I don't have to put up with the inane broadcast of Atlas Park or trip over characters people made to shock me and cause me to facepalm more so than to play.
I don't have any real, special love for Galaxy City so much as I have real, special hatred for Atlas Park. -
Quote:I'm also going to throw out there that Bane Spiders are likely to have tohit buffs, which result in the large chances to hit that the OP mentions.
Not to mention that both Tarantula Mistress lieutenants and Crab lieutenants/bosses can do some pretty hefty defense debuffing.
The primary Mistress debuff, if it hits, is around -30% defense. I've had a spawn with 2 hit me with an alpha and take me -40% defense before on a character with just shy of 20 defense at the time.
edit: Even at just over 50% DDR, the Ice tank is still going to feel the impact of those debuffs if some Arachnos spawns roll lucky on the alpha strike.
edit2: Mental Scramble is probably the T.Mistress power I'm thinking of, based on the wiki. It is Ranged/Psionic, so the Icer is likely to have lower defense to avoid getting debuffed by it, too. -
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Quote:I would expect any Solo(ish) Path Incarnate Arcs to be set for a minimum of +4/x1 With Bosses, With AVs.
I would not expect incarnate shifts to apply in these arcs, similar to Apex and Tin Mage.
I agree with the +4 level minimum, and with the Bosses required. I can't say I personally would be happy with the AV tag being required.
Sans -regen and highend-DPS, solo AV fights, while enjoyable to some, are extremely long and tedious when even possible [failure due to inadequate single target DPS to overcome AV regen is very possible].
So, personally, I would like an alternative that included EBs instead of AVs. Maybe the EBs would need level-shifted (or whatever) if they weren't deemed to be hard enough, and I would be ok with that. Those that want AVs could then still have them. -
I would very much like to see some extra options available for the server selection screen.
Put a column (favorites) by the Server name with a radio button.
Put a toggle button down at the bottom called "Show All/Show Favorites".
This way, we could select our frequently used server(s) and not have to see or scroll through the others.
Or some variation of this that let's us see a small(er) list of just the server(s) we actively use. -
My understanding of Shard drops as of the i20 change was that, regardless of your current level, mobs that are +0 (or higher) to you can drop a shard, assuming you have already opened the Alpha slot.
In other words, my understanding is that mobs that are -1 or lower to your "current" level can't drop shards.
So, assuming my understanding is correct, you don't want to use the "-1 level to me" difficulty setting. Technically, at least a portion of the spawns will be +0 to you, and could drop shards. But, it would significantly lower your chances for them per mission. -
Quote:Absolutely, they have acknowledged we want it and that they want to do it.Don't forget the "we want it to be added in a meaningful way that augments the epic Incarnate storyline and still remains accessible to our more casual players."
That's verbage for 'we're still in the early stages of figuring out how to deliver this right, but we want to do it"
We know how long the development cycle is, though. It's in excess of a year long.
So, the "we want to do it" means it's not in the cycle yet. "We will endeavor to consider" confirms it's not in the cycle, yet.
So, 1 to 1.5 years away, maybe. That's my take.
That's an eternity away, and that's if they actually turn "want to" into "are doing" in an immediate fashion.
Hoping for it sooner is wishful thinking. Expecting it sooner is like planning on winning a mega-million dollar lottery. Good luck with that.
edit: "and if its going to be repeat-content, it should be done in a way to mitigate the repetitiveness"
Why? The Trials are massively repetitive. (Not that I want repetitive, mind you. But, they've already went there.) -
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Quote:No, my grumpiness is at the community represented here. Rather that clearly pointing out WHERE an AUTHORITY has acknowledged the concern and clearly stated effort is being put into it for a future issue, putting the issue of "will it happen" at rest.
Actually, I don't consider it to have been "put to rest". Acknowledged, yes, but not put to rest. Here is the reason why...
>>>We are looking into this for a future issue
>>>we will endeavor to take this into consideration in future development decisions
Note the lack of "It is in development" or "It is going to happen (eventually)". Instead of definitive, we get "looking into" and "endeavor to take into consideration".
That's does not, to me, fit the "clearly stated effort is being put into it for a future issue, putting the issue of "will it happen" at rest" that you feel it does.
I do agree they have acknowledged it, though, as I said above. -
There is an 11.5b hotfix driver available. I haven't looked through the list of what hotfix A or B resolved, but it might be worth a try.
Obviously, with 2 quick hotfixes, there was something wrong. -
Well, I am on, and I can say. This is awful.
Heh. My level 1 tank can only get like 1 brawl off per 30 seconds.
I click. It does nothing.
Yeah. The "improvements" don't seem to me to have helped any. Server lag is awful. -
Quote:My favored way of getting a lot out of Lightning Field with just a few slots is to slot it with 3 Scirocco's. Acc/Dam, Dam/End, and Acc/Dam/End. This gets you respectable damage, enough accuracy and endurance reduction, a bit of regen, and respectable amounts of negative damage resistance which Elec Armor can certainly put to good use.
I slot these 3 Scir's and 1 other Acc/Dmg/End and call it happy. -
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What/where is the weapon used to assassin's strike in the video?
That's not a current option for any powerset that I can see... -
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I could swear that attack's recharge rate was showing calculated out to 3 decimal places. Now, it's only showing 2 decimal places. Arcanna-time does show out to 3 still.
Any chance of getting 3 back on recharges?
edit: Loaded 1.940 in an alternate location, and it does show out to 3 decimal places. So, I'm not crazy! -
Things I would love to see:
Alternate animations for Dark Melee's Siphon Life and Midnight Grasp. In particular, I would love to see some "punch-y" animations that better match Shadow Punch and Smite and Shadow Maul.
A No-FX option for Electric Armor's three primary shields (Charged Armor, Conductive Shield, Static Shield). At the very least, I would like a non-"pulsing glow" option for Static Shield. -
Quote:Some kind of Schrodenbug... Didn't show up at all for me until you guys reported it, suddenly nothing works and looking at the source code, it can't ever (well, ever since I ported over that section of the code from VB to C# two weeks ago - part of why Mids 1.94 and Mids 1.93 are smaller than 1.92) have worked. Given that one of the two main builds I use for testing had Guassian's in it, and none of my QA people found it... I'm at a loss. Argh.
Anyways, it's fixed now. Hopefully, there won't be any other of these Schrodenbugs.
Yay! Thanks for the update, and for the quick fix! -
When I load my main build (tank, elec/dm), I get an error popup with this message:
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Hero_Designer.clsPowerV2.get_PowerSet()
at Hero_Designer.clsPowerEffect.get_VariableModified( )
at Hero_Designer.clsToonX.GBPA_MultiplyVariable(IPowe r& iPower, Int32 hIDX)
at Hero_Designer.clsToonX.GBPA_Pass0_InitializePowerA rray()
at Hero_Designer.clsToonX.GenerateBuffedPowerArray()
at Hero_Designer.frmMain.info_Totals()
at Hero_Designer.frmMain.RefreshInfo()
at Hero_Designer.frmMain.pnlGFX_MouseUp(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseUp(MouseEventA rgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
edit: Tried to rebuild the build from scratch, and started getting the same (or similar) error repeatedly. First time occured when slotting the +Perception IO.