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I'm in the same boat and the best, most comprehensive way to catch up change-wise is to start here: http://paragonwiki.com/wiki/Issue_1 - and read down, then continue by clicking the appropriate next issue link at the bottom(and any linked words in a new tab such as Inventions or Salvage that you want more info on); caught me up fairly nicely, actually, moreso than anything on the forums did for sure; all this talk of IOs and frankenslotting and other greek works to me were figured out through the Paragon Wiki ;D
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Yeah there's 0 point in Flight's accuracy penalty...it's already the slowest Travel there is AND it drains end worse than the other two...what are these there for, to counter? Floating out of melee range? NEWSFLASH, Hover. Fly up with Flight, toggle over to Hover, there ya go; I say remove the accuracy penalty for those of us that forget to switch sometimes, or to *gasp* have fun flying in circles trying to fire off ranged hits(but keep the end cost where it is, still quite a bit higher than the other travels); Basically, if a Scrapper can driveby stab things with his Stealthy SS, I wanna fly-by Xray Beam something with Flight =\
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12. I'll note that people want the Friends list expanded.
13. I'll also note the auto decline for team invites.
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That right there is a good part of what makes me consider the $15 a month worthwhile ;D Replies to specific posts in a threadsea of regen posts from the main guy himself and ongoing updates to keep the sets worthwhile, I know it's probably taxing but keep up the good work guys
On the note of holds; I guarantee you people would complain less if a hold didn't GUARANTEE that all toggles were dropped; maybe make it a % chance to drop toggles, and the % applies to each toggle individually, e.g; a Dark Miasma def having Shadow Fall + Combat Jumping on, gets hit by Stun Spores from a DE shroom, Combat's % fails and deactivates while held, but Shadow succeeds and stays onPeople complain about holds because it drops every defense most of us have, if not for that it wouldn't be such an issue because we might get lucky and keep some up
As for Pet Controls; in a game called Risk Your Life, the Demon side's mage gets a pet they can summon, and when you do, a very small bar with 4 hotkeys/icons pops up; Ctrl+! for Attack, the next target you click it will aggro, Ctrl+@ for Stop/Stand Ground(I'd love this for my Dark Servants, pets make it hard to Stealth around past mobs to find blinkies), Ctrl+# for Guard Master, he basically hits anything that hits you and tries to remove aggro, and Ctrl+$, Unsummon.
However, This becomes a problem with more than 1 Pet I realize; you could either have a popup bar for each pet(but for Fire Imps that could get cluttered) or have it affect all pets with the hotkeys, but if you Target a specific pet, any Orders given will only affect that one; I also realize this one would take tons more work and would probably be far off if feasible at all, but I figured I'd put it out there anyways
More Costume options = yay of course ;D You might as well make another post asking for people to suggest what Costume options you could add and see what you can add from there, I'm sure plenty of people would throw in some ideas
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Take the Regen debates to another thread guys, it's not the topic and I'm sure States doesn't want to wade through the arguments to find answerable questions, he's got alot to do already
My 2 cents: Regen, WHEN COMBINED WITH POOLS, is quite potent in the late 20s up to 40; I've seen Scrappers tank better than tanks and not take any dmg due to perma-IH and insane regen; however, these instances are players that know how to make their powers work together, and compliment each other. Casuals and other less-"perfect" builds may not follow that, keep it in mind; a slight tweak might help, but it's a very fine line between balance/returning the challenge and basically blowing the set to bits. For those Regens who still argue for reasons relating to alpha-strikes/holds later on due to lack of def, read the other part of his post where he says he's going to decrease those occurances
Way more than I wanted to ptut but oh well; Unyielding getting a slight movement capability would be nice, most people use it anyways, but others ignore it due to the inability to move(Like myself) I'd say Caltrop or Swarm-induced slow walking speed would be fair, or if it's a bit more, lower the resistance it grants a bit to compensate.
And finally, more costume options would be great, trench coats would open a ton of possibilities I've wanted to make, like Setzer from FF6 or othersI do highly suggest though, adding "true" Medieval Armors, the current one that's called Medieval isn't even remotely like that =\ And it has Arrows pointing at the crotch from each piece, cmon that's not knight-like lol
Thanks a bunch for the post, States ;D -
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and the enemies do not teleport into wierd places like between walls. so yeah, this is a bigfix.
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Well let's see...did Virginia Hoffman's door mission vs Tsoo in a Rikti mapsetting three times with a friend this morning; first time went fine, 2nd time 1 single sorc teleported outside of bounds(defeat all Tsoo being the objective); we both searched every possible nook and cranny using fly while mashing Tab to find a target with no luck. Ended up relogging to reset, went through a third time, focusing harder on Sorcs; one went inside a wall again, but thankfully teleported back inside bounds shortly after; basically the OP's right in most aspects, the mobs are still able to get themselves stuck