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Quote:Hm... Ah.The really sad thing is, Tesla Cage's hold duration is currently 8 seconds.
Assuming Mids is right that's because there is no Ranged_Hold modifier. Every time they add a new hold to a blast set they pick something that looks close. We've got Dark using Ranged_Immob, Ice and DP using Ranged_Sleep; then Tesla Cage references the Ranged_Ones modifier instead of something with the correct value.
Wonder if they even know that. Definitely looks like a bug. -
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Unfortunately if they were going to put the time into changing how NPCs use endurance to turn sapping into a more workable debuff/control mechanic it would likely have been done for Elec Control. Instead they met the problem during Beta and the solution was to change what the power in question was for.
This leaves Elec/ being very similar to Radiation, the secondary effects being largely irrelevant and the most of the powers being broadly similar. 3 ST including a mez, 1 PBAoE, 1 TAoE, Aim and Nuke. Elec gets Voltaic Sentinel, Rad gets a cone.
The does give us an obvious and consistent fix for Elec's lacking single target damage: give Tesla Cage the same treatment as many other low damage single target mezzes have gained over the last 11 issues. Bump damage up to ~122.6 as befits a 10s recharge power and cut the hold effect to ~9.5s. Basically a slightly less powerful version of post i24 Cosmic Burst. -
"You can play the game you've enjoyed for 5+ years for free, but to talk about it you have to pay for the new trial-grind that is why you didn't enjoy other MMOs."
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But we can't possibly have more than one event happening a year, that might suggest that marketing is doing stuff and that the game isn't dying.
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Quote:Well I did spend time on beta running with all levels of radial assault trying to pin down the doublehit damage, so I'll freely admit to having missed this problem if it did occur while I wasn't looking for it. I never would have spent the time to collect all the components needed to test multiple Hybrids the long way. Having to run 5 Magisteriums was remarkably tolerable compared to having to run 50+ trials to craft stuff.Actually I'm pretty sure what the OP is talking about has to do with changing to different tiers of the different Hybrid powers. As such, it's actually NOT because of problems unlocking the Hybrid slot, but because nearly everyone uses the 1 inf Empyrean Merits in beta to immediately jump to T4 without testing the intermediate stages.
The only way to have accurately (that is to say, not through luck) caught this bug before launch would have been to disable the penny merits from the Ouro vendors.
Edit: Ofc since the whole "stays running permanently if you log off with the power on" exploit is live despite being reported I doubt that these issues are proving as simple as they might appear. -
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Also:-
All of the Hybrids have a 2 minute recharge after they detoggle; whether they do so automatically or manually. -
Quote:That's fairly easy to do technologically; ionising lasers and a well insulated handle. We can't quite manage it on a mjolnir scale but manipulating electricity on that level isn't new or magical.Not to be a silly goose or anything, but whenever someone "conjures" lightning from the sky and redirects it to an enemy through a hammer medium...yeeaah, that's magic.
Edit: Just noticed this was 4 days old, oops. -
True enough. I just have a run with posi triples stuck in my head, was buy/crafting for 15 mil, putting them up in the mid 30s and over the course of a couple of months didn't sell anything for under 50. Of course anyone that cared about the price wouldn't have been buying the crafted IO since the margin was already fairly obscene.
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Quote:Technically it lowers the highest price someone must pay for an item. An awful lot of profit comes from people not being aware of this and continuing to pay the old high price anyway.Wow, gotta be 10 times by now that you or someone else has made a stupid comment along these lines. Flipping increases the lowest price for an item while simultaneously lowering the highest price; i.e. it narrows the price range.
You can give a horse cheaper water but you can't stop it throwing a tenner on the counter and telling you to keep the change. -
Quote:I wasn't aware the conversation was limited to salvage - I've never considered it to be high enough profit to warrant the slots. On the other hand add a mil to every set recipe in a build and you've likely increased the cost by 50-70 mil. You are also unlikely to have taken any benefit from these prices during the 1-50 journey since there's almost no market activity for a good 95%+ of drops below their level caps.I deny that any player availing themselves of the market would be unable to afford whatever salvage they wanted at the 'going rate' these days.
Let's remember that those "ridiculous" prices benefit them when selling.
Once you've got a 50 you like playing, or understand the market well enough to have an effectively unlimited income then well...
Quote:...that's what Gleemail is for! =D -
Quote:For anyone with the ability to pay the marked-up prices flippers have broadly the same functionality as vendors. For those without that ability they're vendors when selling and the embodiment of all that is selfish and evil when buying.And another benefit, ignored by the OMG HIGH PRICES ARE TEH DEBIL crowd: raising the price floor benefits sellers. instead of getting a handful of inf for their junk, or just not bothering to list it at all, they get a decent price.
I freely admit to holding both viewpoints; including when I'm cursing myself out while trying to buy something on one character that I'm making a profit off on another. -
Even with converters there are a lot of things I dump on a vendor when I notice I've got a full inventory. I get inf, the item vanishes from the game. The low turnover on sub-50 items discourages the use of market slots for them.
So; what if vendors re-listed anything sold to them on the market with a mark-up?
Anything that consistently sells above the vendor sale rate would likely continue going through the market; anything that sells for between the vendor's buy price and sale rate could still be sold for more than you could vendor it for. Anyone listing stuff for less than the vendor's sale rate still sells before them.
Increased supply at mid levels and the entire sale price of those items being removed from circulation are the obvious big benefits.
Would this be a good idea? What have I missed? -
Quote:It was a comment on the futility of your approach rather than the validity of the point.Hmmm kind of like Warren Buffet ?
http://abcnews.go.com/blogs/business...ry-talk-taxes/
Oh you probably were shooting for something less valid and complimentary.
Quote:They raise the price floor and lower the price ceiling while increasing the supply of whatever they're working with- I think it's safe to assume all that underpriced stuff would otherwise vanish off the market. I've always said this is a social good, but even the most jaundiced observer would be hard pressed to say it was a negative.
Whatever financial harm we presume is being inflicted on bargain hunters at the low end is more than compensated for by dampening price escalation and spiking at the high end.
In absolute terms increasing the floor of an item from 5k to 10k while reducing the ceiling from 200k to 150k can be considered an obvious improvement. Looked at as a percentage you've halved the purchasing power of patient people with low incomes while increasing that of impatient rich people by 25%. -
What you're doing is more akin to walking into Wall Street and ranting from a soap box about the evils of capitalism.
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Clearly the set with the most point is Archery. *ba-dum-tish*
Fire does a lot of damage. Ice does good damage and some decent ST control. But a large part of their AoE depends on keeping things in rain patches. Archery does good damage, but the redraw can quickly become annoying if paired with an active set. Sonic is good for hard targets and has a lot of control. Dark has good AoE, gets you hit less, keeps stuff out of melee and adds a heal you might not have in your other set. Psi has decent damage and it's hard to find a power in it that doesn't have significant mitigation attached.
Blast sets are like cars: they all have the goal of getting from A to B but top speed isn't the only thing worth looking at. -
My second hero and first scrapper was Dark/SR, I didn't know how accuracy worked, didn't know what softcap was and thought IO were something I might be able to afford in a few months. All I knew was that I could heal by hitting things and that if I hit stuff it found it harder to hit me. Therefore when in the middle of a multi layer cave something I didn't even notice killed the tank and the rest of the team followed I came to the obvious conclusion that the best way to survive was to hit everything. Some time later there was nothing left to hit. I decided to keep her.
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I think the clutter is an ongoing interface problem and these threads are just a topical place to complain about it. Having it come up in a related official thread every week is marginally more likely to attract dev attention than posting in the suggestions forum while not requiring people to think of a solution before saying there is a problem.
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Well I pulled a mind/stone dom and a stone/ea brute out of retirement for some testing. I would hesitate to call the results definitive but here's what I've got:-
- You can't knock down something that is currently ragdolled or playing a knockdown animation. Once it starts to get up you can knock it down normally but you can't ragdoll it or knock it down using the low mag knockup backflip animation.
- The movement portion of knockup/knockback is completely detached from whether the corresponding ragdoll is applied.
- There are some oddities with animation priority like the guaranteed knockdown in fault failing to occur in some cases where the power stunned the target and it began to drunkenly stagger instead.
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Quote:... more 'junk' that would farther clutter up my Character items window.Quote:This is what I did. I already have a pile of temp rez powers I never use from the Super Packs and don't need another, even if it's free.
Character Items is almost completely unusable though. I'll likely never use any of my team/dual inspirations or temp powers because they're items I can't remember the names of half way down a 58 line alphabetical list in a 4.5 line tall window that doesn't resize.