EntropyAvatar

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  1. Quote:
    Originally Posted by Arcanaville View Post
    ** I believe when it comes to game mechanics, the best changes are ones everyone quickly forgets about, if they even notice, because the change seems so obvious people start to think it just always worked like that. It used to be a conjecture of mine, but now its a theory. Take that for whatever its worth.
    I know that everyone who uses a defense-based set should thank you every time they log on.

    I'd pay money to read more of your ideas of how your dream MMO mechanics would work. It's something l like to think about myself.

    I think the trick would be to leave lots of interesting and natural-seeming synergies without making it too exploitable.
  2. So what about this:

    * Powers that increase your Max HP, like Dull Pain, Earths Embrace, and Kuji-In Sha will now be affected by Heal Enhancements. That is, Heal Enhancements will improve how much the target's MAX HP is increased.

    I wonder if this also applies to Overload...
  3. [ QUOTE ]

    One more thing: in teams, smoke flash doesn't eliminate aggro, it just takes you off the aggro list, so if your timing is good, you can use it to in essence divert their aggro to mastermind pets or something.

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    Once in a mission I drew the ire of an entirely unreasonable number of enemies. So I smoke-flashed them and they immediately ran over and killed the lower-level Brute on my team. Later the Brute asks what the power does and I say "It makes them kill you instead of me!"
  4. EntropyAvatar

    Potpourri

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    When the NPC follower gets in aggro range of a MOB, he won't move until you clear out those MOBs. Obviously there's aggro range AI on some of these NPCs, in the Zig prison break mission the damn NPCs won't stop aggroing and attacking, all you have to do is change the AI on the non-combat NPCs so aggro = freeze instead of fight.


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    Yes, that's perfect. They can just start doing the 'cheer' emote, or even run up to your enemies (their friends).
  5. [ QUOTE ]

    Wishlist: We should not draw aggro/suppress when we miss our strike from hide - LittleFuzzy3, 25/09/05


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    Could we get a vote on this? I doubt many Stalker players think this is a reasonable request.

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    Bug: Other mobs can break my placate on another target. Or that a mob can attack while placate is animating, still be placated and I lose my chance for a crit. - Jesterman, 5/10/05


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    I think this has been resolved. There seems to be a brief grace period after Placate where you will still get the crit (on a normal attack) even if you take damage. As for 'breaking my placate on another target' that doesn't happen, just seems to be a misunderstanding about how the power works.

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    Bug: Enemy ambushes in missions start aggro'd on the Stalker, negating much of the effectiveness of Hide. Instead,In-mission ambushes should be targeted on the *location* of the PC at the time the ambush spawns. The enemies should basically be given a 'Goto Aggressive' order. - EntropyAvatar, 6/10/05
    Castle: We're working on a fix for this for post launch. This isn't just a Stalker issue, either. It affects Master Minds as well, though in more subtle ways.


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    I've actually seen this suggested behavior occuring in several heist missions. Maybe they have to modify each mission individually?

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    Ninja Blade[LIST]Bug: On some spine attacks there's the long barb that comes out and extends forward from the palm. For even the attacks that don't have that long barb the barb is appearing, but ONLY while the attack animation is going. So all of a sudden you have these huge arm length spines coming out of your hand that weren't there before and aren't there after the attack. They don't appear to be completely synced with the attack animations either. - Jesterman, 12/10/05


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    This should be in spines.

    Thanks for putting this up again.
  6. [ QUOTE ]
    Giving resistance based sets the ability to resist resistance debuffs (what a mouthful), and then giving the ability to enhance resistance debuffs seems like this too might go a ways to help balance the differences between the sets.

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    Resistance sets already have resistance to resistance debuffs equal to their resistance (let's see how much longer we can make this).