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This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).
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OK, now I'm really intruiged. Which powers?
Is this related to the Transfusion/Transference "I hit but nothing but the graphic happens as you died after I hit you but before my effect resolved" quirk? If so, does this fix it? -
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It's a crappy turn of events, yes, but let's keep some perspective here. Do the TFs for fun, not because your OCD compels you to.
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Amen. I was thinking to myself the other day how many OCD personalities have been exposed by badges!
A badge means nothing. I'll take them if they're no significant inconvenience for me to pick up, or I'll go after them if they're part of an accolade I want, but other than that they're totally unimportant to me.
I have NO idea why so many people are obsessed with them and think the Devs should sacrifice their firstborns for not making it easy for every single character to get every single badge. OCD! Take a step back and get some perspective people! -
I haven't had a chance to go on the test server yet, but for the record just conceptually I really don't like the Wormhole changes, and the added damage for Propel doesn't impress me. We need more than this, and Wormhole is useful as it is anyway. I'd rather keep my precision placement tool rather than have a crappy slow-casting mass disorient.
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I did have a question about the section below. With my level 24 illusion controller, deceived sorcerers would continue to heal other villains. Does confuse work differently in this aspect too?
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I believe the effects of Confuse on buffing enemies has recently been fixed by the devs. Certainly, when I was fighting Tsoo a week or two ago with my illusionist, the confused Sorcerors were healing *her* when she got hurt. With their heals *and* storm powers, that was definitely good value for a dollar... -
Not sure if this has been mentioned yet - but the Hydra in the Sewer Trial (a giant, tentacled, deadly psychic alien) is a direct reference to the sublime Watchmen, as is, arguably and less directly, pretty much the entire Rikti plot one way or another.
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Hide Park - I can only assume this was supposed to be High Park.
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Or a reference to Mr Hyde, a troll-like creature? -
Sounds good to me, poz.
Agreed on your reasoning all round, and very happy to hear a third tray is coming. The only possible use I could think I'd have for tray-switching at the moment is for shapeshifters, and if I really wanted to shift trays like that, I'd probably bind them to something more convenient anyway. Ctrl+number is much more intuitive for a power use than for tray switching, IMHO. -
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Now about those Mind Controllers...
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Funny, I was just about to comment about Grav controllers...
Cool thread. -
Statesman - any plans to tweak Grav controllers for the better? This is a big concern on the Controller forum right now.
Thanks for all this recent communication - it really makes a huge improvement to the non-casual players experience. -
Statesman, are you aware of the widespread concern about the weakness of Gravity Controllers compared to other controllers (even Mind)? What do you think? Any plans in this area?
There's a lot of traffic about this on the controller forums at the moment, please check it out if you haven't already. -
Has anyone asked about the possibility of positive tweaks to Grav controllers yet? Statesman, please take a look at the Grav threads on the controller forum at the moment.
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Wow, what a list! My jaw says I can't pick it up off the floor for another 30 seconds or so!
(I would nonetheless appreciate a comment on Grav controllers - there's been an awful lot of discussion about the apparent weakness of Grav controllers on the controller forum and no comment from Devs. Even a small fricken' bone would be much appreciated)
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Powerslide
This power forms a frictionless field of energy beneath the user that allows rapid transit while close to the ground.
A free travel power for those willing to spend the money is an advantage over the other players.
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No no no no.
Apart from the surfing animation, it's a sprint clone. Same speed boost as sprint, can't be used at the same time as sprint, seemingly the same endurance cost as sprint.
No advantage gained whatsoever. Some people will think it's cool, some won't, but there's absolutely no difference between it and Sprint in effect. -
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Outcast minions...the only one I really think needs changing is the scorcher. He uses the attack that the hellion boss uses!
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....but doesn't do much damage with it, whereas the Damned will mess your day up very quickly with it. -
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We'll also be tuning down Trolls and Outcasts even more - to make them like Skulls and Hellions (fewer powers, etc.).
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Please don't, matey. If anything, please give more individual powers to Skulls and Hellions minions. Truly.
I don't find Troll and Outcast minions to be particularly dangerous - I think the minions are perfect as they are. I have some issue with Lead Shockers (Thunder Strike doing about half a same level Tank's life in one hit + stun = too much ow), but that's about it.
The minions appear to be dangerous because they use powers that are beyond what we think of as minion powers at the lower levels, but they don't actually seem to do more damage than a Skull or Hellion minion, particularly the bat or sledge-wielders. -
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Can you explain the difference between combat level and security level? All I can ever find is security level in the ID nothing about combat level anywhere I have looked (probably looking in the wrong spot).
Thanks
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They're not the same thing at all.
When you gain enough XP to go up a level, you immediately gain your new (one higher) combat level. This is the level used for conning colours, and determining to-hit/power effectiveness/defense against enemies. As soon as you "ding", you are more effective against enemies. Sidekicking and the Exemplar system also modify combat level artificially for a while.
You don't gain the new security level until you train at a trainer. Security level determines access to hazard zones and so forth, and access to powers and slots. -
I really don't know what to say. What an awesome pair of ideas. Thank you.
Comments/requests/questions, from a Fire/Fire and Inv/SS tanker player:-
1) Please make the AoE taunt effect use the Provoke reaction animation (the "spidey-sense" one) so that we can see who's taunted. I think it's generally frustrating when you can't tell if an effect has effected a MOB or not (see Grav Distortion - grr).
2) Query - from what you've said, I'm taking it that the provoke effect 'hits' automatically if the attack does? Please clarify.
3) Please don't make Burn itself do this provoking effect. However, please make the secondary provoke effect strong enough to overcome the Burn fear effect, or it's not worth much to Fire tankers... and powerful though they are, I don't believe any build should need to take a pool just to effectively use one of their main weapons.
4) Will damaging primary-line auras be doing this Provoke effect? Blazing Aura/Mud Pots/Icicles?
5) Please consider making the *Tanker* secondary Taunt perform a (lesser?) AoE taunt on all bar the main target. My reasoning for this is thus - Tankers basically have melee attacks only (with the exception of SR and Stone, who have a cool but very slow ranged attack). If a teammate who is not in melee range is getting pounded, the Tanker, with these changes, has no means to take aggro off that teammate at range without resorting to Provoke again - with the number of MOBs floating around at higher levels, it's usual that several slip by to the squishies, not just one. Whilst I can see a strong argument for Tanker's having limitations to their inherent taunting, there's a critical point to this - if players know Tankers are pretty rubbish at holding aggro outside melee range, Tankers will tend to only get invited to teams if they have Provoke, much as the preference is now. If you want to make Tankers attractive to high level teams, they have to err on the side of having too much aggro conrol capability, rather than too little.
Thanks for reading, and keep up the awesome work.