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Also i'm sure i've seen a TA mastermind at Fight Night before.
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I'm pretty sure that's Term's MM, Kakashi or however you spell that... Nin/TA. I think he's only in his 20s though. -
Even though this is a necro post, I need to point out a few things.
According to City of Data, the interrupt time is 1 second. That means that 3 slotted for interrupt reduction, the total interrupt time should be 1 * (1/(1+1.14)) = 0.47 seconds. I swear it feel shorter than that though.
This means that resistance sets can use aid self just fine, as long as there isn't massive DoT or autohit debuffs. Actually I'm pretty sure you can use aid self through an autohit debuff if you can get it off inbetween the ticks. However most of the tick every 0.5 seconds, so you can imagine how giagantically lucky you'd have to be to get it off. This hypthesis is formed in pocket d which has a tp surpressor. I found I could get aid self off inbetween -tp ticks if I timed it right.
Also, you can move as soon as the interruptability portion is over without messing up the heal, you do not have to remain stationary, you just can't do anything else.
Finally, you can't compare heals to resistance, it's apples and oranges. Heals don't scale with incoming damage, resistance does. However, aid self provides more mitigation in most scenarios. And in the ones it doesn't, you'd die with aid self or tough anyways. -
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Wow, that explains why almost all of the population is running PvE content, and the PvP zones are almost empty most of the time.
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If I didn't have to level and farm for accolodes, I'd probably never PvE again. But I have to, so I spend more time pveing than pvping. -
Yes. Especially RPvP when it invovles cool people.
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Try to min-max as much as possible.
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If you insist
Although, I'm guessing it'll be hard to minmax unless the salvage/recipies are dropping like flies as it'll take quite a while to get to a full HOed/IOed state.
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Do it on the numbers. It's really easy to see where the problems are if you just know how it all works.
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I've done that already. I don't know if +100% acc, +100% dam, +70% end and recharge count as problem areas though. -
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Try to min-max as much as possible.
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If you insist
Although, I'm guessing it'll be hard to minmax unless the salvage/recipies are dropping like flies as it'll take quite a while to get to a full HOed/IOed state. -
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The simplest suggestion I can think of, that would require very little real work, would be to hand out to everyone a new inherent power, called "LookAtMe" (well, something cool), that was a zero endurance burning toggle that suppressed self-stealth. Basically, the presumption is that you should always be able to suppress your own stealth, by just jumping up and down and waving your arms, if necessary. Players that had passive stealth could toggle this during escort missions that required visibility, and temporarily suppress their own stealth.
Seems to cost nothing but a free give-away toggle power, and it doesn't alter mobs, affect other teammates, alter the mechanics of stealth, or modify the mechanics of the invention IOs.
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Heeeeeey, I already suggested that
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You could make an inherient toggle power that surpresses stealth. Call it "Reveal" or something. Give it a really small duration that lasts just barely as long as the toggle tick duration and make it recharge instantly, and you could have lots of fun with the power.
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But it makes my idea all the more cooler now that you suggested it too. -
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Along this line... What can you tell us about the various +Stealth IOs from the Travel Sets?
Specifically, can they be slotted in passive powers? If so, how is this going to interact with NPC hostages and such that won't interact with a stealthed character?
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Currently:
<ul type="square">[*]They can be slotted into passive movement powers.[*]You can have one of each type on your character for some massive bonuses.[*]Escort NPCs will not follow you if these are slotted on your characters.[/list]
Now, before the uproar starts, I have to say that unless we find a satisfactory solution for the last item on the list, these IO's have a high probability of being cut before reaching the live servers. Even if that problem is solved, it is still unlikely that you will be able to slot all 4 versions in a single character -- either that, or the stealth aspect will be reduced greatly.
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You could make an inherient toggle power that surpresses stealth. Call it "Reveal" or something. Give it a really small duration that lasts just barely as long as the toggle tick duration and make it recharge instantly, and you could have lots of fun with the power. -
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Let us go back and redo the arcs!!
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You'd think it'd be pretty simple to do too. Autoexmp the mission owner to the mission level, add a mission flashback option to all contacts that lets you continuously cycle through a contact's missions and voila. Flashback.
They should probably not give you temp power rewards because then you could like do the blackwand/wedding band/whatever missions over and over and never run out, but I think all other rewards would be pretty kosher. -
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I've had some discussions with the team yesterday about what we could do instead, and still keep the flavor of the four pool system
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I can think of a few options
A) Killing anything EB and higher
B) Completing a mayhem
C) Keep it for finishing story arcs, but make it for anyone in the team who is on the team for said completed story arc. That way 50s can exemp down and keep helping people complete story arcs.
D) Make it the 3 pool system and take the story arc pool and mix it in with the other 3 pools -
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Oooh, can we reduce the recharge time for Dark Consumtpion in the Dark Mastery APP for Defenders, too?
I mean, it's great and all, but the recharge is 4 minutes.
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By the time it recharges, I've forgotten I have it!
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You realize you actually made out like bandits there, right? The normal rule of thumb for epic power recharges is double standard and that one is 133% standard. (Normal DC recharge is 180s or 3 mins.)
Of course, if Consume was brought down (I'd be pretty happy with 90 or 120s), I would hope DC would come down also and the Defender EPP version should then come down proporionally.
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And if for some reason they decide to normalize and put powersink up to a minute, the PPPs that have powersink will double up to 2 minutesOr maybe they'll forget about those powersinks and for a few patches they'll be exactly the same.
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Or they may decide to treat this like they did Burn. They might move them all to a 120 second recharge
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Don't even suggest such an attrocity -
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higher level enemies = less end drained. The last one is the most frustrating part for me.
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I believe that's true for all endurance drains.
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Maybe. I've only ever noticed such a significant difference on my fire tank and brute. My Ice tank and electric brute don't seem to draw noticably less end from higher con enemies, but I haven't done any rigorous testing.
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I have done the testing and consume scales down against higher level enemies and powersink (and energy drain) do not. This in addition to recharging 3 times as fast and being autohit (which means it can recharge even faster and recover even more cause it has more room for slots, and you can count on it never failing you when you really really need it).
Oh, and powersink drains a ton of end from the opponent. Consume does a wee bit of damage and costs virtually nothing iirc.
Only thing I can figure is that they think that /fire is good enough that consume doesn't need to be powersink's equal. I mean, there are sets with no end recovery (invul, dark, stone, and more). -
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Eh? What's wrong with consume?
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Powersink beat it up, ate its food, and slept with its girlfriend. -
Something tells me you've been getting way too many PMs on this
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Conclusion:
This means that "suppressed when knocked" was probably added some time after Issue 7... and the "if (target = player)" part, to restrict the suppression to PvP, was forgotten about.
Anyway... if someone wants to PM Castle, go ahead. I'd do it myself, but I'm shy.
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No need. Your conclusion was exactly correct. I'm adding the PvP restriction now and it should make it's way to you folks in a patch or 3.
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Did I mention you are my favorite Dev? -
Have you re-pmed _Castle_ with the results of the testing in this thread? Important notes being that only power thrust works this way, and that well after the enemy stands up, the kb is still supressed on a normal pve enemy?
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I can confirm this as well. I kb the enemy, he stands up, I hit him again, he doesn't budge. If I waited a bit longer to do power trust it seemed to kb every time.
This better not be working as intended.
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Thing is, I can perma KB things with my SS brute, least last time I checked, so this has to be a bug. -
This video actually makes an excellent argument. An excellent argument for why the people against video games don't have a clue of what they are talking about.
Now if you excuse me, I have to finish building my robots of mass destruction (my final upgrade just arrived today), and finish selling my soul to satan for my powers of darkness to smite my foes. Then I think I'll go stop some demons from taking over Portland, then start a gangwar by beating up some 'Warriors' and blaming it on the 'Tsoo' and clicking on a few glowies. -
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That's clearly an exploit if it prevents the endurance crash. Unless I'm just misreading that though, maybe the crash still happens and you lose the endurance, but you regain the endurance simultaneously. If that's what's being described then I appologize for misunderstanding the post.
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This is what is happening, you lose your end bar, then you regain it soon after, maybe even all of it if you hit enough guys. I do this with powersurge sometimes. You can also pop aid self or some other self heal as you are crashing and not be so bad off health wise after your crash, as long as you can make the heal 'tick' come after the crash 'tick'.
If they fix this, I demand they make enemies that I hold mid attack to lose their attack too. -
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As for being able to mitigate the End Crash, that sounds like a bug.
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KHHHHHHAAAAAAAAANNNNNNNNNNNN!!!!!!!!!!!!!!
Maybe I should get myself those last 2 levels to 50 soon -
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5. Lets assume you were playing /electric(i'm going by your "An elec blaster hit me for 7 damage". You said you had 2 /kin's hitting you with Siphon Speed. That should've slowed your run speed to a crawl. Lightning Reflexes(assuming your /electric and you took it) only protects from ONE slow. You could sprint around with Snowstorm on you all day until you accidentally come to close to a pile of caltrops. Then suddenly you're slowed to a crawl.
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If he's a jumper, it's a lot harder for people to slow him, even without LR. Heck, it's aggrivating for my ice/cold corr to slow jumpers (with just snowstorm and infrigate and my blasts anyways, not really slotted for slows). -
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Some improvements for */Fire (No, no powers were switched out. No Fiery Embrace, I'm afraid. )
Some improvements for Fire/*
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I've got a fire/fire blaster whose definately keyed up about this
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As to why they are changing fire blast too, I suspect the change they are making is a general change to the fire sets to give them some damage mitigation abilities. Such as a chance for disorient or something. This might be happening to other fire sets such as fire melee as well. -
Not only do I not like your idea (and no I don't have an ice/em blaster), but your idea is completely unfeasible anyways. They are having enough trouble getting the engine to reconize if it it's a player, much less which attack from which set is attacking it. Or at least which set combo is attacking it. I'm perfectly happy with just getting fury working as intended, we don't need to custom tailor brutes to be some kind of anti-FOTM device.