Hopeling

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  1. Much like the other two recent threads on this topic, I don't disagree that this would be a significant complaint if it were actually true. However, it isn't.
  2. Hopeling

    Wentworth prices

    Quote:
    Originally Posted by OmegaS View Post
    *looks both ways and skulks away*
    Hence "not just because".
  3. Have you played a stalker since the changes? I haven't encountered even a single vaguely negative comment about the AT in-game since i22. My stalker doesn't feel at all underpowered even on large teams, either.
  4. Of course we can talk about it. It's posted on the front page.

    In fact, we have four entire subforums dedicated to talking about the features on beta.
  5. Quote:
    Originally Posted by Necrotech_Master View Post
    i have 2 membranes slotted into my forts mind link and they still work, rech is enhancing rech so they still work, the HO fix fixed things which enhanced wrong attributes (ie def debuff enhancing def buff)
    I haven't timed it with a stopwatch, but slotting a Membrane on live right now does not change Mind Link's recharge according to detailed info. You can still slot them, but the recharge portion does nothing.
  6. Nothing's been changed AFAIK. There are some AVs. Black Scorpion as you've found, as well as Diabolique and Tub Ci will spawn as AVs, if you have that setting on. The hullaballoo was about other characters (Blue Steel, Mot himself, etc) that really seemed (to some of us, at least) like they should have been AVs, but always spawn as EBs.
  7. You should avoid building a Very Rare from threads, if at all possible, because yeah, it's an insane number of threads (and 200m inf is not to a cost to sneeze at, either). Getting them randomly from reward tables, or guaranteed from empyrean merits, is far preferable.
  8. Quote:
    Originally Posted by JoeKent View Post
    This is WAI? Wow, just wow.

    This is INCARNATE content. Don't the Devs know how powerful incarnates are? Besides, just turning OFF AVs is stupid. If a team can't handle it can reset them to EBs.

    Makes no sense.
    I agree, personally, but apparently not everyone does. There's been quite a bit of discussion on this topic, here are the other two relevant threads:
    http://boards.cityofheroes.com/showthread.php?t=285666
    http://boards.cityofheroes.com/showthread.php?t=285987
  9. Hopeling

    Wentworth prices

    Those salvage pieces cost a lot because they're in high demand, not just because some ebil marketeer decided to start flipping. If you cap the price, that demand won't go away (in fact, if you artificially lower the price, MORE people will want to buy), and the available supply of salvage will at best stay the same, and possibly diminish (someone willing to spend tickets on common salvage at 100k each might not be willing at 50k each). So, capping the price will not make the salvage easier to obtain, and could make it more difficult.

    Also, new players benefit from those high prices too, because they can sell the salvage they find. In fact, a new player selling a few Luck Charms and filling their build with DOs is probably more beneficial to them than being able to craft a few more acc IOs would be.
  10. Quote:
    Originally Posted by Player D View Post
    It's called resource management. Without knowing their skill sets, one would think fixing something that is broken would take a priority over playing with things just for cosmetics sake.
    Yes, but the people actually doing the resource management DO know their skill sets, and don't have to fall back to simplified rules of thumb.

    And, as you said yourself, the vet badges are not a high priority to fix. They are themselves barely more than a cosmetic issue.

    Lastly, the toggle change is frikkin' amazing. Having to retoggle every time I logged in bugged the hell out of me. If you want vet badges fixed, great, press for that, but don't pick some random unrelated feature that somebody else likes and say "you should have done the thing *I* want instead of the thing *this other guy* wanted."
  11. It's 1-2 hours into the workday here on the west coast. There's plenty of today left. I'm as eager to see more as anyone, but let's be patient a little longer
  12. Hopeling

    Twlight's Grasp

    Quote:
    Originally Posted by Dz131 View Post
    my beef is the +acc heal set bonuses are kind of crappy and trying to get away with slotting numina instead
    For... the ranged defense, I guess? That seems like a bad idea anyway, since TG is not a great place for the unique. And if you're slotting less than 6 pieces of Numina, you can just toss a generic acc IO into one of the remaining slots.
  13. Hopeling

    Twlight's Grasp

    According to Mids, it does not get an accuracy bonus, no.
  14. Quote:
    Originally Posted by SwellGuy View Post
    Odds are they will need to have a patch update for the new powerset to be available next Tuesday. I wouldn't recommend staying up late for it.
    Previous powerset releases have gone up at midnight (which, yes, implies they were patched in at an earlier date). Unless there are some suddenly critical last-minute changes to Staff, I would indeed expect it to up at midnight.
  15. Hopeling

    Psionic Armor

    Quote:
    Originally Posted by Chyll View Post
    Good luck with the suggestion, but I'd be very disappointed if one of the longest standing player requests like rad armor got bumped for a johnny-come-lately.
    Psionic Armor is hardly a new request either, you know.

    I know basically nothing about Symbiotic Armor beyond the name, but yeah, it seems like it won't be a good match for a radiation concept.
  16. Hopeling

    Chain Induction

    Quote:
    Originally Posted by PrincessDarkstar View Post
    Ah, so that means that even with enhancements only ~100 damage is being splashed around - so it isn't looking like a worthwhile power for me
    No, the chaining hit is larger than the energy damage dealt to the initial target. It also only costs ~10 endurance, which shouldn't be prohibitive even for a ST attack.
  17. Hopeling

    Chain Induction

    Chain Induction definitely benefits from damage buffs normally, and has for quite some time. The wiki must be very, very out of date on that.

    Edit: The in-game info also has that sentence changed, it now says "Enhancements and Fury will boost the effectiveness of the initial attack as well as the jumping charge."
  18. Rare and Very Rare components, as well as Empyrean Merits, are much easier to get via trials than via Dark Astoria, in my experience. Even with that, yes, T4 powers generally provide very little benefit over T3 powers, and are considerably more difficult to get.

    I've got only three characters that have T4 alpha powers. One character got it because I had nothing better to do with a VR from an Underground run, the other two obtained it over a long period via Notices and Shards.
  19. If they can cross-breed with humans and produce fertile young, yes

    IMO, your abilities are only Natural if you're born with them AND they're within normal abilities for your species. If you're born with the abilities (or at least, the genetics that later develop into abilities), that's Mutant.
  20. Interesting. Extremis was a good story, but it seems like it would have to change a lot to fit as a sequel to IM2.
  21. I meant the Dark Watcher's Despair proc. It only goes off one time in five, and even when it does go off, the effect is negligible. Some extra damage slotting would be better, or at least a more useful proc.

    I just noticed that the accuracy in Quick Strike and Smashing Blow is kind of alarmingly bad; you won't have a capped hit chance even against +1s outside of Power Siphon. You could trade the knockdown proc and the Hecatomb: Dam/Rech for, say, a generic acc and the acc/dam/rech?
  22. Quote:
    Originally Posted by mousedroid View Post
    I'm not complaining about this change, but seriously, how long does it really take to turn on your toggles when you enter the game? Seven or eight seconds?
    ...times several characters per play session times however many play sessions = a lot of time watching my character look constipated rather than doing something.

    Is this a transformative change? No, certainly not. It's really awesome, though.
  23. The Steadfast: KB in High Pain Tolerance is unnecessary, Indomitable Will covers that. You could replace it with the Steadfast: Res/End, a generic resist IO, or just move it somewhere else.
    I'd trade the slotting on RttC and Fast Healing.
    The slow proc in Dark Blast is minimally useful at best, IMO.
    Overall, looks pretty solid, though.
    Quote:
    Originally Posted by AF_Bill View Post
    My goal is to bring him back to blue, thus I would like to get the respec done right.
    In case you aren't aware, you retain patron pool access forever once you unlock it, even if you return to blueside and respec there.
  24. This must be a very recent and/or inconsistent bug, because I too observed no problems just a couple weeks ago. Did anyone on the team have a very new powerset, like Beast Mastery? Possibly the game doesn't know how to spawn such a doppelganger, and got hung up on that, which prevented it from spawning the rest?
    Quote:
    Originally Posted by Clave_Dark_5 View Post
    "See that, heh? See how tough my dopp was? Pretty sweet, huh?"
    I prefer to make jokes like "Man, did you see the guy with {description of my character's costume}? Can you say tasteless?" Usually gets a laugh or two.
    I was once gifted (?) with an abnormally difficult doppelganger in another game that had a similar encounter, though. It would split the group up into separate phases, each fighting doppelgangers of the rest of the party. I would always warn my group, "hey, my doppelganger is for some reason ridiculously hard, so do everything in your power to kill it immediately, or failing that, stall until I can come help you." They'd laugh, yet I was always the first one to finish my own phase and go help the others. Not because I was awesome, mind you, but because my phase was the only one that didn't have my own doppelganger.