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Posts
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Yup, that's the way it was explained back in beta.
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Quote:Random thought/suggestion regarding this: what if every "card" for ATOs also comes with some set number of Enhancement Converters so that a buyer could try to "trade back" what they got once or twice, perhaps? And, of course, if they did get one they wanted, that'd just be a little bit of value added to the pack?Fair deal. I do think it's a little itchy to get an ATIO for a Mastermind and Paragon goes, "Oh, gosh, I guess you can't use that...unless, you know, you'd like to pay $15 to unlock Masterminds." Maybe that's what Paragon intends, maybe the odds get shifted if you don't have the ATs unlocked so that you can never pull a Mastermind IO, maybe you can access the AH to sell that one thing. Dunno for sure.
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I like the concept, but the presentation's a little too..."art-y" for me.
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Demo video: 320 points in the Paragon Store.
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You play black/blue, Z? A man after my own heart...
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I was not at all aware of Mr. Robinson or his story, but what an amazing one it was! It's a strange feeling, yesterday, there was no "Jerry Robinson" that I knew of, and today, there is, and it's already a void. I'm very curious now about his body of work, but it's a shame that it took his passing for me to learn of it.
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1. You start with no Momentum. Walk up to an enemy, attack it, and if your attack hits, you now have Momentum. For the next five seconds or so, all your attacks will be ultra fast. Momentum from attacks does not stack, so regardless of whatever other powers you use, after that five second period, you will have no Momentum again. Rinse. Repeat.
2. Using Build Momentum gives you ten seconds of Momentum in addition to a damage buff. This ten seconds replaces any existing Momentum you have, but again, does not stack, so ten seconds after using Build Momentum, you will have no Momentum.
3. Follow Through and Whirling Smash can only be used when you have Momentum, so you cannot use them to gain Momentum. However, there is no "cost" to using them once you have Momentum. They will not eliminate your ability to continue using fast attacks until your five/ten second period of Momentum expires normally.
4. Bear in mind that missing with your initial attack, as described in point 1, will result in no Momentum. You must hit.
5. Momentum is one of those words that sounds funny when you use it repeatedly. -
Quote:The other day, I was having a real hard time with a mission because I forgot to turn AVs off when solo. So I put out a call for help, and with my full team, we nearly decamated that mission!Funny thing with greek prefixes, one little letter can change the whole meaning. For example, "deci" is one tenth of, "deca" is ten times as many. So what you meant to say in your id est up there was actually "deciliter would indicate a tenth of liter" and not ten liters, which would have been a decaliter.
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Green seems to be the standard for buff text, so yeah, that'd be nice. Personally, I think Street Justice should get the same with its combo levels as well.
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To my understanding, O2 Boost and Gale were originally flipped around, but because, as mentioned above, O2 Boost cannot be used without a teammate, and not all Controllers have pets, they were switched so that Controllers had a power that could always be potentially used.
I could, however, see it getting switched for Masterminds, since the pet-based nature of the set means a single-target heal will always be useful, similar to how Poison has one as it's tier-1 power. And for what it's worth, bringing things full circle, I recall that when the set was proliferated, people were citing Gale specifically as a reason that Corruptors and Controllers should have Alkaloid and Envenom switched. -
Quote:Well, given we have an (unused) canon character who uses a combined sword/pistol Assault set in Spark Blade, that would seem the natural assumption of something to expect. I doubt you'd see Assault sets for both types of guns, if there was even ever one or the other. Nor do I particularly imagine they'd introduce an Assault/Defense AT. I'd like it, but I don't think it could be effectively balanced against the current ones.One solution which occasionally comes up is an Assault/Defence AT, and while that works for abstract power themes like fire, energy and ice, it doesn't work quite as readily with guns. Assault sets assume a mix of melee and ranged attacks, but what do you mix, say, a rifle with. Soldiers of Arachnos do it by means of a bayonet, I believe, but just sticking a sword at the end of every rifle in the game would be goofy. But what do you pair it with in terms of melee, then? Pistols/Martial Arts is an easy call (even if I'd want Pistols/Sword, myself), but what does Rifle go with? Boxing? Knife? Some kind of energy? I don't know.
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I could at least see a Pistols APP hypothetically being added for melee types, but that's about it. Personally, I still think the old point-blank pistol Scrapper idea isn't a bad one, though I know the Devs don't really have that as part of their own vision.
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Following up on the "Bane Spiders" idea, going a Huntsman path on an Arachnos Soldier, using the initial primary powers but the Bane Spider secondary powers would be very effective.
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Quote:The devs have highly skilled technicians checking the code for errors and bugs.
I'm not sure if I should be more worried that I am apparently moonlighting as a "skilled technician" without realizing it, or that you have acquired a picture of me at a computer. -
Things I'd like to see for Energy Melee. Not necessarily all of them, but I think even if it got 2/3, it'd make the set a bit more viable:
1. A speed up on the top tier hits. Not as fast as it used to be, necessarily, but not as slow as it is now. Speed up Total Focus and Energy Transfer (preferably changing Total Focus' animation in the process), and increase the self-damage on Energy Transfer to compensate.
2. Buff Stun. Make it much faster so that you could knock a target right out without having to wait, or increase the magnitude, or both.
3. Add small-area splash damage to Whirling Hands, keeping it fairly weak and close-ranged at its base but making it much more devastating if you had a group tightly bunched. Would probably need an increase to Endurance/Recharge to compensate, though.
As far as 1 and 2 go, I think the ideal would be to reorder the current animations, so we basically got:- Energy Punch - Change it to the Smite animation.
- Barrage - No change.
- Bone Smasher - No change.
- Stun - Change to the current Energy Punch animation.
- Total Focus - Change to the current Energy Transfer animation.
- Energy Transfer - Change to the current Stun animation.
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Oh, yeah, don't get me wrong, I like the change in concept, and my own Grav/FF Controller, who always felt more like a Dominator anyway, will probably really enjoy this change. It's just that it seems like a change in approach. Compared to, say, the Claws, or Energy Aura changes, where they took powers that were underperforming and increased their effectiveness, this simply increases Gravity's "specialty" powers. I would've expected a buff to Dimension Shift or Wormhole, basically, but while I'm surprised they weren't the ones changed, at this point, I'm not disappointed, per se.
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Quote:I could absolutely swear that when i8 first came out, there was a clue in the mission to rescue Wu Yin in which he talked a bit and outright stated he basically found baby Penny on the street and had no clue who her real parents were. I can't find any trace of it anymore, though. Not sure if it's because it's been dummied out/retconned in the intervening years (since there doesn't seem to be any doubt about either parent in Praetoria), or if my memory is really just that shoddy.Well I even considered that theory myself, so much that maybe Wu Yin wasn't her real father but CK was. (Wu Yin is mentioned as being shady about the whole thing...)
Regardless, Penny's parentage and the timeline involved is still a little shaky. -
Based on the teaser from last week, I expected a little more in terms of powers updates than "...and Gravity Control, too." Granted, the change to Gravity Control does sound pretty nice. It doesn't really offer a big fix to the powers that are below the curve, but it makes it better at what it already does, so suppose that's good enough for me.
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Quote:To be fair, I saw an Incarnated Titan Weapons character in the game...last week. Keep in mind, a few people got the set early, so your particular experience may have been one of those.I actually saw an Incarnated Titan Weapon character in a TPN run last night. I've known for years that it's always been relatively easy to PL characters from 1 to 50 in this game if you know the tricks but it still always amazes me when I see an example of it in the flesh.
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I haven't used it extensively, but I would imagine that large amount of AoEs would be good for attracting plenty of attention, and that the animations, with Momentum, being pretty fast, would allow for Fury to spike pretty easily. The slow recharge values might hurt it at low levels, but no moreso, I'd imagine, than, say, War Mace.
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I don't ever use the help-related titles, but I'll generally do my best to be helpful and answer people's questions in-game anyway. Similarly, I don't particularly take the titles seriously, and most people I know who use them only do it to get the colored name, so I never bother going out of my way to give extra help to a "Help Me!" unless they ask.
That said, I think if someone is walking around with a big neon sign (okay, small neon sign) that says "Helper" over their head, they should consider the implications of such. -