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This whole thing sounds unbelievably confusing.
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When I've led Lambdas, I've generally tolerated it. It's one of those things where I don't really see any point, and don't really think it's funny, but, eh, to each their own, and I'm awesome; I could prolly solo most of the collecting anyway.
That said, I've also been a member on Lambdas where the leader didn't tolerate it, and I do agree that they were well within their rights not to when fair warning is given (and I personally have never seen anyone get kicked without fair warning). I'll also note that if, if, mind you, as it's not actually happened to me, a player's goofing off led to the trial failing...that player would probably not be welcome on future raid attempts that I were leading. -
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I still want to know why a BCU is such a menace to States. Either he forgot to slot his Alpha, or someone in the art department reaaaalllllllyy must hate Jack.
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Loves a Challenge kinda bugs me. The "and don't die" aspect feels so...tacked on. I've never tried for a "Master of" run for any of the classic, because, just on principle, the "no deaths" challenge runs contrary to part what I enjoy about this game. Doing stupid stuff and, occasionally, biting off more than one can chew, is part of that. In the case of Keyes Island, it feels like they just sort of added on "and don't die" to bring back the "old" form of Master badges back when, at least on a personal level, I've been much happier without them.
At the very least, if they want to have a "don't die" badge that's fine, I suppose, but I don't really feel like it belongs as a tacked on requirement to the current badge, which focuses on something completely different. -
Wellllll, it looks like one is on the books after all.
Time to huddle down and think up a strategy. -
That's looking kinda tasty for melee-oriented or otherwise close-range Blasters.
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Concentrated Strike absolutely ruins it. The "gathering" animation looks like the user is having a seizure, and then after that big show of gathering energy, it finishes with a small pat on the back. The rest aren't too bad, at least.
Of course, that's countered by Total Focus looking pretty silly in Energy Melee, too.
Animations aside, and power level as well, I'd still like to see Energy Melee for Scrappers. None of their current sets really have a good "power armor" feel, which I'd really like to have. Well, Electric Melee, does, but it has sorta the opposite problem of Energy, being a little too AoE focused, and gets a little boring against hard targets, which are my favorites to scrap against. -
I admit, that you've given a decent enough reason to put expectations on it between now and the end of October. But yeah, even though I think you're reading the statement right, it's probably one of those "would be great" goals, but I just don't see it happening, if for nothing else than because i20 apparently spent 6 months in beta, and i21 has a whole lot more to it.
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My money's on November, since that tends to be a popular month for Issue releases, unless there's some other new MMO coming out sooner, in which case the i21 release will probably conveniently coincide with such.
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Quote:I suspect that anyone whose attitude is bad enough to kick people for not turning off their knockback will already be kicking people for being Energy Blasters in the first place under the game in its current form.Once you get the "desired" ability to turn off knockback on any character, you can start complaining about -- and kicking -- players who don't slot that way.
That said, I can't really advocate a "turn off knockback" option, unless an "always knockback" option is also presented. -
Quote:It's also worth noting that Damage debuffs are also resisted by the target's damage resistance to the respective damage type. For example, if you're fighting an enemy that has 50% resistance to Smashing damage, then your 50% damage debuff will only reduce that enemy's Smashing damage by 25%. However, if that enemy doesn't have any Negative resistance, then its Negative damage will still receive the full debuff.All buffs and debuffs of the same type are added together, and then applied to the base value. In the case of your example of four 50% damage debuffs, the target's damage would indeed be debuffed by 200%, to -100% (Assuming no other buffs or debuffs were in place). However, every stat has a floor and a ceiling. In the case of Damage, then floor is 10% (as stated previously), and the ceiling varied by AT, so whether the target had two 50% damage debuffs or 100, they'd be debuffed down to 10% damage. The only benefit the additional debuffs would provide is to prevent buffs from bringing the target above the floor.
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More importantly, if the Seers can't read you...why doesn't Cole just boot you "overseas"? Seems like he wouldn't be interested in keeping such a risky individual around.
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Quote:Conversely, it might not be unfair to say that in an encounter designed to be faced by 12-24 people, one person's mistake shouldn't be able to ruin it for the whole group.In an encounter designed to be faced by 12-24 people, I'm of the opinion that one person by themselves should expect to be killed in 1 shot, without help from the other people around them. Sorry it's a bummer, but I'm not sure your expectations are reasonable in this case.
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All of the gun powers animate with the gun. That includes venom grenade. So yeah, there's redraw if you're using a Mace.
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Am I missing some sort of more detailed article? Because all I'm seeing is a two-paragraph blurb that pretty much rehashes the same stuff with a link to the main webpage (which then apparently automatically redirects to the Freedom preview).
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Pyronic does higher damage, if you include the extra ticks. However, it can't critical. Void and...one of the others (Ion, I think) has a small chance to do double damage. So you have a potential for a bigger spike there, though Pyronic's will be more reliable.
I'm fairly sure they've "fixed" Ion as much as they can to avoid double jumping. -
Quote:Changing it so there are a bunch more Ice Swords in the set could be pretty cool (no pun intended). I'd hate to see Frozen Aura changed, just because of how "signature" that particular one feels to me. Though I admit that an AoE sleep attack might be overpowered for a Stalker.I think for Stalker Ice Melee version, it needs to be modified quite a bit. I think Ice Patch and Frozen Touch are the two signature powers that shouldn't be taken out. The rest is debatable. They can replace Frozen Aura with Ice Sword Circle or whatnot and get rid of frozen fist and replace it with Ice Sword and Ice Slash from Dominator's version.
I just think if they've decided to port Ice Armor, they should just finish Ice Melee on villain side.