-
Posts
25 -
Joined
-
Either because sprint has both enhanceable jump and run speed, therefor either causing a bug or double dipping, or because it was deemed too powerful. I mean, they are by far the best set bonuses for travel powers IMO.
-
VFX for Invincibility is still buggy. I dunno if anyone other than me even plays this set with the VFX on anymore since no one is talking about it. When a custom color is chosen Invincibility does not display any VFX. On original the VFX display during activation but do not persist. I made a quick vid with fraps to show what I'm talking about:
http://www.youtube.com/watch?v=eDLP5-zHPWY -
Well they still have a 5% chance to hit you, and if it's a farmer I'm guessing the mission is set between 6-8 team size which means a lot of attacks coming at you. When even one of those attacks is noticeable it makes you think you're getting hit more often than you really are. 5% still means you can get hit 80 times in a row with incredibly back luck after all. It's not a hard 5 out of 100 will hit you. Rather, when the attack results are stretched out to a vary large pool of data you'll find it's 5% of the time.
In short, it's psychological because you notice the hits rather than the 95% of the time you get missed, because you expect to be missed, but hate to be hit. -
I highly doubt you'd need it. Spines/Dark scrappers have gotten along quite well with an extra high end toggle without PP for years (including my own). Remember: attacks consume the majority of your end, so slot them well. Just don't throw a bunch of leadership pool powers and focused accuracy on top. ^_^
-
Quote:Oh I can keep a single guy on his butt without those just due the constant stream of single target attacks. My gripe is more with the AoEs causing seperation, as you noted.KB in Energy Blast at 100% would be grossly overpowered in terms of mitigation, which is a point Lumi is trying to make above, and one I agree with. You are right, however, in that the fact it isn't 100% guaranteed is really the source of many people's problems. In many situations, it wouldn't be so bad, from a team perspective, if the entire mob moved, but the chance for knockback can create a bit of a separation (although, in reality, between torrent and explosive, you tend to get most of them, most of the time).
You do have a 100% KB tool....it's called power push and power thrust. With those, the only thing I care at all about a boss is whether or not I can knock him back. That is the sheer power of 100% knockback!
Really though, I should make myself clear, if that's my only gripe, it means I'm quite happy. It's a wonderful tool for a single guy, it's just annoying that it separates groups even with wall aiming, y'know? -
My name sake is an Energy/Energy Blaster. The only thing that bothers me about her is that the KB is a % chance on all powers rather than guaranteed. KB is a tool. A tool that only works 30-60% of the time is a bad tool.
I would hate to give the party leader the power to change my powers for me, if he doesn't want my powerset that much, I can leave. However, I wouldn't say no to an on/off switch on my own character to change KB to KD, that could actually be useful.
But no one is taking my KB from me and I sure as hell don't have a mystical 7th slot in my blasts to put in KB enhancements to get it back. -
Ninja Run alone is worth this pack!
-
Quote:OMG! YES!I made the Vanguard Katana available to Broadsword and Dual blades, the Broadsword available for Dual Blades, and the Blades available for Broadsword.
Now that I think about it, that would only work in the MA.... I forgot about there being powerset restrictions on players being able to unlock those custom weapons with Vanguard merits.
Look for that to be working with player characters Soon(tm).
Thanks BABs, I'm glad I brought this forward now! -
Thank you for checking. Too bad, Dual Blades at least looked really great with the two Swords.
-
Quote:That's not really the issue, before if I made a broadsword character for AE, I could only choose the broadsword variant of the Talsorian.Did you previously unlock the AE Vanguard Armor And Weapons on any of your characters? Those unlocks are account-wide.
With this patch I can choose from the Blade, Sword, or Katana all on the broadsword character in AE. The same applies to dual blades. IE: A broadsword powerset AE minion can use the Vanguard katana in one hand.
I'm wondering if this applies to playable characters, I have no broadsword or dual blades characters that high to test it.
-
With this patch, when I make a character in AE (I use my character with all the costume parts to test build future playable characters) Dual Blades AND Broadsword have access to the Vanguard "Blade" (from dual blades) "sword" (from BS) and "katana" (from katana) as costume options. Katana correctly just has the katana (the other swords wouldn't fit in the hands) so it makes me wonder if this is a glitch in AE or WAI and player characters can access them.
Can anyone with Vanguard weapons on Dual Blades or BS confirm these being accessible to players? -
Might wanna check the dates on some of those quotes there.
-
Walking is freaking awesome, thanks devs! The talsorian thing is really random though, but whatever.
-
Quote:Just wanted to say un-resistable is a BIG no no. It's been suggested a number of times. Castle has commented on it before, it could break some encounters where you're not supposed to be able to kill something or what not or defeating enemies that are designed to be hard because they have high resistances. It would have a very very major impact even if it's only 10% un-resistable.Gauntlet works with most attacks (An example of an attack without taunt would be burn, which acctually repels enemies.
). This is because Gauntlet is just a taunt effect that has been added by hand to the various attacks that a tanker can select. Though its not just secondary set attacks that get Gauntlet. Some primary sets; such as, Dark, Fire, and Shield have attacks within them that also have a taunt effect. Power pool attacks, iirc, also have a taunt effect for tankers.
I always thought it would be cool if tanker attacks were irresistable. It would fit well with the idea of the "irresistable force" title that tankers have. Of course it wouldn't work for the attacks to be 100% irresistable all the time, so I came up with a Gauntlet meter idea.
The meter would fill up from 0-100 and however full the meter is, that is the percentage of your attack damage that is irresistable. So if your meter was at 50 and you attacked for 20 damage against an enemy with 50% resist, you would deal 15 damage. With 50% of the damage being irresistable, 10 of the damage is guaranteed and the other 10 damage is reduced by 50% due to enemy resistance. A completely full Gauntlet meter means 100% irresistable damage.
The meter would increase by being near enemies at a chosen interval, with minions giving 1 point at the chosen interval, lieutenants giving 2 points per, Bosses 3, Elite bosses 4, and finally Archvillains and Giant Monsters give 5.
If done right, attacks would not need to have their damage adjusted to increase the damage a tanker does. Additionally tanker's could continue to recieve the same ammount of buffs. Increasing Solo-play utility, and reducing some of the redundancy issues
Just another idea to toss into the mix.
Gl all and have fun -
Though not relevant to the joke of the thread, some people brought up wanting to go to the Rikti Homeworld:
Why not use a new Ouroboros TF where you ARE the Omega Team and they can either have it with the real ending (where you get kicked off the map back to the contact or something because you "died" by they pulled you out of the time stream just in time) OR do another "history changing" O mission where Omega succeeds but it (as usual with O) does not actually alter history. -
Quote:Yes I'm sure you know this game better than BABs. That guy would NEVER have thought of this idea for sure!Peacebringers should get light and Warshades dark tinting.
As for their Nova and Dwarf forms...
Fire Imps are colourable on a per player basis, basically the summon power passes the selected colours to the Imps as they summon.
Nova and Dwarf powers are replacement character summons, but technically they should be able to get the colour information from the toggled form power.
(Devs: As such this should also fix/allow Granite customisation.) -
-
While the sound glitch with INV might be fixed, my FX for Invincibility on my INV tanker (female) are still not showing no matter what I set it to (dark, bright, original [usually use orginal]) as has been the case since the patch that brought the sound glitch... I was hoping they were somehow tied together...
Also Unyielding seems to have a weird delay in show the FX about 1 second after the animation finishes, but Invincibility is way more important to me, my character feels... wrong without that glow... -
Well on top of the sound loop, on my female inv/ tanker Invincibility doesn't even show FX anymore. I double checked the power customization to see if a glitch had made it slip into NO FX option but it's still on the original setting, no customization, but still doesn't show FX. In the costume editor it shows the FX delayed after a couple of second in the preview, not in sync with the animation.
-
The only time I complain about Mez is when all my enemies are dead yet I'm still Immobilized for another 20 seconds.
I want to kill more, why don't you understand?? -
When I read the title and the first sentence I thought you were gonna say a Brute went back in time and collected all the dinosaurs to make them into "armor" by wrapping their bodies around him.
-
I do not have a stone tank or brute, so take my opinion under others who do, but I would like to see this change and it would possibly (combined with the coming lava and crystal themes) make me roll a stone tank.
The main reason I support this idea is two fold:
1.) It would make it so not all stone tanks looked the exact same since most stay in granite all of the time (that's another discussion though)
2.) What you have done, BABs, with spines, earth assault/control, stone melee/armor and the alternate animations of SS and MA have all been above the standards of long ago by a long shot and I'm certain the new Granite would look amazing! -
-
Quote:Correction, you're listing only one third of its enhanced value. It gives 10% HP (187) then 10% HP enhanceable which you can get close to making 20% with three heal enhancers, giving you ~30% total. I'm by no means a number cruncher in this game, but that's a pretty dang big deal if you ask me.Guide to Willpower and Super Strength
High Pain Threshold
Level 1
Auto: Self +Res (All), +MaxHealth
Resist: 7.5%
+MaxHealth: 20%
Description: You have a greater tolerance to pain than others. You are also slightly resistant to all types of damage. This power is always on and costs no endurance.
~This is a good power to have, though I didnt get it til much later in my build. A little bit of extra resist to everything, including psi, and some extra hit points, as well. At 50, you gain 187 extra hp, base. Not too bad, but starting out, MoB is much better for you.
Slotting: Res/heal
Recommended level: Whenever you can fit it in.
So: 20% when un-enhanced and 30% when fully enhanced -
[ QUOTE ]
I went on to test for the first time because I was excited by the MA. I have to say, at this point, I am not too impressed with it. We basically re-skin the NPCs and write our own dialogue. Being able to control which NPCs we encounter and where would have been a huge bonus. I am sure the MA will be upgraded in the future but right now....well...it's ok.
It's too bad MA is the only feature in i14. It has great potential but that has yet to be realized.
[/ QUOTE ]
I don't really understand what you wanted the MA to do... I see these complaints a lot and I just don't get it. We have the majority of the Dev tools for missions in our hands now. If you haven't noticed, all missions in the game are basically the same thing with different skins on what we kill and different text. The only thing missing really is the ability to make our own maps and create cut scenes.