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Posts
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Joined
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Don't know if this thread is checked anymore but one visual graphics bug has been bothering me.
Dark Miasma's darkest night and shadowfall used to create smoke effects on affected enemies/allies within the influence of the power. A few issues ago, they were removed with only the anchor or in the case of shadowfall the player receiving the smoke effects.
With i17, defender's shadowfall got the smokey effect back and all allies benefiting from shadow fall got the smoke around their feet. Still nothing for Dark Miasma on the mastermind, corruptor. Would be great if the old visual effects returned for those ATs as well. Would make playing DM more fun. -
still not fixed...
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Really? Still no fix to the MM's nerfed burn missles? When's that serious bug going to be addressed? :/
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Please please please send cold domination to masterminds. that would be beyond awesome
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23X...well said. Pretty much perfectly describes optimal controller team play. Think i'll print that post out and pin it to the wall above my monitor. Bravo
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How does the purple confuse proc (at work lol and can't remember name) work when used on a single target confuse power? what about an aoe confuse like MC or SoC?
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ahh knew there was something i was missing. sleep can be a sexy beast
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Forgive my nooby question as I have very little experience with Doms. I hardly ever see Mind/ trollers blueside. How come everyone loves Mind/ redside? Seems like the powers are the same, unless i missed something. Does domination do something crazy that i'm not seeing?
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So, it used to be that shadowfall and darkest night would cause graphical effects on allies/enemies that they affected (not referring to the anchor or PC). Shadowfall was the smoke around the ally's feet and darkest night was the typical shadowy blob associated with to-hit debuff. Around I16, these graphics effects ceased. I filed a bug report, but no luck. It was somewhat annoying as it was harder to tell who was being affected by darkest night and shadowfall. Then, the latest patch brought back the shadowfall effect for defenders. Still no darkest night aoe effects and no changes at all for non-defender dark miasma users (i.e. MM and Corr).
Can anyone confirm this? Would be nice to get a dev to notice these discrepancies and bring back all of the graphical effects for DM. Would make the set a lot more visually appealing imo -
thanks for the reply jharber. i'll keep that in mind and probably slot it out. I was hoping FF would be useful in a cone like in nrg torrent for scrappers, but the range is just too short. As to the second point, i haven't reached 32 yet and thus have no idea what i'm talking about, but i'm getting the feeling too that demons is quick and flashy but lacks the overall boom that bots has. Maybe someone else will weigh in and provide their opinion?
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What do you think? Is it worth it to put in a few more enhancement slots so i can slot +dam/range IOs (to increase the range) and then a FF +rech proc? Also, on an unrelated note, how does DS stack up in terms of end game AOE carnage as compared to a bots?
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I assume you're talking about the effects that used to be shown on enemies when they fell under the debuff of DN, right? (not the anchor but those within radius of the anchor) Yea, those are gone. I've reported it as a bug, but nothing going. Same thing with the effects from shadowfall that appeared on allies within the radius. been gone since i16 i think. Strange that the anchors from rad still create visible effects on debuffed enemies. totally turns me off from dark as a visual powerset unfortunately.
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I vote keep the armor the same. I like it because it makes you easily visible to the team. When I'm tanking, it's easier to lead the team around even while teleporting since I'm so noticeable. Plus, i like the long arms and huge change in size.
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I've tried searching for a thread detailing what the damage caps are for each AT, but no success. All I know is blaster & corruptor are 500%, defender is 400%, and brute is 750%. Someone who knows the damage caps, could you please list them for each AT?
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Darkest night and shadowfall used to create gfx effects on nearby enemies when they were being affected by the anchor. It was nice, b/c it easily showed who was being affected by darkest night or shadowfall. Now, it only shows the effect on either the anchor or me (if talking about shadowfall. It seems the transparency still works on other teammates, why not the dark smoke around their feet? Can someone confirm this? Seems like a bug, but i'm not sure. Is it only defenders? I submitted a bug report, but i have no idea if anyone monitors those or not. If you can see the gfx that i'm missing, please let me know and i'll post screenies. Sry if this is wrong forum, i'm relatively new to posting.
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Given that you can hit the defense cap with just your buffs, I think it more suitable if FF/ defenders focus more on secondary debuffs rather than knockback. With maxed defenses, hardly anyone gets hit too much anyway. Why not add "competent debuffer" to your list of abilities, rather than the arguable "a little more dmg mitigation" of KB? In my opinion, using KB and shields is as redundant as using shield and /dark. FF is already defender king of mitigation, why not add another ability to your resume?
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Another complaint: I'd argue that your entire concept regarding KB on an FF defender revolves around the types of teams you make. I'm not sure about you, but I get more satisfaction out of knowing that my toon has the capability to help any team using my entire arsenal. Kins/darks/etc can all do that. Your concept of a FF defender can only roll with ranged characters and as you admit, would annoy the pants off of melee characters. Limiting your build to ranged teams only does NOT seem like a good friendly build to me.