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Posts
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Joined
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So I'm in the US now, erm guess I'd best take some notice of the presidential race then
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Doeasn't matter, they are both Nemesis automatons. -
The aoe is for the taunt effect only (Gauntlet). The fear is single target, same as the original scrapper version.
On the whole, this power is rather less useful for a tanker than a scrapper. I would skip it. -
It should tick once at the start, then again every 10 seconds.
This is an odd power though, I couldn't say for sure without testing it. -
Chance for +recharge used to be buggy. It should only affect the pet, but it was also affecting the caster when the summoned the pet.
It also used to affect the behavior of some pets, causing them to charge into melee. I don't know if this has been fixed.
But yes, if it is working properly, it should have a change to boost sing's recharge every time it uses Lift. -
I believe that what Shockwave is saying is that given the amount of work required, most of us would rather the devs speant there time on something that actually added to gameplay.
Or, to put it into terms you are more likely to understand, walking = epic fail. -
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The walk speed isn't the stated problem, animating it with powers is. Of course, the easy solution to THAT is just make it an "Only affects self" power that disables all powers, or shuts off if powers are used.
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That's not entierly true. there is another problem, and that is wide variation in leg length alowed in this game. Walking is not like running but slower. When you walk, your leg acts as a pendulum, and swings at its natural frequancy, which is proportional to the square root of the length of the leg. And your subconcious brain knows this. It will soon spot that walking looks unrealistic if they don't do different animations for short and tall characters. -
Hm, very interesting point, I had forgotten that bit of lore.
Now in issue 13, we are getting a continuation of the Midnighter Club arc, which may mean attempting to use the lost cure on Hero 1.
Also, "the coming storm" is due to hit in issue 15, which is due in 2009.
There must be something in that capsule for the Rikti to want to destroy it... -
Comments: Phalanx Fighting is still of dubious value, but it fits concept better. Realistically, you are only going to get 3% out of it, by finding a non-squishy friend and following them around. Overall, the set still looks weak, but at least it is changing in the right direction.
The changes to Shield Charge where probably the only way to make it work. It's pretty much a clone of Lightning Rod now. It's less fun, but probably easier to use. -
Changes to Shields in latest patch:
Deflection: No change for all ATs
Battle Agility: No change for all ATs
Phalanx Fighting: Target cap now 3, now provides scale 0.3 defense(3% tanker, 2.25% scrapper/brute) still 8'
Active Defense: No change for all ATs
Against All Odds: No changes that I can see - it's still listing anambiguous 10% damage buff for tankers/brutes, 12.5% for scrappers,no indication if that's the first enemy or not, no indication of debuff.
Grant Cover: No changes for scrapper/brute, now provides scale 1.73defense (ranged buff def modifier - 11.25%) for tanks.
Shield Charge: Now does scale 3.4 + scale 1.4 ranged smashing damage(94.54+38.93 at level 50 for all ATs), now has an 80% chance forknockdown, effect area listing is now 'Location' instead of cone.
True Grit: No change for all ATs
One With The Shield: No change for all ATs
Credit to Muon_Neutrino -
They need to either support the german community, or offically axe support for the german community.
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It uses the same code as the rikti invasions, which is detailed here:
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During the second phase of the invasion, the Rikti check to see if more of their Invaders are required every 6 seconds.
The Rikti find out how many Invaders are currently on the ground. If that number is less than 100 and less than 3 times the number of players in the zone, the drop ships look for likely places to teleport more Invaders.
To find likely targets for the Invaders, the Rikti pick a hero or villain at random from all those in the zone. If that person is not moving faster than a sprint, at more than 20% health, are not under cover, within 100ft of the ground and are not within 300ft of the hospital, this person is a good target. The invaders will pick up to 5 unique player targets in each search period.
When a good target has been located, the Rikti count the number of their Invaders within 30ft of the target and assign a threat rating to each Invader. Minions Rikti are worth 0.33 point, Lieutenants are worth 0.75 points, Bosses are worth 1.5 points and Heavies are worth 3 points. The threat ratings of all the Rikti Invaders within 30ft of the target are added together to get the current Invader Threat in the area for this target.
Then they count the number of players within 30ft of the target and this number is used as the current Human Threat in the area for this target.
If the Rikti Threat is less than the Human Threat, Rikti Invader reinforcements are sent to the area around the target.
If the Human Threat is greater than 6 times the Invader Threat and there are already some Invaders in the area, the Rikti will send in Heavy Assault suits. They will send one suit if the Invader Threat is less than 1 suit, otherwise, they will send 2 suits.
If they did not send Heavies, they will check to see if the Human Threat is greater than 4 times the Invader Threat. In this case, they will send an amount equal to the difference between the Human Threat and the Invader Threat divided by two up to a max of 4 units. These units may be Chief Soldiers, Chief Mesmerists, Rikti Priests, Rikti Monkeys, Drones, Conscripts, Infantry, Guardians, Headman Gunman or Chief Mentalists.
If they still have not sent troops, they will send an amount equal to the difference between the Human Threat and the Invader Threat up to a max of 8 units. These units may be Rikti Monkeys, Drones, Infantry, Conscripts, Guardians, Headman Gunman or Chief Mentalists.
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Obviously the mobs types are different, but the ranks are the same.
You basically need to have lots of players in close proximity, and you have to virually defeat a wave of attackers for EBs to spawn. -
A scrapper can easily out tank a tanker (as in get more aggro) against a single target, if they have a taunt power active, because they do far more damage. This skill is to not take the aggro off the tank, if a tank is available.
If there is no tank in the team, then a scrapper can perform as a backup tank, but they don't really need Confont to do that against a single target (a multi-target taunt would be useful though). If a scrapper takes confront, then they have to forgo an attack, or attack supporting power, so they gain a little flexability at the expense of not being so good in thier primary role.
That's why most scrappers skip Confront (I don't think I have ever seen a scapper use it in fact). -
My Ice Tank is not tauntless.
Regardless, a scrappers job is to do damage, not take it. If they are taking aggro of a tanker they are doing something wrong. It's easy enough for a scrapper to get lots of single target agro simply by virtue of doing lots of damage. They only need Confront if they want to step on the tankers toes. -
The text is unclear on that point. However, there is an "On Patrol" badge, and it would be a bit odd just to give the badge to everyone, regardless of where they log out.
But I think we will have to wait and see. -
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how many classes out there have a power that just isn't useful?
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Scrappers/Night Widows: Confront. -
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Food for thought: i13 suppression + slows will be silly OP
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Actually, slows will be majorly nerfed. The new suppression caps your speed, but slows work on your uncapped speed, so they will only have any effect at all if they slow you to below sprint speed.
And they are affected by diminishing returns to. -
I would imagine the area inside the vault in pocket D would be considered to not be in pocket D for the purpose of day jobs.
I.e. you can only be working on one job at a time. -
You might get a Glimpse of the Abyss.
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Yup, I agree with Khorak, collecting IOs is just something to do once you hit 50.
Although Purples are good when enhancement slots are scarce, because of thier larger bonus. Wouldn't slot them all in the same power though, that would be a waste. -
Prestege bonus seems reasonable. Good idea.
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Just this morning. PPD Hardsuit costume power + PB Lightform, all that is visible is the jets from the feet while flying, and strangely, the inner barrels of the forearm mounted guns.
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Then perhaps the criteria needs to change...