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they should have power customzation, i cant spell, but i know it takes alot of hard long work but that would be something to think about for later issues
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Well, the way the game is coded, and Back Alley Brawler posted a very detailed explanation in a thread a couple of months back, the amount of time and resources that power customization would take was simply unmanageable (like no fixes or additons to any other part of the game for a year). That was ASSUMING they could get it to work. I agree with you, and I'm sure almost everyone does, that power customization would be beyond cool, but it isn't happening with the current game engine.
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oh and i like your signiture saying thingy i hate people like that
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Thanks. Just for that, I'll excuse your spelling. -
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In line with what Zeus stated above, I would like to see some level of variance in power pools. Some pools just can't be made to match origins. Such as the medicine pool, its obviously technology based. I would really like to see some customization here as was implemented with weapons, basically a selectable style that will play a certain animation with your costume, so you can select one to match your character. This could even be fixed via origin, so as to make that option a little more meaningful. Having jet packs of varying sizes and shapes would be nice as a back costume option as well and would help explain our natural origin characters ability to fly around.
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Except that the weapon customization is NOT changing animations. At all. Castle and Back Alley Brawler have both repeatedly explained why animation changes are a lot more work and fall under the category of "Power customization" which is not currently on their schedule. At all.
Sorry to jump down your throat, but suggestions about alternate colors or animations occur repeatedly as if it were trivial. It's apparently not trivial and has been determined not to be worth the time. -
This is possibly the most fun guide I've read yet. Very informative and very complete from playstyle suggestions to a great analysis of the Epic pools! Five extinct stars for you Sir!
Rock Singer is only 8th level, and I've already included a power I planned to skip solely as a result of this guide. Thanks! -
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ack, celebrate wife's b-day, DXp, celebrate wife's b-day DXP...
DXP!
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I know a few good family lawyers in NY if you need a referral. -
Excellent guide. I've been trying to figure out what to pair with /psi for my dominator and this guide clinched it for me. Thanks muchly.
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I wasn't sure whether I wanted to roll up a TA/A (my patience is not my strongest trait... I'm not sure it even exists in me), but this guide convinced me to give it a shot. I'll definitely try to team as much as possible. While I was able to get the power info from Mids, the commentary was invaluable, as well as the 'no pressure, play however it's fun' style of presentation.
Well worth the time to read and wonderfully organized. Thanks for your effort in posting this. -
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My hope is that it displays IO information such as set bonuses.
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It would more or less have to, otherwise its value as a tool would be pretty lowThe only question is how they categorize the various bonuses (i.e. tack damage set bonuses on top of the damage enhancement bonus of individual powers, list them as a global damage bonus, etc). I think the way its done in Mid's right now would be a pretty good model to start with.
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Frankly in the grand tradition of Microsoft I wouldn't be surprised to learn that some of these much desired improvements such as City Vault and 'Real Numbers' are actually based on some licensing partnerships between NCsoft and the more popular fan based websites/applications such as CiT and Mid's Hero Designer. As you pointed out it'd be easier for our Devs to leverage off of existing implementations rather than to recreate these things completely from scratch.
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As long as the end result works I wouldn't care if they partnered with oh.... I don't know.... SATAN! Or even Microsoft. Well, maybe I'd care if it was Microsoft. -
As everyone has said, some great stuff. I'm particularly impressed that such significant things as smoothing the levelling curve and the numbers info are being handed out BETWEEN issues... that's showing a phenomenal amount of drive to make players happy. Any word if weapon cast times, stalker changes, and other things that are not necessarily issue related but "soon" might be coming in that time frame?
(Yeah, I know I'm looking a gift horse in the mouth, but you've got to play out the "win" as far as you can).
Thanks for the info LH! -
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Betas are more about BUGS than PLAYING. ^_^
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True Story. Unfortunately only a small percentage of the people who are in any Beta realize that.
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This is true and why I say that efficiency is more important than community in closed testing.
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Indeed, which I suspect is why I was not invited back as a beta tester after being in the first two. I didn't really have the time, or desire for that matter, to do the 'work' of testing. I logged very few reports, and didn't pay anywhere near as much attention as it would require to notice some of the more subtle issues. I went "woo hoo! New Stuff!". I suspect on this very limited sampling that in fact the beta testers are a more 'focused' group with each issue, as they cut out the chaffe like me. -
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Note on Katar: Although a Katar IS a wrist weapon it was not a slashing weapon and shouldn't be made available for claws. Also known as a Punching Dagger the inertia of the arms movement added to the striking force of the blade compared to a hilted weapon.
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Just to quibble ('cause it's fun) a Katar was used primarilly as a thrusting weapon, but was quite serviceable as a slashing weapon. I own a couple of 'em, and they could easily be used to chop something to bits. They were double bladed for a reason.
Since IIRC claws has a couple of "punching" animations, I think they'd make a decent "claws" option. -
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I'm just curious if the dual wield set has axes available. I mean, dual wielding axes could be pretty dern groovy, and would still maintain the look of lethal damage.
Cyclone jack
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Castle or BAB, one of 'em, has already said no. Dual wield is 'blade' weapons only, which they take to me swordy/daggery kind of things apparently. Not that I disagree that it would be cool (my favorite actual RPG character back in the day used two axes), but it's apparently not an option for I-11. -
Just when I think I'm out, they pull me back in! Ya bastiches.
Seriously, without having actually seen the content of course, excellent job on showing your playerbase that you really care what they want. I'm extremely excited about the customizable weapons and intrigued by the flashback idea which I'll at least experiment with with my only 50. Hopefully this is just the start of power customization, but even if it's not, great work (we hope)!
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I'd vote for patience
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What is this "patience" you speak of? I cannot find it in my 'Forum Posting for Dummies' book. Please explain. Or sum up. -
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We've got a nice tweak to the Domination ability coming down the pipe (it will crank up your Mez resistance while it is active), and are currently data-mining PvP to see what effect our last set of tweaks to the AT have had.
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While this is unquestionably Nifty, I'm not sure it's the right direction to go in addressing the woes of the Dom AT. I think most of us will agree that Domination is already pretty sweet--it's just the rest of the time that we feel lacking. Making our brief periods of uberness more uber won't make the slog in between any better. I'd rather see something shore us up in the gaps.
Here's a thought: Keep the mez protection (I'm hoping it's protection, as opposed to resistance, which is much less nifty). Key it to the Domination bar, rather than the power. When the bar is full, and Domination is available, mez protection kicks in until the bar drops, or Domination is activated. This would present us with a tactical decision: Do I save the bar to keep the protective buff, or do I trigger Domination and go all megalomaniacal on my foes? More importantly, it would ease the frustration during those long periods when we're all sparkly and looking at the little dot of unrecharged Domination.
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Neat. -
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Quote that for Truth.....the only one thats Ridiculous is yourself, the only hyperbole is yours and Your limited experiences doesnt equal everyone elses
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Well, just for accuracy, could you point out my hyperbole? And secondly, could you explain how 'limited' my experiences are? Seriously.. how do you have any idea how 'limited' my experiences are? I've played with top of the game types and newbs, and I've seen few players who hang around long enough to learn how their powers have difficulty with heroic. Other than the respec missions, I've never seen any remotely experienced player afraid to go into a mission because it's not set on 'heroic' (or villainous). Since you seem to be a fairly new player and your described experiences are COV related, you might want to be careful how you throw around terms like "limited experiences".
And no, of course my experiences are not the same as everyone else's. Of course, your's are also not the same as anyone else's. So when you make statements like:
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And everyone counts on dying at heroic because of GDN and enhancement depreciation
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you are purporting to know what "everyone's" experiences are. Since you are a) Wrong and b) Obviously incapable of speaking for "everyone" you are clearly exaggerating to make your point, and thus engaging in hyperbole.
Thank you and drive through. -
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and everyone counts on dying at heroic because of GDN and Enhancment depreciation
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QFR (Quoted for Ridiculousness)
Dying on heroic?! Really? Does ANYONE with a few weeks of experience at this game die on HEROIC?! Please, cut the hyperbole. All my mainly played characters right now (defender, PB and Tank) play on unyielding. And yes, they die occasionally, but significantly less than once/mission. And I am NOT a tremendously skilled player (been here since pre-issue 1 and have one 50).
And stealthing missions is perfectly fine. Yes, you get a bunch of xp, but significantly less than if you'd fought through the mission. The change means you'll usually have to spend an extra few minutes in a mission that you otherwise would have stealthed. That's about it. If you can't handle the few mobs near the glowies, then you have build problems, skill problems or have your reputation set too high. -
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I already mentioned this but I've continued to do some more testing and it's still a big issue:
Lucks. Anyone can floor PvE foes with two; SR/ninja can with one, and the SR passive defense is basically pointless past SOs if you carry enough lucks.
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Actually, it takes four lucks to 'floor anything'. Testing by several posters revealed that lucks provide only 12.5% per. This was confirmed by Castle.
Carry on. -
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I have a rule. I just made it up right now, but it's a rule, nonetheless: If you're going to explain something to an American, use baseball or football analogies.
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Not to minimize your many previous informative and/or interesting posts Foo, but this is, I'm absolutely certain, your most accurate! -
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By the way, does anyone think I'm being selfish in thinking all this accuracy testing deserves a badge?
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I hereby award you the 'Who Watches?' Badge. It will be arriving in the mail shortly. Now be quiet and go back to testing stuff! -
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As I stated, you have a possibility of 2 defensive powers that work to your advantage. An equal level minion has a 50% to-hit chance. With both CJ and Stealth you have lowered it to 45%. It can work for all levels.
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Just a quick nitpick, but the defense boost is not this great. Castle has posted that the defense bonus from CJ is 1.88% for scrappers, and is subject to the AT modifiers. So while tankers may get a bonus of 2.5% from CJ, I don't think any other ATs do. Stealth is even worse. It's unsuppressed bonus is between 2.5% and 3.5% depending on the AT. It's tough to test because the suppression kick in when you're hit. However, once in combat the suppression kicks in and stealth's defense bonus is halved, to between 1.25 and 1.75%. So the two powers together are giving not much more than 3% to anyone except a tanker, and less than 4% even to tankers.
From MikeDavis:
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Question what if you add quickness in to the mix does that effect the speed any?
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Quickness has no jump benefit, but 3 slotting sprint, swift and quickness gives you a maximum speed of close to 50 m.p.h. at level 50. I use this combination plus combat jumping for getting over obstacles. That's concept on my part though. The OP's suggestion is faster and less vulnerable to obstructions. -
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Positron: "I7 to live is simply "this month"."
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If you think about it, that statement can never be wrong. When June rolls around, it will be "this month"...
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Umm.. which would be a different month than when the quote was made. Poor semantic argument. On the other hand, I could care less if it comes out May 30th or June 13th. I will, however, be reducing my tolerance for bugs the later it comes out. The longer it takes, the cleaner it should be IMO. There will, of course, be bugs, but any major ones should be ironed out by release at this point. -
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Scale 0.75, or exactly 5.625%.
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Fine, get nitpicky why dontcha?
Damn mathmeticians.
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Mathematicians.
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Yeah, and those damn languagematitians too. ;p -
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Scale 0.75, or exactly 5.625%.
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Fine, get nitpicky why dontcha?
Damn mathmeticians. -
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SO, where are the SR Passive sitting now? Are they still at 7.5% or back down to 5%?
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5.65% or so, their original value. It appears that they were never actually changed to 7.5%, it was an erroneous patch note. I think. Arcanaville knows. But the passives are definitely at the same value on live and test (c.a. 5.6%).