Redlynne

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  1. Bug Report
    This bug existed in previous versions also, so it's not new.

    The Requirements settings for Arachnos Soldier and Crab Soldier are improperly set with respect to Frag Grenade (Soldier) and Frag Grenade (Crab). The mutual exclusion of these powers is improperly coded in the database. Should be a relatively simple fix, especially for those people who know how to edit the database.
  2. I'm surprised that no one has mentioned the Gaussian's Build Up proc for Nova Form. I personally have the Gaussian proc in Nova and the Decimation proc in the big single target Nova attack (can't remember the name of it off the top of my head). The combination of those two gives me a "decent" chance to proc build up(s!) while blasting away in Nova form.

    Nothing you can "count on" at any particular time mind you, but they function like crits to your Nova blasts for 5 seconds when they proc ... which can often mean 2-3 attacks (including the Cone and Target AoE) can dish out "unexpected extra damage" at times to mop the floor with stuff. Usually when either (or exceptionally rarely, both) of these proc, I'm saving attacks (and the associated endurance and time expenditure) because hostiles are faceplanted that much faster.
  3. Quote:
    Originally Posted by PhantomRanger View Post
    David Nakayama, City of Heroes Art Lead
    "WE'RE NOT WORTHY!"
    "WE'RE NOT WORTHY!"
    "WE'RE NOT WORTHY!"
    /em bow
    /em bow
    /em bow
  4. Quote:
    Originally Posted by American_Angel View Post
    It seems the Studio people have no control over what the Developers themselves do...which is odd. I bolded a couple key points in the response.
    Not at all odd in the slightest. It merely means that the people who monitor and moderate the forums are doing due diligence by reporting to the decision makers who allocate resources what people are talking (or grumbling) about so as to keep the people at the top of the food chain *informed* about the sensibilities of the community-at-large. It basically tells me that the communication channels ARE OPEN ... even if it feels rather One Way most of the time (us to them). It also means that we are not being "ignored" by the game staff ... despite appearances to the contrary (due to lack of communication from them to us).

    So rather than odd ... I find that message to be reassuring.
  5. I'd offer to let you film in the Spring Knights base ... but apparently I don't have any of the vistas you're looking for ...
  6. Answer: "It wasn't. It wasn't. And it wasn't."
    Question: "What was the Holy Roman Empire?"

    Correct.

    It wasn't Holy.
    It wasn't Roman.
    And it wasn't an Empire.

    Quote:
    Originally Posted by theOcho View Post
    • Is the Halloween Event (includingTrick or Treating, Zombie Apocalypse, and Deadly Apocalypse) in Primal Earth working as intended?

    Feedback is important to our development process, there are two types of feedback and both are helpful although some give us more insight and are more easily adapted into game changes.
    • Objective Feedback: Objective feedback is based upon what you as a user see or experience that other users may also see and experience. This feedback usually can be replicated easily as it involves facts and unbiased opinions. Example: When using the base editor items are sometimes getting caught in columns or pillars.
    • Subjective Feedback: Subjective feedback is based upon how you feel or experience the game as yourself. This experience may not necessarily be replicated because it is based on feeling and emotion. Subjective feedback is important to us but it is usually helpful if more information is present to describe what and why you feel the way you do. Example: I like the way the graphics look on my shield animation it gives me the feeling of being truly super-powered.
    The DEADLY APOCALYPSE.

    It is neither Deadly ... nor an Apocalypse.
    In this sense, the "Deadly Apocalypse" fails on both counts for truth in advertising.

    First of all ... the "Deadly Apocalypse" is easily ignored by players, to a far higher degree than Rikti Invasions, or Zombie Invasions. This is because there are NO repercussions of any kind to avoiding (or ignoring) an ongoing Deadly Apocalypse within a zone. Personally speaking (see: Subjective Feedback) ... I would have expected something like:
    • If the Deadly Apocalypse is NOT stopped, then all players who are not sheltered Under Cover (see Invasion(s) definition of "cover") are automatically defeated (Dev's choice as to whether or not a Debt Penalty should even apply) and given a choice of Teleport to Hospital or Base.
    But that's NOT what happens. If players ignore the event, and simply let the timer run out, then the event ends ... the sky clears ... and it's as if the event never happened. There's no "penalty" of any kind for ignoring the event completely. Players ignore the event, and the event ignores the players. Without player involvement, the event becomes a very big Non Event, and is essentially relegated into the class of "nuisance" rather than "fun" like the Invasions (Rikti, Zombie).

    Furthermore, the level of cooperation REQUIRED to pull off the "Deadly Apocalypse" suppression borders on Raid Level degrees of communication and cooperation in order to beat the timer. This then places a high bar to hurdle, even before players can BEGIN to engage to defeat the Event. With player apathy towards the (non-)event tending towards being rather high, this leads to even less desire on the part of players to participate in the event to overcome the first hurdle ... "activating" the four banners so they can be defeated. And while I will admit that this feature of the event is (in fact) "brilliant" in its design ... I must also admit that only an actively motivated group of players within a zone will even bother to even try and "win" against the "Deadly Apocalypse" event. That pretty strongly limits the all-important inclusiveness of the event, and ultimately does not work in its favor.



    RECOMMENDATION(s):

    I would very much like to see the "Deadly Apocalypse" BECOME a Deadly Apocalypse which players will feel motivated to oppose and overcome! This could first and foremost be achieved by modifying the Reward for defeating the "Boss" of the Apocalypse. Instead of the reward being 2 Reward Merits for everyone who does damage to the Boss ... instead have a pool of 100 Reward Merits to be divided up amongst all players who deal damage to the Final Boss ...
    • 50 Players hit Final Boss = 2 Reward Merits each
    • 33 Players hit Final Boss = 3 Reward Merits each
    • 25 Players hit Final Boss = 4 Reward Merits each
    • 20 Players hit Final Boss = 5 Reward Merits each
    • ... and so on ...
    This means that if only a smaller group of players are interested in engaging the Event, thus making it "harder" for them to complete ... then they earn a greater reward than if the whole zone pitches in and makes the event a cakewalk. This then provides a measure of reward motivation which might not otherwise be there when an entire zone of people are otherwise occupied and/or apathetic to the Event itself and decline to participate. By inverse scaling the reward this way, you promote the notion among a subset of players that "doing" the Event will almost always be worthwhile ... which leads to a mindset of "join if you can" to participating in it, which will in turn expand the appeal of the Event to players even if they've done it before and have all the Badges.

    Second of all ... there needs to be a ... PENALTY ... put in place for "ignoring" the Deadly Apocalypse. As I mentioned above ... if the timer runs out, and the Final Boss is not defeated ... simply auto-Defeat every Player (and NPC Mob) in the Zone who is not "under Cover" ... and then let the Zone restock itself naturally over the next few minutes as the Players (and NPCs Mobs) recover from the DEADLY APOCALYPSE that was NOT averted! Debt Penalty for being auto-Defeated in this fashion is Dev's choice ... but understand that if there is NO Debt Penalty at all, then that "encourages" people to IGNORE the Event completely and just go about their business as usual.
  7. Quote:
    Originally Posted by Silverado View Post
    No Hasten.
    Don't . Need . Hasten ...
  8. Haven't been able to do all that much with it *yet* ... mainly because I haven't got it slotted out yet. Going with the two cone attacks (debuff and immobilize) and the hold (haven't got that yet), and I'll be slotting for tohit debuff (to help my pets) and damage (since the immobilize is long enough without enhancement). So far it isn't game changing, but the immobilize is proving its worth in keeping the ADHD children "pinned" in place on their targets.

    I went Tech Origin (of all things) so I've got the Taser Dart for use in lighting up OSA. No need to rely on a PPP energy blast that way. I've even got a macro for it, where I simply use the Double Tap to auto-acquire and fire my Taser Dart at my Oil Slick Arrow on command ... without needing to manually mouseclick to switch targets.
  9. Quote:
    Originally Posted by PumBumbler View Post
    Haven't been crashing here on Mac or PC in a while. Looks like they plugged most of the memory leaks. For me, at least.
    *Clearly* you do not use the Base Editor ...
  10. Knives of Artemis costume parts (wrist crossbow, backpack with sword sheath, bodysuit, etc.).
    Malta costume parts (backpack, utility webbing, etc.).
    Crey Agent/Infiltrator cybernetic bits (ear pieces, ladies shoes, etc.).
    Vahzilok Embalmed backpack (ie. The Bomb!).
    Sky Raider shiny armor parts (gloves, chest, etc.).
    Mastermind Genin, when upgraded ... Quiver and Hip Bag.
  11. If you can somehow wrangle your way to pulling two slots and moving them into RttC, you can slot a pair of common 50 Taunt IOs ... which will DRAMATICALLY improve your aggro holding potential by allowing your taunt aura to permanently double stack.
  12. Ninjas are great damage dealers ... so long as they're not the focus of Aggro. Tankerminding using the Presence Pool Taunts can be really helpful here, since it keeps the aggro off your (way too) squishy pets.

    "Best" combo for survivability would have to be Force Field combined with Maneuvers and the +Pet Defense unique IO. Turns the whole mess of them into */SR scrappers, which makes them relatively maintenance free (for healing purposes). Yeah, you won't have a whole lot in the way of debuffs ... but you can always slot an Achillies' Heel proc into your Jounin to inflict resist debuffs.

    Ninja/Dark is "decent" ... but also requires you personally to really get INTO combat, right in the the thick of things, alongside your pets. We're talking "nearly melee" range close to combat here, which means you eat any and all AoE damage output from hostiles along with your pets, simply because you have to get in so close to fully leverage Dark. If that's your thing, then more power to ya.

    I too have a Ninja/TA/Soul MM at 44 now, and it is HARD to keep the ADHD "kids" alive in free-for-all situations. I don't even bother trying to heal them (no Medicine Pool for me!). I believe that Ninjas should be like Kleenex ... Fresh, Clean, Disposable.
    (I do a lot of resummoning...)
  13. Quote:
    Originally Posted by Smiling_Joe View Post
    A fully slotted Light Form can get you to around 83% resistance, while an unslotted Light Form and marginally slotted shields can cap your resistance at 85%.

    What if you just took and fully slotted Light Form? Foregoing the shields frees up three power picks and - depending on how much you slot them - around six slots, three of which would go into Light Form.
    Personally, I take all three shields ... because they're useful for when you're exemp below level 33 (33+5=38). There's plenty of Task Forces (and Strike Forces, if it comes to that) where you won't have access to Light Form because of level limits. So forgoing the human shields is ... No Thanks ... in my opinion.

    That said ... on the flipside, I have no problem 2-slotting my shield powers with common resist IOs. That means spending 3 power picks and 3 (extra) slots, which is actually a pretty minimalist investment for powers which are "useful" at exemplar levels 32 and below (be mindful of Flashbacks to Praetoria!). Consequently, I can then take Light Form and 2-slot it with only a pair of common recharge IOs.

    4 powers. 4 (extra) slots. Protections scheme in human form ... covered. That's "not bad" for an AT that has plenty of power picks, but is starving for slots.

    Quote:
    Originally Posted by Smiling_Joe View Post
    So if you're going to spend most of your time in Nova or Dwarf and drop to human for extended periods only when Light Form is up, then the shields would be strictly optional, no?
    Except that I find myself needing to be more flexible than that in practice. So while that's nice "in theory" ... the (virtual) reality winds up being a little bit different.
  14. 2 days and over 130 thread views later ... it appears that I wasted my time and shouldn't have bothered with posting this experience of mine.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    A tanker who is the last man standing has successfully prevented a total team/raid wipe.
    Fixed it for you.
  16. Quote:
    Originally Posted by Veslin View Post
    -Demons are loud. I know you can stop the incessent mooing with a persistent emote, but it's still annoying.
    There is *DEFINITELY* Something In The Water because making your Demons drink Enriche shuts them up quite successfully.
  17. You can have Praetor White when you pry him from Cleopatra's cold dead clutches ...
  18. Quote:
    Originally Posted by Donna_ View Post
    I know that lift and Levitate powers are KnockDown/Up etc... but can anyone tell me if they accept Knockback IO's?
    I've got Kinetic Crash slotted on my Mind Controller and Gravity Controller. Works great. Increases the "hang time" which in turn allows you to "juggle" more safely.
  19. Quote:
    Originally Posted by Rawda View Post
    Is Ice/Ice still weak compared to others?
    Not in MY experience with Shirayukihime ...
    Quote:
    Originally Posted by Hyperstrike View Post
    MVP has to go to Shirayukihime though. Crazy Ice Tank was our enemy herd-master for the entire run. Left me crying because I couldn't get no aggro! While our run was no speed record, it probably would have taken twice as long were it not for Shira's efforts.
    That was a Tanker Tuesday ITF run ... and yes, I made the other (7) Tankers cry by not sharing my aggro with them (and not dying for it).

    Ice/Ice ... like so many things ... is "weak" if you "build it wrong" or don't have the sort of mindset or playstyle necessary to play to the combination's strengths. There are successful strategies you can use with Ice/Ice, but they'll often be somewhat counter-intuitive from what you'd expect from experience with other powersets. Ice/* however does have more than its fair share of "kryptonite" in the game ... from cascading defense debuffs, to cascading Vengeance on Nemesis, to "IWIN!" button hostiles (DE Quartz emanators and Rularuu Eyeballs) that simply bypass your entire primary powerset "for free" (without a "thank you" note), to Psionic Damage (oh look, Rularuu again!) to Toxic Damage (which hardly anyone gets protection against). On the flipside, you can shut down Malta *HARD* with Ice/Ice, which is often a bugaboo group for most other powersets.

    Ironically, Ice/Ice is perhaps best played using a mindset more akin to that of the ideal for a Brute or a Scrapper. Ice/Ice is very much in the "flypaper" strategy tradition in which you herd them up and grind them down. Once you get it fully slotted out and built, Ice/Ice is actually a remarkably aggressive combination to play.

    Just watch out for all the kryptonite designed to (over)kill any and all Defense based protection schemes in the game.
  20. I've been working on my Quad-form Peacebringer (human, nova, dwarf, light) and finally ... at long last ... started reaching the end game (now level 44). At this point, some of the (pre)assumptions I'd had early on seem to have not panned out all that well, and I'm wondering if other multi-forming PB players have encountered the same sorts of things in their playing experience.

    For reference, I've got +15 slots invested in Nova ... and +18 slots invested in Dwarf. The remaining slots to spend are (of course) assigned to human (and, by extension, light form) powers. As should be readily apparent, this is already 33 slots out of 67 ... which doesn't leave a whole lot of "room" for slotting out human form powers (I know, I know ... what else is new?) which really puts a serious crimp into power selection and slotting for human form powers.

    The first mistake I think I made was not "respecting" the amount of knockback in the human form PBAoE stomp. Why the baseline knockback in this power is so high, given that the exact same power for dwarf is knockdown instead is beyond my comprehension ... and it's really annoying (especially on teams!). I'm also severely disappointed that this power can't be used while hovering/flying, which is ridiculous for a Peacebringer who gets native Flight powers. I was mainly looking at the amount of damage this attack did in comparison to the human form target AoE power. Having played a warshade to 50 first, I was really surprised by how cumbersome this PBAoE power actually is to deploy. I now have some serious buyer's remorse on this one, and think I would have been better off with the target AoE attack ... which can be used while hovering/flying ... even though it's lower damage per attack, but has faster recharge and lower endurance costs.

    Similarly, I'm starting to think that going for the PBAoE Stun power, in the anticipation of being able to use it as a prelude to the PBAoE Damage Stomp power, was also a mistake. I basically picked up the PBAoE Stun for use on teams, but since it is only a Mag 2 Stun, it's really only useful against Minions ... and most teams have no problems dealing with Minions. Yeah, sometimes you can stack it with some teammate's power set ... but that's a bit too rare for my tastes, especially when I could instead have a power that gets a lot of use, rather than remarkably little and is reserved for "special occasions" ... sorta. While it does make a nice "insurance policy" against Q/V when soloing, it just keeps falling into that category of "Not Necessary" ... which wouldn't be a problem on an AT which doesn't suffer the kind of slot pressure that Kheldians do.

    All of this, of course, comes full circle when using Light Form. Since you're "stuck" with human form attacks, if your human form attacks amount to your Tier 1-2 power endlessly cycled until target dies or you shift to a different form ... well, let's just say that Light Form won't be getting much use. Which then brings me back around to the topic of this post ... which is that if you're going to be getting (and using) Light Form, you need to have some human form attacks to back it up with and build an attack chain out of. It's "not enough" to just say, "oh I'll just blast with nova form" if you've got Light Form in your build. By committing to Light Form, you also need to commit to getting (and slotting) human form damaging attack powers beyond just Tier 1-2 and the "lookit my belly button!" melee hold power.

    With Nova form, I've found that slotting the heavy/slow single target attack, the cone and the target AoE powers only (6-slot each) yields pretty good return on investment. Leaving the weak/fast single target attack power unslotted is not going to penalize the build heavily, since it's really just going to be a "filler" attack to give you something to do while the other nova form powers are recharging. With that in mind ... I'm really (now) thinking that for Light Form to be meaningful and successful, it is necessary to also take (and slot!) the human form cone and target AoE attacks, plus whichever Tier 1-2 attack power you took originally. Yes, the human form attacks are "weaker" than the nova form ones ... but they can be used in Light Form ... unlike the nova form attacks.

    I'm also thinking that although the PBAoE stomp does more damage per attack, it's slower to cycle than the target AoE human power, and it has a *very* important "No Fly" limitation on it which severely restricts positioning for attacking while in human or light form modes. So where I originally thought the combo of chaining two PBAoEs in human form would be "very good" ... I've instead discovered that they're nowhere near as useful/helpful as I'd anticipated (or desired). So I figure that for my next respec (probably the Issue 19 one), those two PBAoEs, and the slots dedicated to them, will be getting repurposed for the human form cone and target AoE attack powers instead, which will give me a lot more flexibility ... and allow me to spend more time attacking en masse rather than eeny-meeny-miney-moe as I have been up until now.

    Don't get me wrong. The PBAoEs are "nice to have" ... but they're in the category of "extras" as far as I'm concerned, once you've gotten the "basics" of what you need in order to make your build "work" for you.



    Does anyone else have any sort of insights and wisdom into particular combinations of powers/slots (and why?) when trying to build a Quad-form Peacebringer?
  21. Quote:
    Originally Posted by CuppaManga View Post
    It should cost you around $800-$1000 (with monitor and keyboard) if it's a system that will prove to be reliable.
    At that price, you might as well just buy a MacMini ....
  22. Set bonuses (+hp, +res, etc.) affect YOU ... not your Pets. The only exceptions are some of the uniques which specifically say they affect Pets via an aura (Taunt/Placate Resist, +Defense, +Resistance) which radiates from you because you've slotted that unique IO.
  23. Redlynne

    Mids

    Are the people currently responsible for Mids' going to have an update to Mids' ready to go for Issue 19?
  24. Redlynne

    WiP Screenies

    I'm an old hand at floating things upwards ... have no real problems floating things sideways ... but have never found a particularly easy way to float things downwards from the ceiling, like those flourescent lights you're using for stairs. Is there a shortcut method for floating things downwards like the Large Accent Lamp+Floor Tile trick, or is it more of a brute force repetition sort of thing?
  25. Quote:
    Originally Posted by Niviene View Post
    MrHassenpheffer - What does the future hold for base editing?

    Certain restrictions in base building are being adjusted and/or removed so with that comes some freedom and more options, from an editor perspective, the degree of control and fine-tuning you have in placing items. So that’s one thing. I’ve seen a lot of “creativity” with the way players use one object (or hundreds of them) to act as another so my other plan is to provide more base objects, more textures, and more themed sets. Suggestions?
    I fail to find the magic words:
    large
    portion
    attention

    I also fail to find the magic words:
    this
    next
    year

    Feel free to review the quote as many times as necessary to confirm that the above words are simply not present.

    Reading this response from War Witch straight, to me sounds like she's talking about the removal of Raid Pathing from Bases (ie. "certain restrictions in base building are being adjusted and/or removed"). Also note that while she says she'd *LIKE* to do something to augment Bases, there is no firm commitment of any kind or substance to do so. To be fair, such lack of firm commitment is par for the course, due to marketing restrictions (ie. do not promise what may not eventually get delivered).

    I'm not saying you're wrong ... per se ... just that any cause for optomism seems a tad ... unsupported by evidence, shall we say?