SkarmoryThePG

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  1. Yes please. This'd also be useful for patch slows. You know, Tar Patch, Quicksand...
  2. The Salvage window currently has no less than seven tabs.

    Here's my suggestion:

    Don't display empty tabs. At all. This will immediately remove two tabs for most characters (Base and Component) and a likely third (Incarnate) too, making the window much more user friendly.
  3. Quote:
    Originally Posted by UberGuy View Post
    I don't think then that you really grokked the info on that page. It tells you what exemplaring does to each enhancement, and what that effect is depends on how much enhancement each enhancer provides, and what the level you are exemplaring to is.

    There are no other rules for what happens to enhancers than what's shown on that page.

    Maybe you should give an example you want to see the effects on?
    I did.

    Two enhancers of level 15 vs one of lvl 40. Very comparable values. Other than the 20% thing, I don't see much of a difference, which is what matters for me.

    In the end, I really want to see variations of, if replacing three lvl 30ish IOs with two 50s will hurt my exemplaring more than it seems at first.
  4. After surveying that page, nope, doesn't have the answer to my specific question, which is less about levels and total values and more about particular enhancements.
  5. How do IO values work with exemplaring?

    Let me use an example. I have two powers. One is slotted with two lvl 15 IOs, for a total of 38,40%, the other with one 40, for 38,60%.

    Let's, for the sake of the example, claim that the two are equal. Will they stay equal regardless of how far I exemplar down, or will they exemplar differently?
  6. Quote:
    Originally Posted by Tymers_Realm View Post
    Now if you went the alt. animation route, what about Shield Defense? Have you seen what a Kin Melee/SD looks like? Left hand: Standard SD pose. Right Hand: Wavy KM movements. It looks ok, but not the best. I couldn't really see it done with that set.
    Your definition of 'ok' is lacking.
  7. Quote:
    Originally Posted by Pedro Schwartz View Post
    A red name posted on my lore thread CONFIRMING IT?AND I WAS THE FIRST TO GET A PICTURE OF THIS*Has heart attack*

    SEE??
    THE HAMIDON IS REAL!
    Grats.

    And no, it doesn't validate the character you took it on. :P
  8. SkarmoryThePG

    Troll Update

    'dyne also gives space/time manipulation powers. Thus why Consiglieres have Gravity Control.

    Rather than lose the Stone/Stone Ogres, I'd rather see Trolls get a new LT type alongside Jutals/Gardvords that use stone attacks.
  9. Quote:
    Originally Posted by Wicked_Wendy View Post
    Okay first, as usual, Memphis Bill and I agree. Next .. can I ask just exactly WHY removing influence from the game is SOOOOOO desperately needed? It seems to me like we have more than enough influence sinks since the Invension System began and especially since the very rare, and highly coveted, purple recipes arrived. I can, and just did recently,sell a Purple that increase pet damage by 53% for more than 300 million and I keep seeing things here on the forums where some recipes are selling for a billion or more.. and we need to find ways to get RID of Influence?
    I'm sorry to say but you have no idea what a inf sink is.
  10. Quote:
    Originally Posted by EvilGeko View Post
    For the powers that Brutes, Tankers and Scrappers have access to. To my knowledge it has not been done for all the blast powers (that aren't also epic powers), debuffs, etc.
    Hint: Play around with the AE.

    Can I make a Shield Defense/Stone Assault tank, please? Pretty please?
  11. Quote:
    Originally Posted by DLancer View Post
    This would require adjusting every player attack animation in the game to have a shield variant.


    Its probably not going to happen due to the time investment required.
    Already been done, actually.
  12. Quote:
    Originally Posted by Megajoule View Post
    Great idea, well described, but probably a technical nightmare to implement.
    That'd be about my own thoughts on my own idea, heh.
  13. Quote:
    Originally Posted by DarkGob View Post
    Oh man, I had totally forgotten about the "Evil [character name]" rationale. That was really the silliest thing. Did anybody ever actually do this?
    Please tell me you're joking.
  14. So that's what it was.

    And yeah. Bad change.
  15. Another one of my "brilliant" ideas.

    Thanks to the wonders of Power Customization, we know what a lot of powers that we can't take works well with Shields - Assault, Blast etc. As long as there's not a weapon being held, it seems.

    So... you know the Ancillary Pool shields? Fire Shield, Frozen Armor, Dark Embrace, Charged Armor, Rock Armor, Temp Invuln, Mind over Body?

    Well, once Power Customization comes to power and ancillary pools (never too soon I say), let us pick those in shield form. To be precise, the proper elemental shield (Energy for Temp Invuln and MoB).

    'course, you might wanna lock out the combinations where you'd be pairing it with a bow or Assault Rifle or the like.
  16. SkarmoryThePG

    Thank you devs

    Quote:
    Originally Posted by Aett_Thorn View Post
    So I take it the suggestion is for the Devs to keep being awesome?
    /signed
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    An ITF cannot give you 8 shards. The things you defeat in it will do that, which is no different than if you'd done regular content or street-swept.
    But is very different from the Cathedral of Pain, is his/her point.
  18. Afraid I don't see the need for this category.
  19. SkarmoryThePG

    Thank you devs

    Quote:
    Originally Posted by GhoulSlayer View Post
    Agreed, but they closed it with the release of i19 so it still fits.
    The alternative was a hotfix, which would've done the same, weeks earlier.

    So, um.
  20. SkarmoryThePG

    Co-op Zones

    Quote:
    Originally Posted by Vanden View Post
    Co-op zones already allow transit between cities, what's the benefit of this?
    "Okay guys, now break team and reassemble in RWZ #3. If we all get in."

    I can see the idea behind it but meeh.
  21. Disclaimer:

    This suggestion brought to you by the :wtf: moment of wanting to add Fireflies to a costume, and not finding it amongst the other 13 auras I have available.
  22. Quote:
    Originally Posted by warden_de_dios View Post
    With so many boss fights starting with a dialog window these days trip mine has a new way to shine. Tips and new arcs are introducing Bosses and EBs that con blue and then attack at the end of the dialog tree.
    That's not what con means. *nitpick*
  23. New Travel Power Pool: (Unnamed)
    • (Unnamed): ???
    • (Unnamed): ???
    • Ramp: Toggle, Self Ramp
    • Sky Ramp: Auto, Self +Special

    What is Ramp?

    Ramp is the catch-all term for a method of travel inbetween true flight, jumping, and travel across the ground.

    A ramping character uses his powers to conjure -- or simply control -- a mobile platform upon which he or she travels, either immediately above ground level, or at a certain elevation.

    Mechanically:

    Ramp can be likened to Super Speed with limited flight capabilities. It has poor acceleration and considerable inertia. Functionally, it works similar to Fly, however, there are notable differences:
    • Horizontal ("Ramp") speed is separate from vertical ("Climb") speed
    • A Ramping character cannot exceed a certain height above the ground directly underneath. If the character's altitude exceeds the maximum (due to knockup or the ground lowering, for example), they will lower to maximum at climb speed.
    • While Ramping, you may raise at your climb speed, or lower at your falling speed.
    • Ramping may or may not be controlled by camera angle like Fly is, depending on what works better.
    • Being knocked down causes a certain altitude loss.
    • Ramping while touching the ground increases the character's ramp speed.
    Ramping speed is dictated by the following attributes:
    -Flight Speed affects Ramp Speed
    -Air Control affects Climb Speed
    -Jump Height affects Maximum Altitude

    Ramp is mutually exclusive with Super Jump, Combat Jump, Ninja Run, Fly, and their varieties.

    Ramp may be slotted for End Reduction, Flight Speed and Jump Speed. It accepts Flight, Jump and Universal Travel sets.

    Ramping through the air is faster than Flight but slower than Super Jump. Ramping near the ground is slower than Super Speed, but faster than equally enhanced Super Jump. Ramping speed hard-cap is the same as Jumping speed. With enough bonuses, Ramping through the air will be as fast as along the ground.

    Aesthetics:

    A Ramping character in movement uses the 'sliding on ice' animations.

    Ramping FX depend on Pool powers being customizable. Example aesthetics:
    • Ice - the default setting. An icy ramp appears a short way in front of the character, and trails a fair bit back before disappearing. At low enough elevations, icy pillars form to support the ramp. Might be tricky to make it work and look well. Supports the character with a icy pillar if stationary.
    • Hoverboard - narrow, technological flying skateboard. Leaves a colorable trail in the air.
    • Steel Serpent - technological, flying, tailed thing. Rider stands on head. Tail trails behind, or hangs underneath.
    • Discus - Arcane, spinning, flying disc that trails behind a stream of runes.
    • Sandstone - A chunk of rock, propelled forward on a wave of sand.
    • Biomass - Colorable organic pillars (think Organic Armor) rise from the ground to support the character's passage.

    What's Sky Ramp?

    The fourth power in the set is an unslottable auto power. What it does is make the Ramp power grant a higher Climb speed and a much higher (think 300' rather than 30') maximum attitude.