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Posts
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Joined
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Yes, it has.
8 years ago, there were no IOs. No ATOs. No catalyzed ATOs. No procs. Fitness was not inherent. Every power in the game at that time that did knockback did knockback, not knock down. Burn didn't make mobs run away. No Incarnates and no incarnate powers. No level shifts. No villains. No villain ATs. No villain ATs that now play hero side, and no hero ATs that now play villain side. Scrappers were debt machines (yes, they were). Nobody wanted anything other than an Empathy defender on their team. There was no "punchvoke," so you had better be playing your Tank as a tauntbot. You could slot your powers with 6 of any given SO enhancement with absolutely no decrease in the effectiveness of any individual enhancement. No limit on the number of enemies you could make go agro on you at any given time. Herding was the norm. Werewolf farms were run on a near constant basis to power level.
I could go on, but if you haven't noticed the error in your words, I don't know what to tell you. -
The Vanguard claws appear in the wrong position in relation to their respective arm when using the following powers: Swipe, Follow Up, Confront, Focus, Eviscerate and Shockwave. They'll actually appear to protrude from the arm at a 45-ish degree angle, rather than being perpendicular to the arm. They appear as you'd expect (perpendicular to the arm) when using Strike, Slash, or Spin.
This is easily seen in the powers appearance customization screen at the tailor. -
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assassin's strike (Assassin's Blow?)
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Try Dim Mak on for size. -
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2> What the hell does throwing a handfull of money into the air have to do with pimps, or (to the poster above you) rap videos?
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Never heard of "making it rain," have you? Google it.
/em makeitrain -
Knowing what to delete first is probably a good thing, too, when you must delete an enhancement in your tray.
Given the choice between deleting a damage resistance enhancement and an accuracy enhancement of the same level, I'd delete the DR. It's worth less. This used to be easier to do. When you saw that enhancement with a dark blue background and the EKG pulse graphic on it, you knew you could delete it immediately, and that it was next to worthless if you tried to sell it. Since they eliminated some of the old enhancement types this decision isn't as easy now. -
Here's what each destroyable object gives in bonus time. Most require that you destroy one for each member of the team. Object types marked with an asterisk require more than one for each member, but I don't know the exact tally, and they are the most common objects you will find in the mission.
Barrels(*)- 1:30
Cars(*)- 3:00
Bus Stops- 1:00
Mailboxes- 1:00
Pay Phones- 1:00
Newsstands- 1:00
Trucks- 1:00
Fire Hydrants- 1:00
Parking Meters (*)- 1:00
Cardboard Boxes(*)- 1:00
Trash Cans(*)- 1:00
Metal Crates(*)- 1:30
Dumpsters- 1:00
Cargo Crates- 1:00
PPD Cars- 1:00
PPD Vans- 1:00 -
No, I've been given the award after being defeated and going to jail. I had to fight the guards as soon as I left my cell.
Once, one of the guards (a PPD Sergeant) was in my cell, with the door still up, as I arrived after being defeated. Needless to say, I wasn't happy. Especially not after I Levitated him and his head ended up stuck in the ceiling making it so I couldn't attack him but he could attack me. -
Some corrections to inaccuracies:
Destroying inanimate objects does not give only :30 or 1:00. Barrels, for instance, give 1:30. I don't have specifics on each item type, other than Barrels, but I'll write some down the next time I do a mayhem. It seems that only the leader of the team or the owner of the mission can see the time bonus specifics, while everyone else sees only a message for everything other than resisting arrest and side missions (I don't know which, but I know that when I'm not the leader or mission holder, I don't see the time awarded for destroying objects).
Smash and Grab missions have two time bonuses. The first is 5:00, and is for all the safes mounted on walls. The second is 6:00, and is for the floor safes/displays in a room protected by a Reinforced Door/Vault Door. The back room safes also award a special piece of salvage (this may depend on level, I got it on my 25 Brute, but not with any of my lower-leveled villains). The one I got is called Prototype Element. Its info text reads, "This salvage allows you to replace the need for one Core Sample to process the ore in Bloody Bay."
Side missions where you free a captured villain from the PPD jail give 3:00. You get the bonus when you defeat the guards outside the door. You don't have to break down the door, but the villain inside will follow you around and fight alongside you if you do, unless you do something to lose them along the way (like break line of sight while stealthed). -
I bugged this in-game, on the test server. I figured it was worth posting here, too. Sorry if someone else has posted this.
The banded option for gloves on test seems to have been passed over in the recent patch for costume pieces. It's the old list, in the old order, with the old names, and doesn't have the Tech Crey option.
Sorry, no screenshot. -
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Total Focus does not have a DropToggles attribute. It does have a Disorient, and that can drop toggles.
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Uh...that doesn't explain this, from your list:
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Dominator: Total Focus: 64% for 1 Toggle
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So, is that inaccurate, or is it the Blaster/Tanker versions that have no DropToggle attribute?
Does being disoriented not drop ALL active toggles? I'm asking because I don't know. -
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Did you know...
...that 20th level Family used to spawn in Steel Canyon, shaking down Outcasts? (I miss them!)
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Did you know...
...that the 20th level Family that spawned in Steel Canyon would stand stock still and let player characters beat them senseless, and give them XP for it, to boot?
...that players would take advantage of this, under the unwritten rule of MMOGs that states: "It's not MY fault the developers haven't fixed it. They must not care too much if they haven't fixed it yet"? -
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I am not sure if anyone else has noticed this, but I played with a team of 3 controllers and 3 blasters/scrappers and a defender. I did notice a small increase to my damage, but no noticable increase to my resistance, and I am not sure what the numbers for the status protection increases are, but I think it is around zero, because I was getting hold/sleep by a single attack... I was easily within 50 feet of my team, so I doubt I was outside the sustenance range, but then again, maybe not... does anyone know the range for it?
anyone else notice this?
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Were you in human form? You didn't say you were or weren't, so it pays to ask. -
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No beneficial teleportation (Teleport, Recall Friend, Warshade/Dwarf 'port, etc.). Wormhole and Teleport Foe still work.
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The result is indeed the same.
I noticed that I was awarded experience for defeating the Warhulk right before the damage from the explosion was applied.
You can't debuff a defeated mob. -
I'm thinking that's because you're not actually debuffing anything at that point.
The Warhulk has already been defeated, which means your toggles are shut off- then comes the boom.
I'm pretty sure that, if you check, you'll see the text messages (if you have them activated in a chat pane) that indicate your opponent has been defeated and see the debuffs fading before the explosion. I'm going to pop into Crey's Folly when I'm not at work to see if I get these messages before the explosion. -
If it's already been suggested, I apologize, but I'd like the option to not have to choose a chest symbol.
I don't much like any of the current ones, so I guess you could also consider that a more/different symbols, and the ability to change the size and placement of symbols, if your SG has one, kind of like the 'X' symbol on some of the X-men's belts in the comic (but not anything that would constitute trademark or copyright infringement- maybe the ability to move the symbol to the upper left chest and make it smaller, that type of thing).