-
Posts
70 -
Joined
-
What semi-permanent channels? Are you saying you want the names of player-made channels to be listed publicly? If so, I would ask that Private player-made channels remain unlisted.
-
nope, your message board name will not be altered if you change your global chat handle.
-
[ QUOTE ]
SS+Stealth should still be invis(until you attack that is).
[/ QUOTE ]
Agreed. I'd take it a step further and just let SS vibrate their molecules faster to attain the partial stealth they currently enjoy PvE. Regardless of the reasoning behind adding stealth to SS, the devs made that addition. Removing it to play fair in no-travel-power PvP matches seems a bit restrictive considering they're already losing out on the ability to move quickly. -
[ QUOTE ]
If anything, your argument is only valid for Teleporters... who don't have def bonuses in their entire pool.
[/ QUOTE ]
Good point. I wan't considering that flier, speeders, and leapers will be able to get their respective defense bonuses from hover, hasten, and combat jumping. Teleporters will be left with the empty greeting-card-box on valentine's day and the option to take TP Foe. -
[ QUOTE ]
Point A
You -still- recieve any of the other benefits those powers give you, like Combat Jumping and Hover add to your defense. You can toggle them on for the defense bonus, but you won't get the movement power.
[/ QUOTE ]
[ QUOTE ]
Point B
Things that were put into powers as side effects to counter certain game-created condiitions (off the top of my head, the stealth inherent in Super Speed) are NOT given to you in the Arena. If you want any stealth in PvP, you need to be using a stealth-based power.
[/ QUOTE ]
Is it just me or do these two points seem contradictory in their intentions? On the one hand, capping travel speed while keeping defense bonuses expresses one philosophy which would seem to say: well they shouldn't go too fast but other bonuses won't interfere with the fun. Besides, we don't wan't to the no-travel-powers option to render travel powers completely useless in PvP, right?"
On the other hand, the decision to remove the stealth effect of Super Speed from PvP would seem to send the opposite message by rendering the power completely useless in no-travel-power PvP matches.
Fliers get the shortest end of this stick. They have no bonuses associated with their travel power that could be retained to preserve some usefulness in a no-travel-powers scenario.
[ QUOTE ]
Of course, this is all subject to change.
[/ QUOTE ]
That's good to hear because the reasoning behind this descion seems fairly inconsistant to me. I dont' see the point of offering PvP that's free of travel powers, while still rewarding Super Jumpers over all the over travel types.
As always, I hope you'll accept my posts in the spirit they're intended; as constructive criticism. I wouldn't spend my time posting here if I didn't think it had a chance of providing useful feedback. -
Well, Illusion only gets one AOE hold, and I think you'd be crazy to tackle the game without it. I'd recommend slotting Flash with either 2 Accuracy SO's or 1 SO plus Tactics, and the rest Hold Durations and Recharge Rates (mix to taste). By the 40's (and with perma-hasten) I was using flash twice or more during long fights.
Keep in mind that Crowd control doesn't always mean hold or slow powers. What Illusion lacks in straight-up hold powers they more than make up for with the variety of pets they're allotted. <ul type="square">[*]PA is great for no-risk aggro control (with some damage to boot).[*]Phantasms are great damage dealers that also draw aggro away from you.[*]With some finesse you can make Spectral Terror a very handy crowd control tool as well (one you may want to stand around the corner from to avoid the initial backlash from effected targets).[/list] -
[ QUOTE ]
I just love this one...
"Yes, I understand that it is mathematically suboptimal, but I happen to rather like the flurry power."
[/ QUOTE ]
I have to agree that is the funniest phrasing I've seen on the topic! Kudos to the OP -
[ QUOTE ]
Thanks for all of your suggestions in the Dev Corner. I've noted them all down for analysis.
There's no immediate deadline for changes Archetype wide, though individual power sets might need attention sooner. I just wanted to say that nothing at the moment is set in stone.
[/ QUOTE ]\
Wow...the sky really IS falling! -
I'm not sure just how to feel right now...so I guess I'll just follow this strange compulsion to KILL SKULS and see where that takes me.
-
This sounds really neat, Pos...but won't allowing outside observers introduce lag that will negatively impact gameplay for those in the actual fight? We've been told that the SG limit of 75 players is here to stay so there won't be more than 150 players involved in a base raid. Will there be similar limitations in place for the number of observers who're allowed? Will Players in the actual PvP match have an option to limit the max number of outside observers that can attend?
-
Posting my support of a suggestion I've seen a couple of times in this thread:
Allow 75 accounts into one SG, not 75 hereos. That will make altaholics happy without threatening the devs 75v75 limit on future PvP raids. -
Thanks for asking, Statesman. I'd like to see the following additions to the SG interface:
<ul type="square">[*]Allow SG Leaders to change SG colors & symbol without reforming entire SG.
[*]an SG EVENT sub-tab on the SG interface, where Leaders could post dates & descriptions of upcoming events, such as Trials, Task Forces, or whatever strikes their fancy.
[*]Ability to quickly and easily add all SG members to your Friends list OR a box to check so you'll recieve notifications when SG members login.
[*]Ability for leaders to setup a period of innactivity that results in characters being auto-dropped from the SG roster. I suggest a series of check-boxes for 30, 60 and 90 days...so SG leaders can choose the level of commitment that's required to stay in the SG.
[*]Display Global Chat handles in SG menu (at player discretion). This should be optional, where a player would have to check the "display Global Chat Handle" box in their SG options. If they check the box, then their Global Chat handle will appear in this column, allowing players to see which alts belong to which players.
[*]Ranked SG Chat Channels. Give us the option to make a Captians-only or Officers-only SG channels so SG leaders had a channel to chat in without involving all the lower-ranked members. While global chat might soon offer the ability to create custom channels, it would be inconvenient to maintain such channels manually. [/list] -
Here you go:
/bind Numpad1 "powexec_name Hasten$$target_enemy_near" -
You could also add the Dev Digest page to your favorites.
-
Thank to Cuppa and the Devs for this wonderful new addition to the forums. I can't wait to see how this works out!
-
[ QUOTE ]
Volt - are the new toggleon/toggleoff binds "live" now or after issue 3?
[/ QUOTE ]
powexec_toggleon and powexec_toggleoff are both in Update 3 and both commands currently work on the test server. Sorry if I gave the impression they were on live. -
Hey Curveball. No, you can't make a single bind that simultaneousely activates multiple powers. What the new powexec_toggleon command does allow you to do is bind a button you can press repeatedly to turn on all of your toggles in the order you prefer them activated. This command only turns toggles on, so you can press a key that's bound with the command repeatedly without fear of dropping any toggles!
For example:
Bind 1 "powexec_toggleon stealth$$powexec_toggleon maneuvers$$powexec_toggleon tactics
With the above bind, Tactics would activate the first time you pressed the 1 key. Manuevers would activate the second time you pressed the key, and Stealth would activate on the third keypress. Additional keypresses would have no result.
Nice stuff for those who struggle with multiple toggles! -
[ QUOTE ]
[ QUOTE ]
Thanks, States. This is a really hard delay for me to swallow, but at least it's still in the works. I hope the DA and Stone folks will hang in there for three more months to get the protection they've deserved since day 1.
[/ QUOTE ]
"Deserved"?!
*rolls his eyes and shakes his head*
Not saying it's not a needed boost, but "deserved"?
*just...walks away.*
[/ QUOTE ]
Yup. I think Stone Armor tanks and Dark Armor scrappers deserve better treatment than this. I've played this game a great deal since launch and I regularly team with 2 DA scrappers (40 & 46) and 1 Stone tanker (24). They eat dirt far more frequently than their */regen or */invuln counterparts. These non-stacking armors are really that broken. According to these forums, these inequalities between different scrapper and tanker sets were revealed during beta. So, considering those facts, I think it's pretty sad when the promise of stackable armors that surfaced pre-Update 2 is being pushed back all the way to Update 4.
Adding to the frustration, we get to see Kheldians rolled out in Issue 3 complete with...(ta daa!) stackable armors. Serving new content is commendable, but I think it was poor judgement to prioritize prestige ATs over addressing long-standing issues on regular ATs. -
[ QUOTE ]
Again, this is an art issue AND a design one. The changes to ALL the armors are coming in Update 4 at the latest.
[/ QUOTE ]
Thanks, States. This is a really hard delay for me to swallow, but at least it's still in the works. I hope the DA and Stone folks will hang in there for three more months to get the protection they've deserved since day 1. -
Yes! These new toggleon/toggleoff commands are just what we need to minimize the hassle of restoring our toggles. Good stuff, devs!
-
[ QUOTE ]
will there be any changes to current accolades like shorter recharge times?, 10 minutes would be good
[/ QUOTE ]
I don't think that accolades are intended to be relied upon tactically. They're intended as a reward, a knick-knack, a nifty gadget to impress your friends. Frankly, some of them are quite powerful (Vanguard and Archmage in particular) and making them available more often than every 25 minutes would be too great a reward. -
I'm also curious how much longer Stone Tankers and Dark Armor scrappers will have to wait for stackable armors. The players I know who use these power sets are at a disadvantage throughout their careers, but most especially in the 40+ portion of the game. It's especially hard to tolerate these broken power sets when I heard that Kheldians already have stackable armor. This seems like a case of misplaced priorities to me. Any ETA on this fix hitting the test server? I would also like to hear why stackable armors were first addressed in the epic ATs rather than the existing ones that we all have access to.
-
[ QUOTE ]
We already implemented Time Travel...
Wait, we haven't yet? What year is this? 2004! Oh... um, ignore me.
[/ QUOTE ]
"These tachyons...they're muddling everything up."
- Dr. Manhattan (Watchmen; read your classics) -
[ QUOTE ]
Yes, we'll put stores on the map.
Yes, we'll look into timed missions counting while offline.
[/ QUOTE ]
Thanks, Statesman. I've been hoping the stores would make a *ahem* legitemate appearance on a map near me. Halting the timed mission countdown is a sweet idea too. I can't tell ya how many times I've arrived at work bleary-eyed because of that last-minute suprise timed mission from the night before. I really appreciate your taking the time to address those issues because many of them will effect my characters.
Question 1: Is the fear change due for Issue 3, shortly thereafter, or the somewhat more distant future?
Question 2: I keep seeing concerns about the Alpha Strike and I'm curious exactly what this means. Does the term refer to blasters' sniping damage or to the destructive potential of massive AOE powers like Nova, Thunderous Blast, Trip Mine and Inferno?
Again, thanks. -
[ QUOTE ]
numpad1 team_select 1$$follow
numpad2 team_select 2$$follow
numpad3 team_select 3$$follow
numpad4 team_select 4$$follow
numpad5 team_select 5$$follow
numpad6 team_select 6$$follow
numpad7 team_select 7$$follow
numpad8 team_select 8$$follow
decimal powexec_name grant invisibility
numpad0 powexec_name density increase
numpadenter powexec_name speed boost
[/ QUOTE ]
I've started using the above set of number pad keybinds for my Illusion/Kinetics controller to ease the process of buffing my team members. In practice I've found it's immensely useful for finding teammates in the heat of battle, zeroing in quickly to assist with an ambush and even doing fly-by Transfusion heals as I leap into a battle. I've gotten in the habit of double-tapping the keys to cancel the follow command, whenever that part isn't needed. I now load the numpad 1-8 portion of this on all my new characters as it's been so generally useful to me.
Just doing my part to add to the rich tapestry of keybind advice.