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Posts
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Quote:Sounds neat. I'd be up for that.A story arc that evolved around recovering this weapon, that could dwell into its' origin and powers, would be a good start, I think. If this dagger is that important to the plot, surely it deserve a little more exposition.
It could even be a personal-story thing where you play as the Dream Doctor recovering/creating/whichever the dagger.
I just object, on principle, to people bashing stuff (even if I might agree with whatever it is) but offering no explanation or counter-point or 'how I'd have done it'.
Admittedly, there are certain things that can't be applied to, like the current ragdoll physics; it's either working right or it's broken (hint, the latter is true) -
Quote:Sam's not caustic, he's opinionated. There's a differenceI really sometimes wonder why Venture continues to play when I don't think I've ever seen him say something positive about the game in his forum posts? I mean, caustic as even folks like Sam and I are, we STILL find and praise good aspects of the game.
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Quote:So, in your ever snarky and prevelant wisdom, oh Venture-d one, what would you have done?I am familiar with the Midnight Club lore. I recognized the dagger immediately. I also recognize the moves I used 30 years ago. Don't BS a BS artist. Something you learn to do early on in GMing is to throw around lots of stuff that you don't really have any plans for, or even really know anything about, so that you can pick up any old thing lying around later and say "oh yeah, this, this was it!"
Something not pulled out of someone's Back Orifice. -
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Quote:This sums up why it shouldn't happen. Not to steal Johnny's thunder, but like Tank's really need anything else taken away from them/done better by other ATs...- effectively giving every character gauntlet. The downside would be such a thing would be blatantly stepping on the toes of tankers, and would make it more difficult for them to establish aggro control, due to aggro rules.
This also becomes problematic in two more ways: if this is in a universal damage set, it means that a great many characters could not access the x6 bonus because they'd end up taunting everything they attacked. (Not everything with damage wants to tank) Likewise, IO's are permanent, so they would have no way to turn it off if the situation arose where they wished to do so. -
As far as I know, there was a point earlier in the year where Knockback suddenly stopped working right, or something. I don't know, I missed it. Either way, *that* got fixed...and, in the process, caused the self-folding ragdoll break we have today, which can lead to stupid self-breaking of the models.
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Ok, it was funny at first, but now it's getting kind of stupid to defeat an enemy and have them fold completely inwards on themselves.
That, however, is not a problem. If it was just that? Well, I'd be keeping quiet about it, because sometimes it's quite useful for keeping enemies down.
It does NOT just effect enemies; it effects Pets too. Which makes it rather annoying to have 2 out of your 3 active pets ground face-first into the ground twitching because their ragdoll is broken and they can't get up. KB is annoying enough for MMs as it is. This is a whole different scale of 'Not Cool'.
This needs fixing. Stat. -
Quote:Oh god, please, PLEASE! Get that pirrock out of my contacts tab! I don't WANT to go to AE until I want to go, and I KNOW how the damn thing works! Sheesh!
However this is something I'd like to see done for one particular contact who shows up: Architect Manager. I know how the AE works, I don't need to take a tour on every character nor should I need to be introduced to you on every character when it's a global meta-game system tied to my global account. We have five of the AE badges globally (and personally I'd prefer the entire set to be global) from level 1 once we have them so why do I need to take the same boring tour EVERY. SINGLE. TIME. (or leave him hanging in my contacts list until I actually bother to run it because I have a spare minute). -
Quote:Ugh, god, yes. There are some sounds I have no idea why they got ported to everything. Maybe some 'genius' baked the sound into the rig itself, not the enemies?The Sad Rikti Drone Sound: This noise did not have to be applied to every floating, limbless mob in the game. Arachnos drones, maybe, since they use Rikti technology. Council/Column Valkyries, Gun Drones, and Rularuu eyeballs? Not so much. It is just pathetic to hear a mighty engine of destruction to go *bur-breap* every time I hit it with Brawl.
Would figure, since a lot of enemies picked up the new Shivan grunt sounds as well.
Ok, Alpha's pet annoyance of the day;
Fix the gorramn tailor randomly deciding that scales need changing when they DON'T. I made three costumes for a new character in the creator screen, so I could load the others when I created them. There were NO scale changes between the 3 costumes. I get to the tailor, and ALL of them apparently require scale changes. When they don't. Oh, and hitting 'reset scales' does that....and then turns on 'Link Colours' for feck alone knows what reason, making the whole costume black and white. What. The. Hell? -
Oh, I remember my current most hated!
Carnie Ring Mistresses, with the Mask effect that does -50 Base End (As in, it halves your end bar TOTAL) and about -50% Defence. Seriously? So, even softcapped defences are smacked? That's bad on an Invul Tank, where half end and no defences leaves you rather open, but on a purely Defence based character? That's....well, that's just bloody stupid. And it last a fair old while, too. -
We need a Mu body-type, then. One that uses Mu animations and floats everywhere. We do lack that, annoyingly...
And, wait, Bane Spiders, Recluses's personal, mind-linked bodyguard, are 'everyday'? -
Quote:...I like both of those, actually. I'm surprised they don't already have Freak Pyros, given what they're like O_oSo, having played through the game, in your opinions, what enemies do you think could stand to be added to some existing enemy groups?
For me, I think for one, the Freakshow needs a Pyro-Tank. As the name implies, the guy belts out fire, his cybernetics are half-melted, and instead of a chance to resurrect himself, he instead has a chance to EXPLODE in a HUGE conflagration that hurts everyone around him.
Another thing: Malta needs a sniper. I mean they're an elite black ops group, and they don't have any sort of stealthy, long ranged assassins? I mean I get a lot of heroes are tougher than just being killed by a bullet to the head, but just as many are not so immune. But again. it's ultimately just the concept of how strange it is for a special black ops group to not make use of such a thing.
Nemesis need more human troop-types, and a human Boss class entity or two, like Brigadiers, etc. Or change the Colonel rank to Boss class.
I'm sure I'll think of more later, heh. -
Quote:Last time I saw, enemies that managed to make it out of the glue started moving normally again. I could be wrong, but I'm relatively sure that was the case.I would have to agree with this.
You can't really say it's cheating when an enemy uses a power identical to one of our own, unless you want to say our power is cheating too.
With the NPC version, you most certainly remain under the effects, even after getting out of the Locational AoE. That is the part I object to. -
Quote:I was going to make a post.It significantly damages it, and I believe it was a mistake to do. It suggests that the dev team really isn't prepared to deal with a world that changes, when you have to impose chronologically conflicting static rules to the way the game treats time.
Some discontinuities are necessary, but this was one of their own completely voluntary (at least with regard to Paragon Studios as a whole) making.
Instead I can quote Aracanaville, the perfect equivalent of saying YOU ARE DOING IT WRONG!
Edit: Seriously, if you are going to do something, for the love of smeg do it PROPERLY. Don't do some lazy, half-baked job like this. It's just bad. -
Huh, it always used to spawn at EB, or at the very least Boss level, even with Bosses turned off. Maybe they fixed it, I dunno. I've not bothered running Ouro in a looooong time
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I know how frustrating a pet-hate mob can be, so I'm not bashing on Quinch in the slightest.
I do, however, feel there are far more cheaty mobs out there that should be looked at first.
Like PPD Ghosts, with their stupid level -ToHit and -Def Flashbang grenades, and PPD Equalisers with their 'It's a locational AoE, only it persist even when you leave it!' glue grenades.
Or 20s range CoT, where everything and it's demonic parent has -ToHit and Ruin mages pack +def for allies and -Def for you to boot.
Or Nemesis as a whole, where killing enough LTs means you are basically shooting yourself in the foot. Or certain Vanguard Bosses, who have the genius ability to halve your entire endurance bar, which can only be fixed by waiting it out or buying a VG specific anit-power? Which bloody genius thought THAT was fun? Or even a fair challenge?
Rularuu and DE have been covered, so what about KoA, with their 'spam it like it's going out of fashion' Caltrops? Or most mid-high range Tsoo, where EVERY. GOLLY. GOSH. DARN. MINION. Has Kinetics as a back up? Do you have any idea how NOT fun being at the movement minimum cap and with nearly grounded damage is? Sure, it's survivable...when I'm on my level 50 Invul Tank. Anything else? Oh, look, pretty floor.
Oh, and Malta, with their 'tier 9 crashing nuke' level of Stun grenades. Seriously, my Trick Arrow Defender has lockdown that's only marginally better than that, on her tier 9. What the hell?
So, yeah. Stunners are a minor, tiny niggle compared to some of the outright hax the NPCs have going on to this day... -
Really? Every time I ran that mission there was a Shivan Decimator guarding Lazarus. It even says so on that page. Unless they changed it more recently?
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Quote:The problem? Blasters simply are not delivering the damage output they require to fill that roll. If I want massive damage output? I roll a Scrapper, a Stalker, a Brute or a Dominator. Because I can reliably deliver massive damage while still having fun, because I don't die in 3-4 hits like a Blaster does, I don't have to worry about Mez crippling me and....yeah.Striaght up defence, resistance or mez protection is going against the theme of the blaster. The Blaster is meant to be a volatile creature that is all about the punishment rather than the durability. If blasters were to get something like added defence or mez then it needs to be apart of some system that is encouraging blasters to not only chain attacks, but also to be agile and move around.
My playstyle with blasters has always been to move them around as much as possible, stick to range but jump in close now and then to deliver some powerful melee hits because blaster melee attacks are brutal.
While I am for a bit of added survivability, It needs to be part of a system that actually rewards tactile and skilled behaviour rather than equally benefiting those that stand in the middle of a group of mobs, derping around with attacks then whining because they died.
Blasters, right now, I would actually argue are the 'weakest' of the ATs when it comes to actually fulfilling their assigned roll. I noticed it more pointedly when I recently rolled a Dominator version of my Fire/Fire blaster, and found that not only was I able to damage enemies well but I was also not dying as freaking much because someone happened to breath in my direction.
Blasters are meant to be Glass Cannons, I can live with that. I see plenty of glass, but less and less cannon... -
Quote:^This, sums it up perfectly.When you start introducing free-form classes, you get two things:
- GOD builds, ones that destroy absolutely everything in their path, bar none
- Everything else
As was and still is the case with That Other Game, there were a select few GOD builds which could take on anything the game threw at them that wasn't basically insta-death. I, myself, had one of these characters. Fighting and defeating level 30 bosses at level 20 ... something has gone wrong there
The downside of that was, that every other character I made felt pathetic in comparison. Where as GOD could fight about 10 enemies at a time, some of my other 'proper' characters could barely manage three.
Believe me, IF (And, if fonts would allow a font the size of the screen, I would use it) a free-form selection was ever implemented, you could expect GOD builds within the hour. People soloing incarnate trials, hamidon, you name it.
So, this will be /unsigned from me. -
It would be nice to have Snipes improved, even if all they got was a Dominator style damage boost. Doms are, as of right now, the only ones where Snipes actually have a worthwhile damage hike to compensate for long fire time, intterupt and end cost. Not to mention failing if the enemy breaks LoS, unlike other attacks.
Right now, snipes just aren't 'worth' it. Yes, people still take them, even I take them on some characters. But they are provably not delivering enough bang for the buck. -
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The problem is the Cottage Rule. Devs don't like changing a powers function entirely, as that can and likely will break peoples builds and enhancement slotting.
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/Signed. This has been a no-brainer for a while now.