TheDarkLord

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  1. I've a question about parry, from what Cuppa posted it has a defense to Lethal as it's only damage time. While I realise that making it def to all except psionics would be overpowered since then it'd be giving awsome ranged defense I would like to see work done on it so that it gives def to all except psionic but only in melee since my main is a katana/invun scrapper and currently I'm getting little benefit at times from having the two together.
  2. TheDarkLord

    Introducing...

    Good luck with the articles, you've got a tough pair of shoes to fill.
  3. How is that calculated if you let the monster regen it's life?
  4. Bugs:

    At last check the Black Dwarf form description says improved HP and endurance recovery but there is no hp recovery boost.

    When you open the warshade powers tab and mouse over eclipse the description is wrong, it lists it as doing moderate damage.

    Suggestion:

    Make the black dwarf heal do more of a heal, it can be argued it does less then it's white dwarf counterpart because it does damage but I think the fact that it can miss already balances that and it should heal for more.
  5. I don't mind doing Sara Moore or Fathaam the Kind many many more times, I really enjoy those ones. The Dr. Quarterfield and Justin Augustine TFs are awful TFs, neither of them are fun. Maybe those 2 should be redesigned to actually be fun, then there won't be a problem with doing them again because they'll be enjoyable.
  6. [ QUOTE ]
    We're also adding resistance to Toxic in Permafrost to bring it into line with Invulnerability's Resist Elements.

    [/ QUOTE ]

    Any chance of doing the same for Temperature Protection in Fire Armour?
  7. Net Arrow: I really think that since it's single target there's no need to remove the minus recharge, although I agree that multiple AOE -recharges are overpowered. I think removing the minus recharge from this turns a so-so power into a bad power. Also why should their primary power be stricktly worse then the Devices Web Grenade?

    Ice Arrow: I think the changes to the duration are good, shouldn't be as powerful as Controller's holds. I really think it's a bad idea moving this to the 4th power in the set, by moving it I see it as you have to take one of the powers you don't want as your first power in the set (I view Net Arrow, Flash Arrow and Poison Gas Arrow and worthless powers).

    Glue Arrow: The duration change is fine but did you really have to up the recharge that much? Couldn't you instead do the same thing that was done with burn (pre I5) where when you make the new instance of burn it removes the old instance first. This would allow you to move the patch around without having to take perma hasten. Also Glue Arrow is still bugged, it's listed as a location AOE but is instead working as a targeted AOE.

    Flash Arrow: Seems pretty worthless due to the high miss chance and relatively long recharge. If autohit would be overpowered cause of the debuff make it non-self stacking too.

    Poison Gas Arrow: 25% Damage DeBuff is pretty worthless alone, this arrow could really do with some love or just become one of those powers you fit in if you've got room. Chance to Sleep seems so low it's worthless for that and the toxic damage is bugged so it doesn't do any (you get the numbers in green in your combat tab). Also this arrow can be slotted for slows even though it doesn't slow.

    Acid Arrow: I had this 6 slotted for 5 Dam and 1 Acc before, it was overpowered before and the changes to it seem fair.

    Disruption Arrow: See Glue Arrow for opinion on change to recharge. Aside from that I think it's a bad idea to nerf it's DeBuff based on there being another of the same in the set is just rediculous because you're nerfing it based on that and making it weaker then powers much earlier available in other sets (Like Enervating Field, almost always useable and does more debuff and a damage debuff).

    Oil Slick Arrow: Only problem with this is that there seems to be certain places where it won't catch fire. An energy or fire attack will hit it and it'll be "defeated" but nothing will happen with it.
  8. The damage and recharge changes to Burn are fine, it was overpowered and is more inline now. Only thing I'm concerned about is the AI reaction to burn, they run after taking approx 90 points of damage at level 50, my fire sword circle does 254 with no buildup. If the mob is immobolized you do around 370 damage which seems fair for the longer recharge and unbuffable damage of burn but until the AI gets changed it'll not be worth it for the 90 damage it does.
  9. Loved the zone before, love it even more now.
  10. I would still prefer to just give a buff at full health and have it wear away after taking damage, roughly the reverse of defiance but with a smaller buff.
  11. I had a sky raider mission which had been converted into an attack wave mission. We were running on a two person spawn and upon aggroing the group around the device in need of rescue around 10-15 mobs rushed through the door of the room combined with the already 5 or so we were fighting. Also after the initial attack it took about 2 minutes before another mob attacked, we had actually walked away a bit at this point and saw the NPC text making us decide to rush back. Then the mobs just started spawning all around the device, around 4-6 at a time I think it was. I think they spawn point for them should be the elevator or a special door somewhere since it was weird then mobs warped in on us (except the porters).
  12. Ice Arrow says Moderate cold damage on your tray but doesn't deal any damage.

    Glue Arrow has the icon for a location AOE when it's working as a targeted AOE.

    Poison Gas Arrow can hold but accepts no hold enhancements which may be a bug. No damage debuff appears on mobs. In your combat tab you get a message saying it does toxic damage but appears in the healing text colour.

    Flash Arrow can miss yet doesn't accept accuracy enhancements.

    Disruption Arrow takes damage resistance enhancements, not yet tested if slotting them does anything. Disruption arrow puts a message in my combat tab saying it reduces the resistances of my toon for some reason.

    Acid Arrow also takes damage resistance enhancements. It also gives no indication of how good the toxic damage it deals is.
  13. Hopefully the SSOCS will provide what is wanted but I'll reserve judgement till actually seeing it. The game could do with more thinking then "hit them till they die from it". At times on difficult missions thinking is needed but more would be nice.
  14. From Angus McQueen's story arc we know that peace is being formed with one of the Rikti factions so maybe we'll be allowed to play as a Traditionalist Rikti. Angus McQueen himself is also another clue, he's a lost who fought back from becoming one of them and maybe a halfbreed mutant thing like him will be playable, someone who had the willpower to resist the change but keep some of the abilities.

    Unrelated hint, but may lead to something nasty to fight is in the letter Hamidon sent to Tanya. It says one day he'll rise up from his lair, imagine Hamidon moving and hunting people. Scary.
  15. Having spent a large portion of my last year of life on the Unreal Runtime2 Engine I can see your amusement. Myself and another co-worker had to build a small game from scratch for our degrees and I had to handle the art side of things for the most part. Even taking digital photos of objects and areas and mapping them into the world took me a long time just for simple surfaces to get them looking right.

    Making games are far from easy even for the "simple" looking things like art.
  16. Sounds like a cool idea, I just hope I can master everything.
  17. [ QUOTE ]
    The Hollows is a Hazard Zone - just like Perez Park

    [/ QUOTE ]

    Isn't it a Trial Zone so it should have larger spawns then Perez?
  18. Explaination: They're a prestiege archtype where they are allowed jack frost and fire imps for example because they worked hard to be allowed this prestiege archtype. Also for this archtype the skills like those are available at lower levels (for example look at the variety of levels Build up appears at in each skill set). Or maybe they aren't really casting Jack Frost but it's the skill "Lesser Ice Golem" which for the saving of money just used Jack Frost to represent it.

    If you want more excuses I'll think of them but in my opinion just accept it as them trying to make the game challenging and enjoy it, nerf them and the game will go from being easy to being a joke (like the respec trial change after day 1).
  19. As long as you can write a story you're happy with for why someone has their powers for their origin what does it matter what others think? My dark/dark scrapper is natural, I consider the dark energies he uses to be the physical manifestation of all his inner negative emotions which comes from no other source then himself.

    As for what we'll see in issue 3 I'm thinking bows have a good chance of being in it. A portal to go to a new high level area called Praetorian Earth or something (I'd love to take the war to them). And the out of combat system I'm hoping will be something to do with building up the story and world around your charecter to influence the world in game by people with the best results will get something in game as a reward like prehaps posters in the city with their hero on, or a statue.
  20. On a side note from mission badges are certain badges even possible atm?

    My thoughts drift to Babbage who i've never seen in Boomtown, Jurassik who I've never seen in Crey's Folly, Sky Raider sky skiffs who I didn't even know existed. I've also heard there is a badge for rikti monkies which doesn't seem to appear.

    Now for exploration badges last time I went to the hydra the badge for being next to the head didn't seem to be there and I've been told by guild mates that the hydra dimension and black shroud dimension badges don't work.
  21. I've pretty much done all the arcs in the game and I have to say it's the best souvenir. There are a lot of other cool arcs later in the game too though, between 40 and 45 you get to find out what Hero 1 did to stop the Rikti war.
  22. TheDarkLord

    Tanker Update

    As soon as my friend hits 50 I'll have the hard data but from initial SK testing he was killing an equal level warhulk 2 secs slower then me and was a level lower then me so I don't believe the damage difference will be that great but we'll see soon.

    Here's a question though, using buffs and stuff how high can your damage go as a tank? Statesman said you'll be able to cap your damage in a big fight, I'm betting tanks will pull a few packs together quick or jump in a big pack do 1 AOE and cap their dam making them cap dam and far exceed what a scrapper can do without buffs. If this happens like i'm pretty sure it will since Statesman said they can cap their dam then tanks will do more damage, have more life, and reach same reses with less slots then a scrapper can. I agree that tanks need a little work but I think this is over the top and will make scrappers obsolete like tanks are whining they are atm.

    As a last note I've not noticed tanks being obsolete, they do a lot I can't do already because of that higher life.
  23. TheDarkLord

    Tanker Update

    I have a few concerns about this.

    1) Tanks damage from my experience isn't actually that much lower then scrappers if you invest the slots in them so adding damage per hit may be excessive. This does disallow criticals but from experience criticals don't pop up often enough to be relied on.

    2) No one else seems to understand that the life difference of the tank compared to a scrapper does make a difference to what they can do yet it never gets brought up.

    3) Scrappers end up investing a lot more slots into defensive skills (looking at invun scrap to invun tank) which I would have thought should balance that out.