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I don't think Corruptors had Force Fields to start because the set lacked debuffs. Looking at the original sets for Corruptors, they didn't get any sets that weren't a combination of buffs and debuffs (TA, Empathy, and FF), and got replacement sets that were similar to at least two of the sets they didn't get (Thermal and Cold). I don't think it had anything to do with not being villainous enough, since MMs got it.
As for why they don't have it now, I think a large part of the reason is the current design of the set. Not what it does, but how it does it. Looking at the effects, and using the same modifiers, Corruptor FF would be almost a duplicate of the MM version in the values of effects most people care about.
Corr PFF would actually give less defense and resistance than the MM version because of the melee modifier it uses.
Deflection Shield would be the same.
Force Bolt would do more damage for Corrs, but do the same amount of KB as MMs.
Insulation Shield would give the same Defense, but Corrs would grant 17.2% more end drain and recovery debuff resistance.
Detention Field would be the same.
Dispersion Bubble would be the same Defense, but Corrs would get 1.72 more protection from mez at 50.
Repulsion Field would be the same.
Repulsion Bomb would do more damage for Corrs, but do the same amount of KB and have the same duration on the Stun.
Force Bubble would be the same. -
If you're not running in and placing Poison Trap at the enemies feet then you're missing out on 80% of the fun of playing Traps!
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Corruptor Sleet, Corruptor Freezing Rain, Controller Sleet, Controller Freezing Rain, Mastermind Freezing Rain and Defender Sleet are all effectively the same, though different pets are used for most of them.
Defender Freezing Rain has a higher speed, recharge and resistance debuff than the others, though. -
Quote:I know, my post was to the people jumping on Rush_Bolt's "make sense" comment, which was a reply to your first post, when you asked why the "Minimal FX option" isn't available to all sets.If you read my second post, I'm saying something less obtrusive would be nice.
Since the only minimal FX option currently in-game means "no FX except in PvP", Rush's response was understandable.
After your second post, most people who posted that "no FX" wasn't going to happen also said they'd be in favor of actual minimal effects for the other sets, but other posters were acting as if everyone who agreed with Rush's first post, which was an appropriate response to your first post, were completely against any change at all and were just ******** for the sake of it.
That wasn't the case, and I wanted to clear that up. -
Nobody is arguing against a literal implementation of minimal FX for those sets, i.e. an actual minimal amount of FX that still convey the theme of the set.
If you read the OP, he is asking for the current implementation of the "Minimal FX option" which means "no FX unless in a PvP zone". People are saying this request is unlikely to happen, because as much freedom as the devs like us to have when making a character, they don't like us straying too far from the intended theme of the set. Why do you think our power customization colors are limited on any power that has anything to do with ice or earth? -
Quote:It's not a question of whether it makes sense in a fictional world, but whether it makes sense given the intended theme of the set.I foresaw this response, and I should've headed it off in the original post.
Make sense? In a game in which people fly and summon demons, etc.?
And Minimal FX for those could actually be minimal. Maybe it could be barely perceptible, but it doesn't have to completely shroud my toon in special effects.
What is Ice Armor if you're not inside an armor made of ice? What is Stone Armor if you're not wearing stones for armor? What is Fiery Aura when you don't have a Fiery Aura? What is Dark Armor without a murky aura? What is Electric Armor without electricity?
Ninjitsu, Super Reflexes, Willpower, Invulnerability, Regen... in comic books, these would be powers that might have no visuals besides what would come about as a result of having them (e.g. avoiding a bullet, having it bounce off of you, or immediately recovering from it piercing you).
If you were reading a comic book and a bullet bounces off a character, and they say it's because of the rocky armor they're wearing, and there's isn't a single stone on them... then storywise, that makes no sense no matter how many people are flying or summoning demons. -
I promise to work on this soon-ish. :B
I know the new PPPs don't really create any strange issues, but do we know of any bugs with them? -
Concentrated Strike does not instantly recharge Power Siphon for Brutes (or Tankers), only for Scrappers. It is intended to replace the Critical Hit damage Scappers usually get in their powers, as well as the greater chance to crit usually associated with Scrapper tier 9s (or sometimes tier 8s), that is not there for Concentrated Strike.
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This please! I like the new symbols, but not so much the new colors. If the preview images are the new colors, the new Elec Control colors look like Widow/Fortunata, and I'm not a fan of the yellow on yellow Kinetic Melee icons.
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Quote:I don't think they'd really go out of their way to prevent Build Up spamming or stacking this way when just lowering the chance that it will instantly recharge would be easier. And anyway, increasing the cast time really doesn't prevent that happening.A hypothesis on the longer animation of this particular BU might be the fact that Concentrated Strike refreshes instantly the cooldown of it so, with this in mind, the developers might have made the animation longer in order to avoid the people spamming it between more timely attack sequences. If, however, this isn't the reason they made it, i can't really think of another.
Given that the cast time is the same as the cast time on Power Siphon, the power that Build Up replaced, I'd say it's more likely that the cast time was just forgotten about when the power was being converted in to Build Up.
Although, it's possible that leaving the cast time on Build Up the same as Power Siphon is intended in order to create some kind of balance between it and the other Kinetic Melee versions. Though it's probably a very small chance that that's the case because this would be a silly way to go about achieving that. -
Quote:I think you're confused on how KM works.Doesn't kinetic melee BU apply a damage debuff to your enemy? Maybe thats why it takes longer? Also, Im not a high enough level yet on live to have either BU or AS, but Im wondering if the BU unhides you, so you may not want to use it before AS anyway. That's gonna suck versus bosses and higher if that were true though.
All Kinetic Melee attacks debuff damage (except Repulsing Torrent) all the time. When you activate Power Siphon, each attack will then also grant you a damage buff. Power Siphon does not turn the damage debuff on and off and it is not a debuff itself.
Either way, Power Siphon is not in Stalker Kinetic Melee. Stalkers get Build Up like all the other sets (except that using the Tier 9 has a 20% chance to instantly recharge Build Up). -
Brutes get:
More Resistance to Energy, Negative Energy and Toxic, despite Brutes and Stalkers sharing the Damage Resistance modifier, and Resistance to Lethal and Smashing, which Stalkers don't get at all.
A +Stealth/+Defense power that doesn't suppress defense at all and only suppresses stealth when clicking a glowie, compared to Hide which only gives half the defense (minus AoE defense) unless in Hidden state.
Larger Heal value from Energy Drain.
More +HP in Overload, on top of a higher HP cap than Stalkers who may not even get ANY +HP if they have a few Accolades.
Yes Stalkers get higher Defense, but Brutes get better everything else.
Edit: Though, either way neither AT really does omgamazing with the set. -
If only it didn't sound like a vacuum cleaner. >_>
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I reported this very early on in beta, guess it got missed. It seems silly, but you definitely feel the lengthier cast time. I believe it shares its cast time with Power Siphon, eventhough they use different animations and function differently.
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This was actually my first observation when I saw the power in early beta, but complaints about the graphics for it didn't seem to be common. I think more people actually complained about Conductive Aura.
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Quote:For Enforced Morale? I was playing my /Pain all last night and no effects were on the casting hand.I'm seeing VFX on both hands. Still, <3 this change soooo much.
Is yours the normal colors or customized? Or did you mean Clear Mind had the effect on both hands, because I meant the effects were only missing on Enforced Morale. -
It's intended. 1 second animation and cast time, so no more casting Clear Mind and then standing there for another 2 seconds unable to use other powers.
Enforced Morale uses it now too, but it's a tiny bit bugged and the effects are missing off the casting hand. -
Quote:Honestly, that's a very different situation. Carrion Creepers summons pets at a location, not at a foe. A location won't die or disappear before the time you select the location and the time the pet is summoned, which is what the problem is for Transfusion.I can't think of any powers that do it deliberately, and I wouldn't be surprised if the system wasn't designed to allow multiple target categories, but the fact that Carrion Creepers continues to deal damage to dead critters suggests it's at least theoretically possible.
Additionally, looking at the power info, I have a theory the damage is not from dead NPCs, but that it's actually bugged and casting Entangle on itself.
Maybe.
Anyway, for clarity:
Transfusion the power targets a foe. Transfusion the pet targets itself (but affects 'Friend').
Carrion Creepers the power targets a location. Carrion Creepers the pet targets foes and summons more pets, which can then each target a different type of enemy, dead or alive if that's how the Devs set them up. But no one power affects both in Carrion Creepers. -
Quote:As far as I'm aware, a power can't affect both.Actually, I wonder if the dead spawn target problem could possibly be skirted by allowing Transference/Transfusion to target both live and defeated targets. I suppose it's possible that the act of switching states from live to dead could somehow throw a monkey wrench into the works. While conceptually very odd, it is probably not really exploitable, given that bodies fade and can't be moved.
Hmm.
Quote:You couldn't have ONE psuedo-pet doing both functions ... but you could have TWO do that ...
The fact of the matter is that if it were easy to fix, it would be fixed by now because it's been brought up so often. -
Quote:It has nothing to do with the initial hit check; the difference is that Twilight Grasp summons a pet at the caster's location, and Transfusion summons a pet at the target.Not Twilight's Grasp. My dark/dark defender regularly successfully pulls heals from people who fall down obviously-dead partway through the animation, my fire/kin troller regularly fails to get healing from people that I was pretty sure were still alive. The check-for-still-alive seems to happen at very different times for those two powers.
When a living target dies in the time between the initial hit check and the pet being summoned, the pet no longer has a summon location (as it's defined as 'at Target', with Target defined as 'Foe' as opposed to 'DeadFoe') and so fails to summon.
Fixing it would require a redesign of the power or the game engine. In other words... wait till CoH2.