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lunnylunny Arc User

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  • Really good touches on Ice, I'd suggest having the ice resistance debuff (Hard Frost) somewhere new, even if as an adv on Wall of Ice and even if it's just a refresh as that at least makes the device Freezing Gale useful so that you can use R3 on your Ice Blast instead of the resist adv. Still though, really solid changes…
  • Oh hey cold snap refresh! Sweet!
  • Pumpkin Throw is pointless again with the commander spec fix (it wasn't even good with the spec), though I expected this would be the case eventually as the interaction wasn't intended and I imagine nothing is ever going to be done cause the device is "not meant to be good" for whatever weird reason. I don't know why fun…
  • Odd decision to nerf Invocation of the Eclipse, most importantly though the change from melee to ranged is going to affect the majority of players who bought this device. Cause it's bound and it's now going to be useless on the melee characters. Differently from something like turning some PBAoE power from melee damage to…
  • new IDF is all superstats. That's the plan for all auras when those are getting updated too.
  • What we're saying is that IDF reduces at the end of calculation already, so it already counts resistance. Shields and Flat Damage Reduction are different things. If you take 1000 damage while blocking and IDF reduces 100 damage, when you take 1000 damage again but have IDF on, you'll reduce it to 900. That's true both live…
  • If force eruption's sigil and shield restoration are going to have the same circle visual effect, the shield restoration effect should have the circle-effects expand outwards rather than shrink inwards.
  • If we can't keep the old Gravitic Ripple, perhaps we could get it an adv that turns it into an AoE toggle pull? The power is pretty weak damage wise and high cooldown (speaking of the Live version) so turning it into a toggle through 3pt Advantage might not be too much to keep fitting the same niche that players have with…
  • That's how *shields* work, but IDF, Invul and so on work as Flat Damage Reduction. It reduces the damage taken at the end of the calculation. This is on live with a tank. First part is IDF off and second part is IDF on. The damage varies exactly what is written in IDF, meaning it's post damage negation. And it has always…
  • IDF already at live counts resistances. So the value is just lower. And yes Harbinger/Seraphim/Hearth are unimaginably better than 100 flat damage reduction as a passive.
  • IDF as a passive is a huge sacrifice to make, as it stands the values are just not enough. Either the flat damage reduction needs to be massive or it needs some personal benefits so that one can use it as a support-offtank of sorts. For example, AoRP is sometimes used by "support tanks", as it gives them just enough…
  • I haven't noticed the presence difference on IDF. I haven't equipped it but looking at the description with my healer and with my DPS, the value is just about the same (if I unequip AoPM obviously).
  • You missunderstand how the device works. The device works somewhat like previous FC, where it used to consume your Passive or any Energy Form in order to cost less energy. What Denial of Service does is consume a Self-Energy Gain effect (Dark Transfusion or Power Conversion in specific) and will cost less energy. If you…
  • Electric Sheath mentions being an Energy Form.
  • Shortened opinions (cause I ramble a lot and even this was not that much shortened): - UI update is great, thank you; - Chest Beam PVD has good damage, good effect. A solid power! Don't like it being in the lockbox (scared of how low % it is going to be) but I don't think I have a say in that; - Threat adv working on it is…
  • On a different note, if the bombs are going to be *this* weird (it does not feel right to run out of a bomb's range and still take damage), they should follow the player like Vladmir's bats do. It's unintuitive that it just stays in place and hits you regardless, and that they're actually not AoE since it's the debuff that…
  • The Bomb still goes off after destroyed, is a bit bulky considering how fast it blows up and that one spawns per player and damage going through block seems a bit too "evil" for just alert content- content which should incentivize players to learn how to block, though I get that you don't want it to just be ignored and…
  • Then again like 3 people in the game use Power Conversion so I suppose nobody is going to be complaining since nobody cares about the power. I'll just have to watch this power finally get fixed just to end up even worse than when it had the bug.
  • Why is Power Conversion nerfed from 5% to 10%? Barely anyone uses it.
  • I'd suggest with these prices for the stores to make the currency for eido/TT account-bound. Doing 100 runs of either with the *same character* is obnoxious and disencourages players from learning more than one role. If the prices were lower I wouldn't mind it as much, but with the prices being 50/100 runs of Eido/TT,…
  • The new sigils can miss stationary targets. The powerhouse dummies will sometimes not be hit by the sigils. I am specifically talking about the dummies that can't be knocked and can't move. I've seen this happen on Alert bosses too without them moving at all. I understand that supposedly with the spawn being at 20ft and…
  • Skewer's fire damage does not count as HW and so it removes Bastion shields when using Vicious Descent's advantage. Sad to see this came to live so quickly, it's really depressing to see the weakest melee set get nerfed in exchange for demanding all your adv points to do less than other powersets. Also not sure why the set…
  • Nope, the 50% bleed really annoys me. Skewer's only way to be reliable enough for a toggle form is either using Fighting Claws' toggle form or using the "Knockto", but that means missing out on 20% damage which the power already is much weaker than Annihilate so you're further nerfing yourself just for the ability to work…
  • Sometimes Annihilate won't 'knock' knock immune targets. Eruption won't ever 'knock' knock immune targets. Energy builder is still 10ft. Skewer is a smidge better with fire adv, but at this point maybe make one of the advantages just default? The thing has 7 advantages now. This also stands for many of the other HW powers,…
  • I think you're overthinking. It's most likely just the fact you can't move with Annihilate, whereas other melee main attacks can, and then making the whole set 15ft makes sense so that the set doesn't feel awkward to play.
  • Damage wise for *single target* the set hasn't changed, and that's because Annihilate didn't really change. If you want to use the other powers in the set for helping with Annihilate though, Cleave (fire apply) has been nerfed (loss of damage and now you need adv for the fire), Arc of Ruin has been nerfed (loss of damage),…
  • Far as I recall on my last test with just base values, Skullcrusher with R3+Reckless adv vs Skewer with R3+charge adv vs Annihilate with R2+Fire adv, Skullcrusher and Skewer are at about the same DPS, which are still far behind Annihilate. I'd like to use the "But they're AoE" card but the AoE radius is too small, if both…
  • HW still hits lower than all other melee trees, buff to 15ft doesn't change much at all though it is welcome. The nerf to some of the powers is also out of left field. The exact numbers on Bastion for HW in specific would be good to know, since all we have is the base detail of Bastion. Also a lot of powers lost their…
  • Just posting to resonate with the message that many other players have also been finding this issue since just about the release of TT, the quest sometimes just doesn't complete as if you didn't get credit. Scoreboard hasn't mattered for it either: I've seen players topscore and not get the credit.
  • Character-only costume should not be a thing. I need to buy this 85 times and my future characters won't have it because it's event-bound/now making a new character takes 50g upfront. "Don't buy it on every character then" yeah and later I make a cute valentines costume and I can't use the necklace because I'd need to buy…
  • Feels like the Frozen Ward mod should just be what happens when you get an ice resist mod from kiga to R9.
  • While I understand the idea of Focused Shot and Sniper Rifle being 'openers', the game has *long* moved beyond having an use for that sort of power. While a lot of people are against the damage interruption,my problem is with their damage. They're subpar, by a lot. The 120ft range doesn't really protect you that much, but…
  • As for the OM nerfs, I don't feel like there was a problem having OM content being run continuously. I can get the War on Peace nerf, but the others are unwarranted. The few people that run Gadroon OM/Desert OM for XP have lost on this. The people who run event OMs multiple times have lost on this (which for the majority…
  • Not just the charge animation fixed, but also now can't be cancelled (which is fine but should've been documented). Cages can't be CCed anymore, which is fine but should've been documented. The triple aura skip has been 'fixed' by adding a slowing field around it with no visual explanation or the like, while I understand…
  • ...you... didn't HAVE to go to Canada though. I got plenty of times to level 20+ (at the time I liked restarting at lv20~25 just to try new things since I only had a few character slots) and never HAD to pick Canada/Desert. And you still can't hit lv40 just on MC so this is still kinda pointless and off-topic subject.…
  • Uhhh... focused shot damage is super low. I don't remember if this got accidentally changed in one of the PTS patches (since to my memory, the damage was good), but right now on "perfect conditions" (not getting hit and already on 3 stacks) it's doing about same damage as/lower damage than Incinerate, Soul Beam, Rapid…
  • * The main problem with Focused Shot at the moment is that you wait 4~3 seconds to hit and then the attack feels like any other normal bow shot. I'd consider some sound effects/visual effects to help it. Alongside the before-mentioned Desperate Shot animation. With Typhoon & Force Cascade you get a big satisfying BOOM that…
  • Only place I see this (the Resistance Debuff change) having any actual noticeable effects is on Cosmics. The stacks of shredded from Beastial won't be buffing the Might people, and the Demolish stacks won't be buffing the Beastial people, as example. Other than team resist debuffs helping you a bit, this is an acceptable…
  • Event is over. No Forum Malvanum alert, no racing, just the store NPC in case you still need to spend your tokens.
  • Well the self heal works on TT, but with these values, I'm not entirely sure how well it works. * Focused Shot has the same issue I find on the new melee move: the duration of the stacks is too low. Keeping the focus though, for something like Focused shot, if you're getting hit you're losing stacks anyways but the main…
  • Taunting Physique (Impressive Physique), same concept but no longer heals allies around you. Still shields you, but applies Challenge!(AoE version) on enemies around the area, and then harms enemies that hit you in the duration (maybe then applying the Single-target Challenge!). Another good power variant to have would be…
  • I tried mind control on the last go during the first new-eido day. Didn't work on them(they're tagged to not be mind controlled like robots, zombies and pets), that was also the time I then held block and proceeded to get hit 5~7 times by the very same claw, but I don't think it was related. I dont think it removed my…
  • I don't know whether to call someone as a boomer or a zoomer for not understanding "OC", or "Edgy OC", plus the hint given on the title "Donut Steel". These are scary times. One thing is constant though, someone will always come up and say black isn't a color. Also why are we looking Wikipedia and not Google? 'Edgy OC' on…
  • ...actually most of them do have some gear loot to get. TT is the only one, since it was planned to be added in release but had to be delayed considering how much was added in the release, and that is not surprising considering that it's the hardest lair in the game, the gear drops need to be good, but also can't be…
  • There's a typo on the third paragraph (descendant*), other than that (which is just a little typo), good bios. We've been lacking in bios in the past for some characters (poor Redstone) so seeing them more often and in depth is great! Here's hoping the wizard hat works with female hairstyles... cause the current witch hat…
  • I'll double what he's said. Therakiel Lair is fun, one of the most interesting mechanics and fights in the game by a landslide. Issue right now is how hard mobs hit/how many mobs there are, as in every boss fight(except Vlad and technically Therakiel) the healer gets swarmed and, if not way prepared to be super defensive,…
  • Well the intent is to act like the ol' Power Replacers from way back, that way you can have interesting builds revolving around that one device. Alike how you wouldn't be able to have a random rifle power in Poison tree, or dual pistols for plasma burn. Pumpkin here gets the spot for the unique fx: it's certainly special…
  • On a different note, we need perks for killing the Thugs. Mostly considering we could use a 5k-kill perk title named "Master Villain Default".
  • Shadow Strike is not 'okay' just because it does more damage if you're 'ranged rather than melee', if anything that makes it even more bork. You're talking about a power that does ultimate-level of damage regardless of resistance, (sure it can't crit, but still), is obtained by owning a passive that is good on its own…
  • Done, thank you for taking the time to do this and, most likely, read through what we're saying. Take care out there... or in there if you're stuck indoors!