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Posts
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Joined
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I like Protector myself, but regardless which server you decide to play on the Mentor Project has a global channel you can use to ask questions and maybe even find a mentor on your chosen server to team with you and show you around the game.
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I hope it's Nemesis airships dropping mole machines from the sky. And fit that big Nemesis horse in there while you're at it.
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If I'm around at the time I'd be willing to bring a +3 to help out.
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Quote:I'd have to agree with this. My crab was one of the first characters I spent a lot of time figuring out a build on, and it was far from optimal because I was still learning the ins and outs of IOs at the time. That said, it's still one of my most durable characters even though I'm still using that old partially-broken build. I think that's what makes the crab spiders so good, you really don't need to tweak them much to get them on par with other AT builds that are very expensive.Really surprised at some of the anti-crab comments on here, especially some coming from 'reputable' members. Tank Mage, superb aoe with built in debuffing, passive support toggles that buff the entire team, heal w +max hp, good resists, mez protect, lots of pets for ridiculous, +recharge passive... this is "all around average"?
Weird how these average crabs put nearly everyone to shame on pylon runs. Where's the solo scrapper/brute/stalker all pylon run? To the rebuttal that pylon runs aren't everything, yep, aoe is king in this game and yeah crabs have that covered. That SS/Fire brute with burn and foot stomp pales in aoe speed to a crab's aoe chain. Crabs pretty much have it all. How could you not see this?
But hey, if the consensus is that they're average, then that's okay with me. It's just keeps the nerf bat away from the best AT/powerset in the game. And yes, Holy Grail is an accurate title. -
Well, the +4 Mender Silos went very smoothly. We only had a team of 5, but 3 of those were VEATs so it was more like a full team.
Photo Album
Mender Silos Strike Force
Team Size: 5
Deaths: 6
Time: 36:49
Apex Strike Force
Team Size: 8
Deaths: 9
Time: 25:33
Now we're on the last SF on the List, the Tin Mage Strike Force! We'll try for all the badges like we usually do, just don't hold your breath on Midnight Dodger. If it's done quickly I may get started on the next round by running a Tarikoss, if there's enough interest. So if you want to help finish off another round of Strike Force Sunday meet up in the Rikti War Zone next Sunday, April 29th at 5pm PDT/8pm EDT! -
Quote:Actually I think they removed the built-in redraw times from all weapon sets shortly after dual blades was released. I seem to remember either BaBs or Castle posting about it at some point. But I could be remembering wrong, that was a long time ago.I don't have personal experience with Quills (only got Thorns doms and Spines Stalkers). But AFAIK, it doesn't matter. You don't like redraw? Well, Spines/Thorns have their redraw still built into the animation time of the attacks. This comes with the drawback of all the attacks animating slower so redraw doesn't affect them because *every power redraws* even if you don't see it.
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Quote:Would it be possible to have procs that affect the player ignore the AoE factor? If I understand correctly the reason the AoE factor exists is to keep a proc from firing too often against a group of enemies. That makes sense, it's the reason why flat % procs are so good in AoEs currently.ACK! You're right. Sorry about that. Foot Stomp's area factor is 3.25 not 2.5. These are the actual values for Foot Stomp with Force Feedback slotted.
CURRENT PPMs
Foot Stomp
Base Recharge: 20 seconds
Cast Time: 2.1 seconds
Area Factor: 3.25
Force Feedback Proc
IO Chance: 10%
PPM: 1.5
Proc Chance: 15.8%
PROPOSED PPMs
Foot Stomp
Base Recharge: 20 seconds
Cast Time: 2.1 seconds
Area Factor: 2.5
Force Feedback Proc
PPM: 1.875
0% Power Recharge
Proc Chance: 24%
33% Power Recharge
Proc Chance: 18.6%
66% Power Recharge
Proc Chance: 15.4
100% Power Recharge
Proc Chance: 13.2%
PPM: The above values are assuming we apply a 25% bonus to existing PPMs.
However a self-buff proc, like force feedback's +recharge for example, never has a chance to hit more than 1 target, so the AoE factor seems like an unnecessary detriment to the proc chance. Or am I missing something here? -
Quote:I really like this idea. Just because you have high recharge doesn't necessarily mean you're spamming the skill that the proc is in.Thanks for the information. I think the PPM change will be unfortunate for really heavy recharge Dark Armor builds, though it will be much better while leveling up. My two 50 DA characters have pretty weak recharge: the one without Hasten gets a buff out of this overall, and the one with Hasten and one purple set has 125% recharge while Hasten is up, and that looks like it will be about even with the existing IO version. (Both have about 100% recharge in the power itself.)
Is it possible to, instead of using the actual recharge number, use the recharge that would be required given the last use of the power? That is, if the power has a recharge of 30 seconds, and I last used it 15 seconds ago, I must have about 100% recharge. If I last used it 30 or more seconds ago, I'm using effectively 0% recharge. Whether the power was up or not, I wasn't using it, and the proc wasn't going off. This would have the effect of letting procs charge up to some cap (maybe the current IO % chance) on the first fight, or in powers one does not use as often as they come up, but would achieve the reduction of proc effect in spammable powers if you spam them. That way at least the penalty for high recharge is only applied if you're actively using the recharge on the power in question, which I think might save a lot of arguments. -
I can't think of anything small that would make me quit. Probably the smallest would be if it went an entire issue without anything new added redside. And by "redside" I mean anything that can be done by villains, so that includes stuff like new powersets and co-op content.
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Quote:I was mostly thinking that if there was some Vahzilok contact for villains standing in steel canyon the heroes would be wondering why they can't attack that vahzilok guy who's clearly up to no good. The hero contacts in paragon could still be visible to villains, with the rationale being that they're in enemy territory so they wouldn't want to draw too much attention to themselves. (of course this wouldn't apply to the psychopathic-type villains, but you can't win them all)Why would you need to do anything to the contacts? Just use standard Co-op restrictions, ie, wrong alignment, then they just say "I can't be seen associated with you, but if you were more like me.." etc.
Though frankly, I don't think opening up the zones would increase redside's popularity either. It's not just a single factor going against it.
As far as a reason why hero PCs couldn't attack villain PCs, with all the side switching going on lately who can really tell who's a villain and who's a hero?? -
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Quote:You sir have given me an idea. Why not have a collage for our next load screen?Hey, I just ran into something that put's Penny's pose in perspective. She's not trying to be sexy or awkward or anything like that. She's actually just mirroring the game, and she's doing a pretty good job of it. I mean, look at the pose of your average Marcone goon:
See? Totally appropriate.
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Quote:Eh, why not. My build probably isn't superior with numbers, but it has teddy bears!Can we duel with math? I would propose another solution, but unfortunately our game doesn't have PVP
This is currently my cheapest character that is worthy of being played by me, Septipheran! /villainstanceone
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Quote:True, it would probably have a good deal of problems that would need to be worked out. But the bright side is it would probably force them to find a better solution to how Ouro works right now.I dunno, frankly playing tourist is kind of boring. I finally took my Rogue around to Paragon, I'd love for there to be something to -do- besides teaming with heroes. I mean, we already kind of have repeatables in doing tips and radio/newspaper missions at any level. But those are about as interesting as doing them on your side already.
And all the tangible rewards are just merits, any badge you earn is useless (except as a shiny to a badger) until you actually switch sides completely.
And if all the zones were open, would you be able to freely team? The benefit to the current system, at least, is if you can -see- someone in a non-PVP zone, they can join your team.
It'd also probably break Ouroboros, or Ouro would still just be a massive problem :P
As far as the missions given out, I was thinking things along the lines of the door missions you get in PvP zones where you're raiding an enemy group of the opposite faction for buffs/debuffs in the zone. But now that I've thought about it some more I can see that as being very unpopular. But if they were just regular story arcs it would be a good way to have villains get missions from some of the enemy groups that only exist in paragon city. Maybe even make it so a villain can start in paragon city and never have to live in the shadow of Arachnos, since a lot of people seem to dislike being forced into that. -
Quote:Funny story time: Last double xp weekend the all-VEAT event that protector has on saturdays started with a DFB then moved on to a Tarikoss SF. We encountered a few newer players in the DFB and invited them along for the Tarikoss (even though only one was a VEAT ). About 2 or 3 missions into the strike force they ended up quitting because "the xp wasn't fast enough" and they went back to mercy to run more DFB. I believe all 3 of them were in the 30-40 level range.Frankly, sometimes I wonder if anyone runs anything these days but DFB and DiB, over and over.
Now, back on topic. Do you think it would be viable for them to open up all zones to all alignments? I was thinking the contacts would still be restricted to alignments the way it currently is, but say add some phased villain contacts in the paragon city zones to hand out repeatable missions and vise versa for the rogue isles. This wouldn't solve the TF:SF disparity, but it would open up the game to a lot of new opportunities. -
Barracuda was loads of fun and we were SO close to getting the master badge this time around. If we had managed to defeat reichsman just a few seconds sooner it would have been a success. And then we had some party crashers try to interrupt our group photo!
Photo Album
Team Size: 8
Deaths: 2
Time: 1:17:08
Next Sunday, according to the List, will be a Mender Silos Strike Force followed by an Apex Strike Force. This time around I think I'll spice up the Mender Silos SF by cranking my difficulty up to +4x8 so the incarnates don't get bored. So meet up in Villain Ouroboros this Sunday, April 22nd, at 5pm PDT/8pm EDT! -
Wow, only 1 known issue now. Nice to see that almost all the bugs have been fixed.
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Quote:Another option is making 2 different ways to complete objectives in co-op content. The first option would take longer but would involve "doing the right thing" so the heroes can avoid compromising their principles. The second option would be the fastest but would involve doing something underhanded, like letting the hostages die. I imagine most heroes in this game would go for the second option.While that certainly makes sense, due to how co-op content has been written, Villains have been feeling like they're just tagging along on hero content. So much so that in SSA 7 Vilalins actually get the line "fine, I'll go save the world again"
This is a problem, in that it just shows how bad things are. Yes in comic books there are times when Villains have to team up with Heroes. Those stories are special in that they are rare. However here it happens too often.
While I understand making co-op content is good financial sense, I'm annoyed by the fact that it is always hero themed content. To me it seems lazy. We all know that it's easier to write stuff with a heroic slant. We also know it's just as easy to create a scenario where Villains have to team with Heroes or be destroyed/loose the planet/dimension/ what have you.
What I would like to see is co-op content where heroes have to team with the Villains because the macguffin/plot device can only be used by the villains or is the villains specialty. Yes it's harder to write that scenario and maintain realistic motivations but I think something like that could do a lot to even out the TF/SF disparity. -
What I meant with the OCD comment was that the weekly strike targets frequently repeat on redside when blueside has a different one every time. I just think the WST schedule would look a lot cleaner if it didn't have ice mistral and renault repeating so much.
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Quote:I would seriously love to have a couple new SFs to cover those gaps. If nothing else than to ease my OCD with the weekly strike targets.Ok, I see that the Sister Psyche TF is not just getting a new contact, but a total revamp as well. Hey, I'm down with that. Long overdue.
But, devs, when are you going to level the playing field opportunities for redside? There is still no lvl 10-15 or 30-35 Strike Force.
Since CoV launch, 17 issues have been released (tyvm) and you've put in several co-op TFs (awesome), revamped a couple hero TFs (gj), but you have yet to create new redside ONLY SFs that fill a gap that has existed for 6+ yrs ().
And yes, I realize that Kal, DFB, and DIB have been added for villains, but I'm talking redside ONLY. This is selfish, but it's the truth. You've done a great job incorporating all the new tech and features that came with CoV and Praetoria into the old blueside world and there is still more that needs to be done, but why can't you throw redside a bone, too? There's a reason the redside population is lower. There's not as much content and reward available!
I hope you have some secret I23 SF cooking behind the curtain, but if not please for the love of Lord Recluse add one for I24! -
Once again we showed the Rikti what happens when they invade our turf. And while beating up Honoree we pretended he was still a hero which made it that much more fun!
Team Size: 8
Deaths: 8
Time: 1:06:34
Photo Album
Next up on the List is the Barracuda Strike Force. As usual I'm up for attempting a master run as long as there's no objections. So if you feel like feeding the arachnos patrons to a machine to beef up our nazi fighting skills meet up in Grandville next Sunday, April 15th at 5pm PDT/8pm EDT! -
It's mentioned twice, 3 times if you count the part on Assassin's Staff.
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Quote:If it does get released today I probably won't be buying it for a while. I've been excited about staff fighting since back before we knew they were working on it. I've even had a stalker planned out since that first video was leaked. But after seeing it ready on beta but going unreleased week after week I've kinda hit a point where I'm not all that interested in it anymore. I rolled another stalker last week and I've been having fun with that, so it'll probably be a few months before I want to level another one. Maybe I'll get lucky and it'll go on sale when that happens.It's probably going to be staff fighting. With that said as much as I've wanted the set over the years (it's always been #1 on my want list) I'm not going to get it anyways. While the set looks quite good, the set completely fails at doing respectable single target dps, which just really makes me sad.