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Eeek...It is seeming more like Fall of '05 in the dom forum these days.
To the OP: Sorry I don't have a high level Plant/ or /Thorns (my 50 doms are Grav/NRG and Fire/Fire) so no help there. It is interesting that you are only 2-slotting hasten though. Entropic chaos is also kind of crap I think (although I also have it on several characters) and you could maybe do better in a dream build. -
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potentially end up "wasted" on fast teams.
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I'd suggest the opposite, on a really fast moving team, disruption arrow is almost always useful. It's usually the very first thing I'll fire because it is guaranteed to help speed things along by increasing everyone else's dmg. There are very few instances where -res is "wasted."
Also, on a fast moving team, keeping things within the debuff radius isn't a concern. Things die too fast and there are other people handling agro management/positioning.
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I agree... If you are on one of those teams that just mops the floor with every spawn, your best contribution as a TA/A is just to first disruption at the beginning and then maybe aim+rain (by which time everything is dead...)
What else are you going to do from your primary in this superteam at the begining?
(1) Entangling--pointless...good against AV type setups but that is not what we are describing in this AOE dream team.
(2) Flash--defensive and not really a concern if your team is steamrolling
(3) Glue--see (2)
(4) Ice--see (2)
(5) Poison--see (2)
(6) Acid--potentially good but probably not going to affect as many in the spawn as disruption will, even with the cap of 10
(7) Disruption--we discussed this
(8) Oil Slick--good when up because you could ignite it assuming it doesn't bug out. Still questionable whether or not you would be OVERALL contributing more damage to the team though if you didn't just disruption first
(9) EMP Arrow-- see(2)
In short, disruption is one of TAs few *offensive* buff/debuff powers and sometimes what the team needs is, in fact, an offensive power. -
Is a 3-slotted mace Blast worth bothering with? I've always felt that attacks should be either 1-slotted (aka I'm not really using it) or 5- to 6-slotted (aka it is in my attack chain.)
You could just dump it and pick up something else that is actually reasonably full-slotted with only 3 slots or less. -
QR
OMG...I had to go to page 8 before a title mentioned /traps!
/cry... -
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Can't say I approve. It doesn't really look very nice aesthetically,
and poorly imitates the simple-but-functional effectiveness of the
old version.
The "blockiness" of the graphics used looks full of seams, very
unnatural and rough, and the choice of an image background,
makes them contrast very poorly with it, like a bad cut and
paste job.
The news feed needs to be at the top somehow, like the old
version provided. Pushing it down to make room for the
"LEARN MORE" part is bad design.
Is this a work in progress, or the final version? Because it
looks very alpha right now.
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I agree with all of this and will also add that the "Server Status" page is pretty ridiculous. We don't need a huge picture of Sates by every server, and we don't want to scroll down a whole page to see if Test is up. In fact, we don't need a server status page. We need a server status block in the upper right corner of the main page.
Needs more negative space; fewer huge, flashy pictures; rounded edges on the blocks; and smaller fonts.
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I also agree. The web page looks very amateur-ish to be honest. I appreciate the work you are doing but hope you can put a little more into it. -
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And how many FF Defenders would have the ability to GET that high a mag? None, unless they sacrifice other slots and/or power picks specifically to get it. Then they might as well just roll a Controller, because it would be easier.
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So you're whining because:
(a) Some defender primaries work better as controller secondaries. Old news.
(b) A power might require slotting? lol. FF now requires very minimal slotting.
Edit: This change also has the advantage that you *could* spread it across all the FF sets, which is what devs like to do. It would be giving control to controllers, which is fine. And it wouldn't be helping MMs much at all with all of the random fire of their pets. Plus it still thematically keeps detention field as detention field, because you are still putting them in detention, now with the added flexibility that you determine when they wake up. -
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I'd rather leave the power as it is right now than to change it to a sleep. I think sleep is one of the most useless powers in the game, unless you play mostly solo or stealth through missions.
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Tell that to all the mind doms on the LRSF with mass hyp. A sufficiently high mag sleep effect (whether higher mag because of the power or because of stacking or domination) is demonstrably useful. -
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Ignoring my previous joking post about detention field, what many of you are basically asking for is a sleep.
What do you want with your complicated toggle that puts them intangible until you detoggle? You want them not attacking you until you decide you want to attack them.
This is exactly what a sleep is. You put them to sleep. They can't attack you now. They stay sleeping until you decide you want to interact with them again by attacking. There are some differences, but the basic idea is the same even though it would obviously play out differently in different scenarios.
So you could just make detention field a mag 4 (so it would still affect bosses) sleep and get much of the utility people seem to be asking for.
Yes, you'd get the disadvantage that you can accidentally awake them, but you get the advantage that you can debuff them while asleep and not wake them up.
If you feel this isn't "powerful" enough, you could always up the mag on the sleep effect, or add a little damage a la mesmerize.
I apologize if this has already been brought up in the thread. I read much of it but by no means all of it. -
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3. DETENTION FIELD: This skill would be highly useful if it did not confuse and annoy teammates. To deal with this we need either a means to turn it off (toggle perhaps) or some other way to discourage teammates from attacking a detained target. The placate idea seems complicated and, if I understand it correctly, might take away from people the ability to control their own chars (which always is unpopular). I think the simplest fix frankly is to change the graphic to where its super super obvious that thing has been detained. Stick the mob in side a glowing Iron Maiden or something . . . or something thats not as dorky as that but you get the idea.
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You could stick them in a giant trash can and then close the lid. Then there would be this ending animation of them getting out of the trash can and angrily kicking it away.
Scrappers who would have easily killed the enemy boss anyway and were in the process of doing so could then cry (upon it being put in detention) "Don't trash my enemy!" You could then say something like, "But he would have trashed you."
FF'ers could then create characters like "Radical Trashman" (ff/rad in hippie clothes) or "Trashman Hobo" (Hobo Healers new FF char) or "the Eliminator" (when you look at their character description there are allusions to poop and waste collection.)
It would revitalize the whole FF scene, as well as making it abundantly clear you shouldn't attack the guy in the trash can.
If this doesn't seem futuristic enough for FF, you could just put some atomic symbol on the trashcan. There ya go...can't get more futuristic than that. -
nice guide. The "real" moral of it for the time being is that sonic, traps, and TA are rare.
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So form a survey committee. Make up a list of non-biased questions, go into the game, and begin soliciting responses. Track the respondent's global handle with their answer to prevent ballot-box stuffing.
Ask your questions in all the major zones on every server. Eliminate duplicate responses (if somebody tries to answer twice with the same global handle).
Write non-biased questions. "Does PVP suck?" is a bad example: not only is it a leading question, but it is a binary answer there is no room for "maybe" or "sometimes" or "it's good in [insert game] but I don't like it here."
Instead, be specific but bland: "Do you currently participate in open-zone PVP combat? If so, would you say a) more than 20 hours a week, b) between 10 and 20 hours a week, c) between 5 and 10 hours a week, d) fewer than 5 hours a week, or e) never."
Be sure to ask questions like, "Are you male, female, or decline to answer?" and "what is your age?" and "do you have a level 50?" and "how many servers do you play on?" and other background demographics. Also, "Do you read the forums?"
Also, "How often do you play a hero? a) more than 20 hours a week... e) almost never, f) I only own City of Villains," and the corollary, "How often do you play a villain?"
You could even throw in questions like, "Which one item would you like most to see the developers add? a) customized power colors, b) more missions, c) more zones, d) more power sets, e) more PVP, f) hero-villain crossover, g) other."
It'll take a while to gather that information, but the more answers you can get, the better. Everybody would thank you for some solid information on what people want.
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This would be better done by email from NCSoft I think. If someone in the game just started asking questions like that, I'd ignore them. I think most people would as well.
Instead, try to get a more official looking email that tells you to log into your NCSoft account on the web. Once logged in, you would click that you wanted to start your questionnaire. Give out some prizes (a few free months subscription, some in game item, etc.) to give people an incentive to fill out the form. -
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If you've got some heavy -recharge on you, and the only thing you've got left is sands of mu, and that helps you survive, should that be nerfed? what about the nem staff, baseball bats, flamethrowers, or any other temp power that anyone has earned in the game?
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Go back and read the part where I said farmable. I'll add to that. The Vet Powers are balanced around permanent use. The shivans and bombs weren't BUT ARE BEING USED AS SUCH.
See the difference?
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So then would you suggest to make them all one-time use? What would that do to the people who are in a TF and are having a really difficult time with some AV? (take Lanaru, for instance) With shivys and nukes, that team that spent X number of hours (5-7 or more, depending on how well they did) would be able to actually finish the thing, instead of spending half the day and end up frustrated?
Or, what about the people who enjoy to solo and who come across an evil EB? with shivs and nukes, those people can overcome the EB and continue on their merry way?
so, my question is, are you calling for complete removal, or one-time use?
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Lanaruu was able to be defeated before shivans and nukes. We also have base teleporters and inspirations storage.
Soloing and EBs? Again, that's what Insps are for.
I am calling for the complete removal of shivans and warburg bombs. And Only shivans are warburg bombs. If not that, then nerf them to values equal to their now perma-use status.
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Hooray! I agree.
As an alternative, make them available for use from one, non-repeatable, mission. Then when you use them they are gone.
Come on guys! Do you really want to start to see high end content balanced around them? Do you really want this game to become another FFXI where you have to farm for hours before doing actual content? -
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VTron21,
In a perfect game I wouldn't be against it. But that's not here. Here it breeds a mentality. A mentality that if you don't come with X, you're not welcome.
Not a granite brute? No thanks. Not a rad? You're out. Stalkers and Doms? Sorry, our PITY SPOTS (think about that VERY carefully) are full. What? You don't have shivans? Damnit, everybody head to BB.
Is EVERYONE out there like this? Nope. But when you listen to broadcast, that's what you hear.
So your new players that need those temp powers are the same ones being pushed OUT of content because of those temp powers.
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QFT. *Cheers Billz on* -
Thanks for asking _Castle_.
1) Hit them about 50% the time.
2) Hit them about 80% of the time.
3) Hit them about 20% of the time.
4) Hit them about 50% of the time. -
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If you strike Trick Arrow down now, it will become more powerful than you can possibly imagine.
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Heh. Priceless...