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Posts
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Joined
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Beats doing it manually, although I suspect it would cut down on finding that gem of a name left available on the 11th server you check.
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You'd also need separate in-flight-form animations for every power possible to use when flying, or you'd have to lock out all powers while flying, or you'd have to drop out of flight form to do anything. High effort, low payoff. As flight emotes available to anyone who wanted to use them, sure, but not as an entirely separate power. After all, what you described IS Flight, just with different FX.
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To find missions designed by their authors to be soloed, open the AE window by clicking on the consoles in an AE building, click Browse and Play, Search Options, More, Match Keywords, Solo Friendly.
When you get to level 5, it opens a contact that gives a little AE tutorial walkthrough. Do that when you can to learn more. -
Please, please don't put Twilight Grasp on auto.
ShadowNate has it right. Fearsome Stare will be your opener most of the time; if facing something very threatening, let Dark Servant soak the alpha (summon it right on top of them). The HUGE PBAoE tohit debuff in Chill of the Night means Fluffy will usually survive the initial volley, giving you time to throw Fearsome Stare and/or Darkest Night. Tar Patch, then alternate Tentacles and Nightfall until everyone is dead. The snipe is skippable if your build gets too tight; your cones are not. Be sure to slot Dark Servant heavily for tohit debuff. -
Each build needs to be enhanced separately.
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If you've got a duo, either or both of you could take any number of powers to protect the other entirely, but the Leaping pool powers are worthy of mention. The protection that Acrobatics offers to status effects other than KB is a) comparitively minor (only to Hold, only Mag 2), b) in a costly toggle, and c) gated by two other power picks, so it seems as though the devs think that true status protection should be hard to come by for non-melee types.
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My biggest problem with timed missions is not knowing one's coming. Finish your mish, talk to your contact before logging off, pick up a mission for next time, oops!
Make sure it's very clear to players beforehand. -
KB seems to be something of a special case, perhaps because it will only keep you out of the fight momentarily; it's also possible to take an existing pool power to avoid KB. There are no corresponding pool powers offering status protection for Stun, Disorient, Hold, etc., so it appears the devs view KB as mitigation, but not a status effect.
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Other factors notwithstanding, if Scarlett Johannsen is running around naked and you are bored, you are probably dead.
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No, it really isn't.
Quote:The beauty is in the simplicity.
Let's say I'm fighting bad guys with my Spines/Dark Armor scrapper. Let's assume these toggles are running:
Dark Embrace, Obsidian Shield, Murky Cloud (each .104 EPS)
Death Shroud and Quills (each 1.04 EPS)
Cloak of Darkness (.13 EPS)
Oppressive Gloom (.156 EPS)
Combat Jumping (.0325 EPS)
This comes to 2.71 EPS; for simplicity's sake let's reduce all endurance costs by 33% to simulate an Endurance Reduction enhancement. Now my cost is ~1.79 EPS. No problem, since my recovery is 2.5 EPS.
But I've been fighting long and hard, and at an inopportune moment the Hasten crash hits me and zeroes me out. There's one LT left standing with a sliver of hit points, but my status protection is down and he's a stunner, so I want to finish him off. I click Impale (endurance cost 5.2). I don't have the end to throw it, but it's queued up.
One second from now, 2.5 endurance points are coming my way. So, once again, what happens? And what happens if my recovery rate isn't high enough to cover my toggles? What gets precedence, queued attacks? Offensive toggles? Defensive toggles? Status protection? -
Just rebind the F10 key to say whatever you want.
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This would be extremely overpowered. The existing set bonuses (and the occasional rare IO) provide status resistance, not protection, for this very reason.
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Quote:I'm a little surprised to see you piling on, Bill, as you're usually more thoughtful than that. <shrug>hey... everyone in here dumping on Xyzyx for his statement...
Please carry on.
The high nail gets pounded down, yes, and I'm not at all surprised by (or even opposed to) the Freakshow XP change. But to suggest that this change wasn't made specifically because they've been farmed to death is either disingenuous or naive. And yes, the devs set the awards, and no, it's not surprising that players went after the low-hanging fruit, but if they hadn't to a statistically significant degree this change would've been unnecessary. -
I asked the same question in another thread recently; I seem to get comments from 10-15% of the people who play my arcs. Some people won't comment because they're lazy or don't care, some won't comment because they have nothing to say, some won't comment because of the lack of anonymity (especially in cases of negative feedback). The best way to get feedback is to ask for it, especially here in the forums, and to play other people's arcs and provide them with feedback; sometimes they'll reciprocate.
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Nothing to see here...just another example of how farming never effects regular game play.
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Personally I'm going to wait and see how this shakes out. If the proposed changes are too draconian and drive storytellers off, we'd be throwing out the baby with the bathwater, and the devs will have to make more adjustments. The people who just want to use AE as a soulless XP engine will always be out there, finding the easiest, fastest route to 50; the challenge is not allowing those people to ruin things for the rest of us. As each exploit is handled, the pendulum swings the other way, sometimes over-correcting, but eventually we'll have equilibrium.
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Quote:The way it does now is that your toggles drop, and it's up to you to figure out which order they come back up in, and when, and whether, especially if you ran out of End because you're furiously attacking.Same way it does now. The only indifference instead of the toggle dropping, it suppresses for the server tick.
So, again, how would it work? Which hungry toggle gets that tick of End? The last one that dropped? The first one that dropped? The first one alphabetically? Do the toggles get preference over that attack you have queued to try to kill that final troublesome mob? All these questions and more would need to be worked out before something like you suggest could be implemented. -
Hear, hear! Especially for the inexperienced (as in, have never done a particular TF/SF/arc before) rolling along with a group of veterans...it can be hard to get them to slow down for story. Why are we killing 8000 witches, again?
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This just in: tankers have higher resist and defense values than scrappers! Angry scrappers take to the streets demanding fair treatment!
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Good idea, and repeatedly requested. Until everyone on the team can see everything, we have to lean heavily on in-mission dialog and enemy descriptions to push the story to anyone who wants it; unfortunately, unless you're fighting Captain Exposition ("Wait until you hear the details of my plan!") this isn't always easy to do.