Agent White

Legend
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  1. Quote:
    Originally Posted by Memphis_Bill View Post
    I still don't see the reason to complain about Synapse. Still gets zipped through and it's - well, just not all that hard.

    I can kind of get complaining about Numina - mostly due to all the different things we have now that can kick off zone events and screw over the line of hunts. I think we're at the point where that needs to just be instanced. But synapse - eh. I don't think it's all that bad.
    Honestly I feel completely the opposite. Numina I find pretty easy to zip past. The first couple missions are pretty easy to stealth and then since pretty much every hunt is against grey cons you just split up the party, you can knock through them all in a few minutes, then the last 2 instances which are easy. The zone events are the only problem and they're not that frequent.

    And no one is saying Synapse is -hard-, it's simply that it's extremely tedious. "Zipping" through most of the other TFs means cutting them down to like 30-50 minutes, depending. 'Zipping' Synapse still averages 90 minutes.

    As for Manti, yeah. Mechanically I don't have any problem with it, it's got a pretty decent mix of missions and actually feels like I have to run around to do different objectives without tossing the same thing at me. I do agree though that storywise it feels like kind of a failure on the heroes part to really accomplish anything.
  2. Quote:
    Originally Posted by Adeon Hawkwood View Post
    You're missing my point. The issue with OF shows that Attuned IOs clearly DO have an associated level it's just that for the ATIOs they are all getting awarded as the same level so they show up as one item int he market.

    Now ask yourself this, if the devs were to switch all existing set IOs to Attuned IOs which would be an easier fix:
    1. Change all Set IO items to Attuned IOs while retaining the same "level" (and thus keeping the same item ID or whatever they use internally to track item types)?
    2. Convert all Set IOs to a new Attuned IO item?

    Admittedly standard code rant applies here but from what I've seen I suspect option one would be a lot easier to implement.
    That's assuming that the bug wasn't the associated level to begin with instead of 'revealing' it.
  3. Nothing is worse than zealots that think their actions have a profound effect when in fact it may be complete coincidence.
  4. Yeah, we're picking up batteries one by one. The Loyalists got to take hold of a power line. Different levels of 'juice'.
  5. Honestly shards are pretty obsolete and the devs have even said they're going to start phasing them out now that higher slots are coming out.

    The only real use for shards at this point is that it's cheaper to build a T3 Alpha using the Notice from the WST and 8 shards. Or if you're constructing something using Astrals, where it's only 4 astrals for a shard common versus the 5 if you dump to threads.
  6. I'd have to go check but I don't believe Imperial City and Neutropolis got a lounge. It's where Provost Marchand hangs out along with the one of the member's of the Power storyline.
  7. Nope. only Resistance aligned characters can enter, just like only loyalist aligned can enter the lounge in Nova Praetoria
  8. Quote:
    Originally Posted by PRAF68_EU View Post
    Will depend on what you slot them in. It will happen a lot if you put them in a slow power, but not often in a fast AoE power.

    On the whole, the best idea would be not to slot both procs in the same power if you don't want KB...

    But I think the Ragnarock proc should be changed to KU - KB is a bit rubbish for a purple.
    It's not Knockback, it's KnockDOWN. It's only turning into Knockback when you pair it with the Overwhelming Force proc because the 2 knockdowns are combining.
  9. Quote:
    Originally Posted by Mad Grim View Post
    Fair enough, but I've decided to be optimistic this time.
    Yeah that's fair. I'm not saying that the fixes and QoL changes aren't happening or aren't going to be a focus. But if they're in there with like 2 zone revamps, the follow on to the Drowning in Blood Trial, like 3 new incarnate arcs or something, a new pair of red/blue taskforces, etc, the 'focus' may seem more 'new' than 'fix'.
  10. Oh yeah, and the random ambushes are still god awful >> Doing an underground mission, struggling to move from mob to mob and "THE GHOULS ARE COMING".

    I quit the mission and auto completed it. Because pancake that.
  11. Quote:
    Originally Posted by Arbiter Hawk View Post
    We did actually fix a LOT of this sometime in Issue 21's launch. I went through every Praetorian villain group and parsed out all of their alpha strikes and long-term DPS, and compared it both to CoV groups like Longbow and Arachnos which were fairly universally considered challenging and to CoH launch groups like the Sky Raiders, Family, Skulls, and Hellions which are typically seen as fairly easy to combat. We then adjusted the outlying Praetorian villain groups (Clockwork and Syndicate) significantly downwards.

    Granted, there are still many ambushes in Praetoria - but the individual NPCs are not really intended to be leagues above their primal counterparts, and my observation is that Praetoria's difficulty is perceived far above where it actually lies these days.
    Even if the perception is far above what it actually it, it's still above what standard low level content is.

    I don't have the numbers, but just going off personal experience playing between the three sides, the mobs just in general feel harder. I've been working on a Kinetic Melee/Superior Reflexes scrapper and I've really been regretting taking her through Praetoria as a starting area. Running the Imperial City Power missions, I just hit into missions where I get -curbstomped- by resistance mobs, white and yellow conning minions can work me down pretty steadily. In standard blue/redside content that usually happens when I get bigger mobs on me. Praetoria? it can be as low as a couple minions or even -one- lieutenant.

    Again it's just subjective feedback based on personal experience but I've run through Praetoria on a handful of characters and it can be just a slog, which is something I can't say for 'normal' content. At least not in the same way. Where the lower levels the slog is just in leveling and finding worthwhile content to do. In praetoria individual missions are a slog. I go from mob to mob and it's kind of a big battle each time, if I don't have insps on hand I can faceplant, sometimes multiple times in a mission. usually having to hit Rest for me is after multiple mobs have just worn me down. Praetoria, it's usually much more frequently between mobs, sometimes even just -waiting- for Rest to come back up before I even think about it. I haven't even considered turning bosses on for this character, it doesn't seem worth the pain until I get more powers and SOs and out of the 1-20 space.

    So it might not be as bad as people think, but it still feels bad enough to be frustrating.
  12. No no no no no no no no no no.

    Aid OTHER will be un-interruptible. Aid Self keeps the interupt.
  13. Quote:
    Originally Posted by Arcanaville View Post
    That's irrelevant. I didn't say prove Poison Ivy uses a plant based power. I said to prove she was a City of Heroes controller.
    She and pretty much -most- Superheroes don't fit a single AT mold. Especially characters like Ivy who, if they were a character would have Plant Control, Thorn assault, Poison, AND Nature Affinity.

    Honestly I think it's silly to try assigning AT roles to heroes when so many of our own signature characters break them.
  14. Quote:
    Originally Posted by Nihilii View Post
    Starting a TF at minimum level will still give you certain enemies not scaling down properly. I.e., lead a Posi as a level 10 and you'll get to fight a level 15 Dr Buzzard and level 15 Dr Vahzilok AV.
    Signature TFs are designed so things spawn at max level, not min. I... have never understood the logic behind it, but that's not a bug.
  15. Left to fix?

    1. Praetoria
    2. Hazard Zones
    3. Redside
    4. Mastermind Pets
    5. Tyrant's Personal Mission
    6. Synapse TF
    7. -lots- of legacy content
    8. 30-50 level range
    9. Endgame Content (MOAR)
    10. The Forumites
  16. I think that gave me diabetes
  17. Quote:
    Originally Posted by Adeon Hawkwood View Post

    I think one option that would have been interesting is if Heroes and Villains had different instances of the same zones. So there would be two versions of Steel Canyon that were physically the same but have different spawns and such for the the two alignments.
    They do, they're called Mayhem missions
  18. Quote:
    Originally Posted by Thirty-Seven View Post
    Textual errors don't change what it is. It isn't "invented" so it can't be an Invention.
    Just because -you- didn't invent it doesn't mean it's not an invention.
  19. Quote:
    Originally Posted by Mad Grim View Post
    Focusing. They're putting the focus on fixing things. In Freedom the focus was the game becoming free, in i22 it was DA, in i23 it was Night Ward. This time it is fixing stuff.

    Yes, I know they won't, and indeed can't, fix everything. I also know that inevitably some fixes won't work, and that some will cause more problems. But it seems to me that they really are trying to appease everyone. Not possible, but a valiant effort nonetheless.
    Er, I wouldn't say that before they toss up the preview. We don't actually know what the focus of I24 is. It's apparently a HUGE issue. We know what they've teased out, but the whole 'fix all' thing was just an offhand joke
  20. Quote:
    Originally Posted by Tater Todd View Post
    I know that it would ruin their side switching system they really need to completely combine both sides.
    The problem is, there's very few ways to spin it that it would make sense or wouldn't involve adding villain content blueside and hero content redside. And trust me, rogues and vigilantes have shown that just getting to play tourist is a very one trick pony if you don't have friends on the other side to play with.
  21. Solo what? EBs? AVs? GMs? +4x8? You have to kind of give us an idea of what you're wanting to solo.

    If you just mean 'the game in general', then yes, plant/dark can definitely do the job.
  22. Quote:
    Originally Posted by Mad Grim View Post
    Because they're finally focusing on fixing what exists rather than shoving out the newest shiny.
    You mean like they've been doing since Freedom? Every major issue has fixed bugs, included quality of life improvements, AND had new shinies. It's not an either/or deal, the Devs do both.
  23. Quote:
    Originally Posted by PRAF68_EU View Post
    You always could do that, by taking Boxing and Kick.

    Have they actually confirmed that you still need to pick up a T1 and T2 power before a T3? Or are you guessing?

    I'm not sitting though video. Text is the medium of the future.
    It was confirmed in the video, they work like epic pools. T1/T2 powers are available from the get go, T3/T4 powers require 1 power pick, and T5 requires 2 picks.

    And by 'without tough' I meant you can pick Weave with only 1 power picked instead of 2 as it requires now.
  24. Quote:
    Originally Posted by Dr Harmony View Post
    Do you know if the buff from Healing Medic affect self-heals like Reconstruction?

    I suppose the oddity I'm seeing here is that the Medicine pool may go from being the pool used by people lacking a self/ally-heal (Super Reflexes, Shield, Force Fields, Sonic Resonance) to a very desireable choice for those with innate heals. (Empathy/Regen)
    Field Medic is the power. And yes. It reduces your resistance to ANY heals on you, whether it's someone else healing you or yourself. The caveat is that it doesn't affect your regeneration or any buffs to it.