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Quote:So I end up fighting a minion and a scaled down boss then. Rather than two minions and an LT, or w/e it should be.Already been said in the post above yours.
If you are really upset over having to face bosses, then you should not have the option set to "I want to fight bosses even when solo".
If you get nothing but +1 bosses in your map that is odd but still within the difficulty settings that you picked. You have no one to blame but yourself.
What I'm talking about is...well, go and do Monatgue's arcs, set to x2 No Bosses. There are literally hundreds of Bosses, downscaled or otherwise.
And, for your information, if I cant handle bosses I turn them off. Simple as that.
But having bosses spawn every or every other mob, even when they are turned off, scaled down or otherwise? That doesn't smell like WAI to me. It doesn't bother me, but it does strike me as odd. -
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Everything blueside. I'm not kidding. Take every damn contact and every damn zone and overhaul them. Give some cohesion between contacts. Give each zone and overlying plot, like the Hollows and Faultline have. So, for Kings Row it has you digging into the Skulls backstory and their drug pushing and black magic. Talos sees you going up against the Warrios and the Freakshow as they try to out-duke each other. Independence Port sees you crack down on the drug and weapon smuggling war between the Tsoo and the Family, maybe even link in the Council and such, which could then in turn lead logically to Striga Isles.
The old content is so. Damn. Old and Rusted, its painful. The storyline is bogged down under terrible mission layouy, boring defeat alls and hunts, multi-zone hops and hop backs, before they even give you a damn cellphone number....painful, boring, not fun.
Cohesion and revamp is worth two new zones. Period. -
I don't think people actually hate PvP, except maybe one or two vocal people.
It's just the apparent majority couldn't care less. They'd rather do PvE, Badging, RP...other stuff.
Was I12 PvP better than I13 PvP? In some cases yes. I.E. travel suppression, or lack of. Teleport actually had a use.
And in some cases it was horrible. Like being perma-held. On a TANKER. I don't think I'll ever forget horrible moments like that. People seem to gloss over the really atrocious bits of I12 PvP.
Would changes for the better be good? Sure. Is it a higher priority than PvE? No. Not by a long shot. -
Quote:http://www.youtube.com/watch?v=DMSHvgaUWc8Yes, really. Plan ahead knowing that powers will change one day. Giving a freespec is something kind by the devs. You want to abuse that with your entitlement issues.
And predicting doooooooom! already? Wow, you're good.
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Quote:Yeah. That might just have something to do with the fact thatr Peacebringer shields are resistance based, not defence?I dunno, my peacebringer didn't really care about his defence being debuffed. I'm getting the very strong sense that there's a lot of false groundswell going on.

Really, Rest being 0 or 30 second recharge would be a boon to everything pre-20, because it is more often than not you find yourself low on health and end every or every other spawn. And no, 'L2P' doesnt count, thank you very much. I learned to play a couple of years ago, and even now there are still certain mobs, missions and ATs that make we curse for a 0 recharge rest. Pure and simple.
It still confuses me why people argue against this. If you barely use Rest even pre-20, well done, good for you. For those who have need of it, it's a godsend. I still fail to see a downside. -
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Three figures stood atop a building nearby.
"So...what do you reckon?"
"I reckon we need to sort this mess out. And fast," Leon muttured, leaning on the katana. "Blood crazed, know-it-all vampires, demon-things, monologuing priests and giant robots... This is getting out of hand."
"You and your 'balance', father," Marie said, sitting back on her haunches and brushing a strand of hair out of her eyes. "You monologue nearly as much as that idiot priest, at times."
"The difference being I don't claim to be some messenger of some 'higher power', some 'divine grace'," Leon snapped, "I just want to see the wolrd a stable place where tommorow can happen, we can live and life and death can have their cycle. Would either of you rather trade what is for what either of these groups would have it be?"
The two younger vampires had to admit, they wouldn't. They shook their heads in unison.
"So...either we combat the threars as they arrise and escalate...or we find the origin, the head of the snake...and cut it off. And then we need to find someone way to make these 'Nighthunters' realise that even they have limits they should not push," Leon stated, shouldering his blade and turning away, the others falling into step behind him.
"You realise they won't thank us for that," Lawrence pointed out.
Leon smirked faintly.
"Ours is a thankless existence, lad. But it has it's perks. Your science and mind-games. Marie's man-killing-"
"What?!" his daughter almost yelped, glaring as he turned to grin at her.
"Well, you do seem to have a new one every other-"
"Dad. Shush. Now. None of your business."
"Yes dear," he chuckled. "I never said it was a bad thing. After all, one of my vices is in the same, pardon the pun, vein. Anyway...we have work to do." -
Quote:Your telling this to a level 50 Bots/Traps MM. I repeat; you do not need to buff everyones pets. Your own? Sure, if you like. Everyone elses? No obligation.If an MM loses their pets, they have to stop and bring them back out, then upgrade them, then rest for stamina. To not buff their pets slows the whole team down every time they die. If it's an easy mission you may not need to, if their pets will otherwise drop like flies, you have to.
And I've never found the need to rest after summoning, not even with all 6 pets and upgrades. Mostly because once we're all tooled up I just point and stuff dies. I dont need to attack too often, except to smack stuff in the face with a Nemesis staff
And, I say again; the reason that they recharge so fast and cost so little end right now is exactly because they dont last ages. You have to keep re-applying them. Ergo, they dont cost much. If you dont have to re-apply them all the time, the cost goes up. Its really that simple, and theres no two ways about it. Its the same way the MM pet buff powers got changed.Quote:Like I said, there is no in game cost for these buffs, otherwise I wouldn't suggest a change. There is no end cost, there is no recharge, there is no reason not to apply the buffs to everyone and keep them up. Therefor it's expected that you do just that in every team. You can't say, "I'm not going to buff you guys because I'd rather do something else things." Or you can, but people will think your an ****** and probably kick you off the team.
Making this change will not in any way change the effectiveness of any given team, so there is no balance issue to contemplate. -
Quote:If your buffing every pet on the team, thats your problem, not the powersOn a MM in a full team with maybe another MM or two? Yes. It doesn't become "every other fight" it becomes an endless reapplication of buffs blending from one fight to the next with a few emergency heals thrown out in between.
There's no reason for that. In this case making it easier to apply the buffs would not change the fact that they are always applied, so there would be no need for nerfs to that aspect. If they changed Painbringer to last 30 minutes then yes they'd need to nerf the effects, but I'm not asking for that. These buffs are already up constantly on the whole team, so this suggested change is simply a quality of life one.
Yes, I sometimes keep an eye on other peoples pets too, but really their stuff is their problem, not mine. YMMV.
And their would be every reason to change the powers now. They are what they are now at the cost of them needing re-applying every x ammount of minutes. If they last half an hour, those numbers will change. End of. They are only up 'constantly' at present if the defender/controller/MM/Corr is keeping an eye on them and applying them constantly and diligently. Change that, something else changes too. Simple. -
Quote:You left out the 'One shot kill' bit. Everyone always does. You happen to forget one minion, or a patrol comes around the corner, your hospital bait. Pure and simple.That's not even what the thread says. You've got the majority of those supporting the change saying they use rest to replenish low HP, not because of endurance consumption.
Besides that, I'd have to ask you to explore exactly what a QoL change really is. Adding 'Overpowered' text to a Controller's hold is a QoL change. Giving you 7 mission slots instead of 3 is a QoL change. I'm not so sure this can be squarely placed in that category.
It also gives 2x more regen than any other buff, pretty much caps recovery so long as you're not crashing and all you need to do is set aside 10sec. That it isn't *always* available makes it seem balanced, IMO.
And HP or Endurance, it doesnt matter; people are using Rest to top it up when they need it. If Rest isnt available, those that are arguing for the change are waiting anyway. All this change will do is cut out the longer wait for health/end to come back. Those that don't bother with it won't get any negative effects. In fact, no one gets negative effects from this, period. -
I've dabbled with buff-heavy sets before. It's never really been that consuming. After all, while the shields are still up, that frees you up to blast stuff. Ok, maybe you refresh them every other fight...but is it really that arduous? Bearing in mind that if the duration was upped there would be ramifications on the other effects. Possibly even cuts in defence/res numbers, etc.
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If people are waiting between spawns until they are at full health and end even without Rest being on 0 recharge, how does changing it to 0 recharge change anything except making a QoL improvement? If the game honestly isnt balanced around health and end, then they should have regen and recovery disabled while on a mission map. Thats the only way such a statement could be true.
And yes, we have ways to improve regen and recovery. These work much more in the middle of a fight, to stop you running out of endurance mid-scrap. They also speed up downtime but, honestly, I would wager actual money that if datamining was done, the vast, vast majority of Rest usage comes pre-stamina. By the time you get to level 22, the usage of Rest will have dropped off to nearly nothing. So, while you may call on it after a particularly viscious mob at later levels, the primary use is pre-20, when it is very common to run out of end after every fight.
So...what was that about balance again? Your one-two shottable while using it, immobile, and all it does is save you time standing around which people do anyway at present...
Right. -
Sorry, but I agree with the OP on this one. Facing bosses? Ok, on certain toons it doesn't matter, I can handle it. Most of the time, if I can handle the odd boss, I'll have a shot at it. If not, I leave it off.
But then you get maps where it is literally nothing but Bosses +1. Thats....it sort of grates. There should probaby be a rule that checks wether the last spawn or two were 'Boss Mobs', and then implement a streak breaker.
I've also noticed the +1 happening a lot, despite settings. Sometimes it doesn't matter. And sometimes its lethal. -
Praise God and pass the ammunition,
For what one will not cure the other will.
Amen.
Let it be so
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I think you picked the wrong class, then

Seriously, this is from someone who plays an Empath. Your a Defender, not a blaster. Even then, I still have time to heal and buff and blast stuff in the face with mind bullets. Use keybinds, such as 1, 2 and 3 for your main 3 shields or buffs. In my empaths case I bind Healing Aura to 1, ST Heal to 2 and Absorb Pain to 3. Then simply click on the other buffs when I need them. Problem solved. -
Quote:Alright, I'll make it a hell of a lot simpler.I guess it only makes less to no sense if you really think those are the only people in the opposing position and for only those reasons you think.
Give me one good reason that Rest shouldn't have 0 recharge? Because, so far, not one person has been able to provide one. -
What Forbin said, basically. It's as bad as assuming someones name is hanging over their head (I can't even begin on how much that bugs me)
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Quote:No, not really. Exact same thing, minutely different phrasing.umm one was a direct suggestion thread that didn't ask any ?s, but this one is a "what do you think about it?" thread. very different. m'kay?
And, either way, the answer is the same; not going to happen.
M'kay? -
Quote:The issue is choice.Why do we have to start every fight topped off, now? I've played too many types of different characters with different types of strengths and strategies to know that I'm not going to need to be at 100% or even 50% every time.
All in all, I think insta-rest will slow everyone down as now you can top off for every fight. I mean, why would you not, right?
Some people would rather start each fight, especially against mobs that, while they can handle them, they find slightly too tough to just waltz through.
Some people don't care and will just wade in no matter what state they are in.
The difference is that, while you can currently indeed do both in game anyway, its the former who have to sit around twiddling their thumbs waiting for rest to recharge OR their health/end to come back.
All in all, if this change wouldn't impact some people anyway...why are they the only ones complaining about it? It makes less than no sense. Period. -
I think I've seen this thread before. But surely I couldn't have, since cross-posting of threads is against forum rules.
I.E. just look at the answers you got to the first one, m'kay? -
Quote:I'm with Bill; this is hogwash. Calling the 'Vast Majority of the playerbase' 'lower end' is really...hmm..arrogant? On your part.Yes. The entire game's average reward over time. Not every single player's reward over time, but that of the game as a whole in aggregate. And for those who are only occasionally wanting it, no, it won't impact them much. But as Arcanaville noted earlier.. If you're only occasionally needing it sooner than you are now, why is completely removing recharge superior to simply lowering the recharge?
The issue is that freely accessible rest would do some pretty whacked out things to the behavior of the lower end player populace. Not lower level, but lower end, due to play skill, build aptitude, etc... and these are the VAST MAJORITY of the playerbase.
If rest is freely available, it's going to get used freely, and that's going to skew the way people play, and it's going to change the between-fight figures dramatically.
It would further enable pathological builds, such as focusing on damage, accuracy and recharge without any endurance reduction or mitigation to speak of. We already have people running around doing this. Now we want to reward them for it?
Put another way: Free endurance available for just brief moments of delay is like getting free damage.
Also, even if thats the case; How the hell does it impact you? So, other people get to enjoy the game more due to not having to alt-tab out waiting for rest and/or health and end to recharge at lower levels? Would the sheer fact that it existed be a permanant slap in the face to you? Would a kitten die because of it every time rest was used betwen fights? Someone think of the children!!
Thats about as much sense as your arguement makes. And I couldn't care less if you classed me or others as 'lower end'. I play the game to have fun and enjoy it, not be 'higher class' at it. Sure, I like making decent builds; thats because it usually increases the fun for me. But, at low levels, having Rest ready to use would seriously cut out the tedium of fights pre-stamina. If having to rest between fights is the price that comes with starting a fight with full health/end, so be it I say.
