_eeek_

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  1. I enjoyed this event quite a bit. It was fast moving enough to stay fun and exciting. I Liked the arena the best, but both were quite fun.

    Ran into the Casino bug a couple of times. The first time, I realized that while I hadn't been teleported, my pets were mysteriously taking damage. A teammate had tp, so I was able to rejoin the group (and my pets) fighting. The second time, I was 'ported just fine, but my pets weren't. So, I wonder if any of the previous posters had pets of some sort out when the bug popped up?

    We ran this with friends, only one of whom had any experience running it. He said his previous (PUG) teams took a lot longer to complete, because their teams were all scrappers and brutes. We ran with 1 or 2 rads on the team at any given time, and he said that made a big, big difference.

    It was nice having my support characters feel important - like they were "stars" too, not just the "supporting role to the Big Star." I didn't realize they were feeling a bit second-class in the lands of 8 bazillion scrappers (many of them mine, btw), but I guess they kinda were. Playing this, they were all, "yeah, but I make your scrapperlock WORK!" which was a pretty refreshing change, I have to say.

    The small team size really seemed to let everyone have their chance to shine. Good job, devs!
  2. I'd second the fire/traps. The debuff, hold and heal are devices you put on the floor, so you don't have to worry about what target to select - the device does that itself, all you do is activate it. As was mentioned, /traps gives you a very nice forcefield bubble around you and all nearby teammates, so even if you're not sure what to do, you're being extremely helpful simply standing near everyone.

    Another fun and popular corruptor is fire/dark. You have a huge heal, and the heal radiates off YOU, after you have targeted an enemy. No need to select the individual players, just 1 enemy. Dark is a powerful debuff, but it can be hard to gauge how you're doing, just because it's primary effect is that stuff suddenly isn't hitting your team very much (If you've ever had trouble with those nasty CoT ghosts, THAT'S what dark does!). It does really lovely damage with Rain of Fire pouring on enemies who are held in place with Tar Patch - and you get BOTH those powers by level 6! That heal is your level 1 power.

    I probably wouldn't select a controller right off the bat - after playing all dps characters, they can be overwhelming, with both powersets being pretty much NO dps. Don't get me wrong, trollers are great and amazing - at the highest levels, they're steamrolling powerhouses! I am just remembering my first experience with the AT - it was horribly confusing, I would have liked having only half of it being confusing, personally. If you are concerned about taking things down, understand that this will not be happening on (most) troller powersets until the 40's, when you can both get and slot up some epic pool powers. MOST ESPECIALLY on a Mind/ troller, since they don't even get a pet to do a little damage.

    I would not suggest a tank at this point, either. A good tank should have the best understanding of the game and the different powersets, as well as strategy and tactics, in order to know how to keep their teammates safest. It doesn't sound like that's where you are right now.

    A corruptor of any sort that suits your fancy would give you buffs/debuffs to feel useful for the team, as well as do damage, where you already feel confident. They have the same two powersets as defenders (with minor exceptions), but corruptors have the blasts as their primary and thus do significantly more damage. Conversely, the buffs/debuffs usually are not any stronger on a defender (TOTALLY not fair to defenders, but there ya go). So, yeah.. corruptor over defender, especially if you've been frustrated by lack of damage on a mind/ troller. Dominators are helped the most by IO set bonuses, so if you don't like IO's, I'd pass on a dom, too.



    NOTE: Your SoA should be a good team asset, btw. If you took your team buffs and slotted them decently, you should be adding significant buffs to the whole team! It's just not an obvious effect, like an attack.
  3. Quote:
    Originally Posted by Diellan_ View Post
    Ugh. The last thing I need is to stop accepting Mystic Fortune because the Fool has -Tohit. Or worry about the crash on Mutation. Not to mention the plethora of ToHit debuffs carried around by CoT and what not.

    The more I think about it, the more I feel that basing it off of ToHit is a bad idea. People are going to try so hard to get perma 22% ToHit, that it's going to be like the old Domination's damage buff: the players are going to treat any situation where their ToHit is reduced as a nerf, and the constant improved snipe as the standard level of performance.

    I can't imagine this happening, the buff is simply not that big a deal. It will keep my health up when I'm taking minor bits of damage.

    On a blaster, that's the very least of my concerns.
  4. Have to say, I was disappointed with dark/dark. The controls seem awfully soft to me, and it feels like I'm spending far too much time locking stuff down before I can really get down to attacking. I dipped into the ice epics for a decent "lockdown" power (sleet), a good second AoE, good armor, and decent heals.

    Which leaves me wondering why I bothered with about 80% of the powers I have in the primary and secondary.

    If I knew then what I know now, I might choose dark for either the primary OR the secondary, but definitely not both.
  5. Quote:
    Originally Posted by Dink View Post
    This should be fixed now.

    It's definitely not fixed yet.

    I checked on several characters with different boleros. Even went to icon to see if it would straighten out in the CC, but the inside of the bottom half of the bolero is still on the outside, so it's impossible to match up colors with the top half due to the different textures.

    In fact, in Icon, the CC won't show the bolero option initially, it reverts to Tops until the bolero is reselected. And which point, the bolero bottom half still has the inside/outside reversed.
  6. _eeek_

    Magic Bolero Bug

    I think it's happening to everyone - anyone I team with has the bottom half of the bolero messed up.

    I went to icon to fix it (before realizing the texture from inside was on the outside, and it couldn't be fixed), and the CC completely changed everything on the tops section. It seemed not to even recognize the bolero, I was wearing (generic) tights and shiny gloves.
  7. Well, it's obvious once you explain it.... *embarassed*


    (And thank you, Brad!)
  8. Quote:
    Originally Posted by MajorDecoy View Post
    If you're not using your transfer tokens for anything, you can rename a character with two of them.
    You can??

    HOW?
  9. Quote:
    Originally Posted by Traska View Post
    It's not a problem of creativity (I have near every server filled with characters, so I'm making them), it's a matter of not being able to play the character you want to play.

    In non-superhero games, this generally isn't a problem... the chance that you're going to have the same fantasy based name as someone else is remote at best. But in the superhero genre, names tend to run along lines. Flame, Blaze, Fire, Spark.... Ice, Chill, Freeze, Frost... Mental, Mind, Psi, Psy... Using ice as an example, I honestly cannot think of a single comic-book hero or villain with ice powers that doesn't have some version of cold or ice in their name. It's just the genre.

    Now, one can break genre (and go with a normal name like "Jenny Lewis" or "Jack Parker"), but I'm willing to wager than most people who play this game are superhero comic fans, and most of those fans started this game with the idea of playing the kind of character they'd read about. The problem is, the game makes it increasingly difficult to find an in-genre four color name. And saying Be Creative is all well and good... but that's precisely what I mean about in-genre. The vast majority of superhero names are:

    - Based on main power
    - Based on an animal or creature of myth
    - Mister/Miss/Doctor/Captain fill-in-the-blank
    - Color +fill-in-the-blank
    - fill-in-the-blank man/woman/boy/girl
    I understand that you are saying, but am not sure you hear what others are saying back to you about creativity.

    You're saying it's important to you that your character has a name that represents your powers. I don't agree that "most" superheroes have names that indicate their powers, but if that's what represents a hero name to you, then it's very important!

    IF the only way you can make a fire/whatever is to use words like "Blaze" or "Ember" or "Hot" or "Flame", or flat-out copy the name of a power in the set you're using, you may have difficulty. But see, there are other words.

    You'd previously indicated it was all but impossible to get a name that references your powers if you're a "fire" anything. I made a fire/traps corruptor a couple weeks ago, and got "Combustible Me" on the first try (on Virtue). Now, is it the world's best name? Probably not, and very likely not to you, but I am pleased with it (of course, I think the name "Eeek" is a good superhero name, too, so take that for what it's worth), and I like to think that's what matters. Does this reference the powers I use? Sure it does. Fire? You bet! Does it describe what I do? If I run into a spawn with my PBAoE nuke, yeah, I am pretty sure it doesn't even get more descriptive, actually.

    You're limited because you can't get the overused, obvious names. Personally, I'm glad. Find something unique, something that makes other players want to get to know you, or can at least find interesting or clever. Comic books were big on clever, too, especially if a pun was involved.

    Don't settle for being a cliche.

    You're better than that.
  10. When the name I want has already been taken, what I hear is "you're thinking along the same lines as 32,547 people before you. Think differently."

    Why would anyone WANT a name that everyone and their 3rd cousin has? I can't think of anything more dreary.
  11. I agree with you about the new SSA, Samuel. Well, except for the technical writing part, only because I didn't really notice the things you mentioned. Not that they aren't there, mind you - but there wasn't anything glaring enough that it actually got in my way. I especially agree with you about how they portrayed the characters - still having their own distinct (and very imperfect) personalities, but not so unlikeable that you want to kick them all and tell them to grow the hell up.

    Another thing I really enjoyed, which isn't on your list, is the use of more sophisticated immersion techniques. There is the obvious, overt flattery on a few occasions, which was utilized in the first SSA arc, but this time, there were more subtle (and I think) more effective techniques as well.

    Where we are offered choices, there are actual alternatives (am also trying not to give away spoilers), and not just a series of obvious, canned responses... or worse, different responses you'd never actually give. For example, at the end of the 2nd mission, you get 2 very different options, which seems to guide the player into something of a roleplaying response. That's not just a nifty bit of writing for plot content. The first time I ran it (and subsequently, too), I had to stop and think for a moment, "what would my character actually do? And why?" That changed the dynamic of the SSA to something with much more depth. And later, that choice came into play during the "chose a hero to help you" part of the last mission. I loved that! What we did actually affected something!

    This was also achieved through a deft use of cutscenes, most particularly the one where you view yourself running into the group of the assembled Freedom Phalanx. The last SSA had cutscenes into which our characters were inserted also, and while this one has some of those, too, this one in particular had more resonance - that scene "felt" like you were joining up with your friends or acquaintances, and a whole lot less like your face was photo-shopped into the picture.

    It's really enjoyable to watch much more sophisticated the dev team has become at this stuff, and also that it's not "just" the writers, it's the art team as well. I'm sure there were other, more subtly immersive things in this arc which I'm just not bright enough to have caught on to yet. Certain parts just resonated more than other parts, which leads me to believe something tricksy was afoot, you know? Now I want to run it yet again to figure out how it was all done. A well-crafted book has that effect on me, too.
  12. Maybe we're getting a new Manbearpig powerset!
  13. Whatever poor Citadel is, he's a wimp. I'm sorry, I know, I did his TF more than a few times, but it's true. Since I posted last (about the chosen FP member not following me), I have been watching carefully and devising strategies to keep them with me for the fight.

    Despite flying straight UP after our rendezvous, just to keep the poor guy from getting distracted, well, he flew up and ... got distracted. Seeing this, I flew to his aid. It was only 3 minions, and I was set to "not in the face" (+0/x1), but the poor soul had only a sliver of health left when we'd defeated the last one. Being myself all blasterized and all, I couldn't heal him, so I stood around to let him regain some health, and possibly dignity. Instead, he walked a few feet and spotted another group of 3 minions quite some ways off.

    I felt in the depths of my heart he wouldn't want me to see what happened next, so I fought Clamor et al. alone.

    As it stands, the only one I've been able to keep with me by using this strategy has been Numina, regardless of the route I take, or how high up I fly. However, judging by Citadel's abilities, I do not think there was any actual help potential there anyway. (Poor guy!)

    I don't care one bit, either. It's still great fun, and, well, you know... RUSSELL!! (HAHAHAHA) Maybe we could see Russell and Dillo fight over Penny one day? They'd be all "Ten paces, then turn and face, and HOORB!!"
  14. Is it just me, or is the only "good" secondary Energy?

    Well, okay, Devices was good for levelling up, but at higher levels, it's only good for tasering the occasional annoying minions who attach themselves to you.

    If there were other secondaries which serve to enhance my primary, and allow some tactical or strategic abilities (like Energy), I'd roll up a lot more blasters.

    Thus, am in the same boat as the OP - what on earth to pair with water??
  15. Two REALLY BIG THUMBS UP!!

    Best SSA so far, by a long shot! Instead of soap opera stuff, it was witty and clever. All the FP were in character, but they were ALSO likeable! Well, except Manticore, who was still an ***, but made me laugh instead of want to slug him this time around.

    Russell.

    RUSSELL?!! HAHAHAHAA!

    Cutscenes were well done, interesting and entertaining. (WOW!) They advanced the plot while being enjoyable - really well done! For example, when you got to Atta, becoming "under the influence", it was interesting to watch that he didn't just get stronger, but he got smarter, too. No one mentioned this in dialogue, no one beat you over the head with this info, you just watch it. Also, enjoyed the use of our new aura, from the Statesman loyalty thing. Comic-bookish, at the same time being visually informative.

    I liked getting to choose a partner to take down the big bad at the end. (Clamor, wow, she was so well done, too!) Though I have done this on 4 of my toons, choosing a new partner each time, I have yet to have any of them show up to actually help! But so far, the 4 choices have been pretty entertaining. (Manti is my favorite, though - he whinged and whinged at me for not beating up Russell... WHADDANASS!!)

    My only complaint (and it's minor) was that there too much running around for no real reason (bunch of "talk-to's). Maybe for next time, try to streamline for a better flow?

    Thanks to all who were involved in this - you all did a FABULOUS job. Fun ride all the way through!
  16. I've had all the volume shut off for awhile now. I wouldn't mind ambient backround music and noises, and having the stuff I *need* to hear came through loud and clear. But it works the other way around, so easier to just turn it all off.

    Kind of a pain when searching for glowies.
  17. Seconded! Great job!

    I just did it today - it was really fun! Not the "ending" I was expecting at all!
  18. Quote:
    Originally Posted by Shubbie View Post
    All ive seen is complaints on the channels...

    The problem is its the ONLY trial that unlocks hybrid, so your forced to do it. So no matter how muich you dislike it, you have to do it.

    That is BAD game design.
    Um... this is the same thing people have been saying about the trials ever since they began.

    You're late, but welcome to the club.
  19. I'm happy that there are portals to weird zones. If someone isn't happy not seeing the city layout, by all means, don't use them!

    I actually can't conceive of complaining about a QoL upgrade which can be completely ignored. How does one complain about a feature that doesn't remotely effect them?

    Devs, THANK YOU for a faster, easier way to travel through these peculiar outlaying region.
    Anything you guys can come up with to make the travel time less, and the playing time more, I wholeheartedly support!
  20. I hated electric blast. Really, really hated it. I rerolled it once around lvl 38 after hearing that of course it sucked, you never got enough end drain from the primary without taking electrical as the secondary, too.

    So, did it all again. Got to 35 and yes, it had better end drain, but deleted it because even so, it was still painfully awful.

    Did I mention the "loathed with an unholy passion" part?

    Oh, yeah.
  21. My own opinion is that there is nothing wrong with Tanks.

    I love having a good tank on the team. Mostly I love them for clumping things into nice, tidy packages so our AoE's do more damage, but it's been a long time since any controller with an immobilize has really let that happen, but that is another rant for another day.

    Truth is, tanks haven't been "needed" for some time, and before brutes were blueside, too. We're all tougher now, and all the AT's have access to more ways in which to control the spawn.

    That does not mean tanks aren't appreciated. I don't know ANYONE who doesn't appreciate having a decent tank on the team, and an actual good one is a treasure! But at this point of evolution in the game, there is no AT that's "needed". The all-tanker Tuesday teams even prove this. But just because something isn't needed, does not make it of no value.

    Tanks ARE special.... just like everybody else (I personally think this bothers more than a couple of tanks out there, but maybe that's just me).

    The fact that tanks and brutes now coexist in the same playing areas does, however, muddy the unique properties of the tank. There isn't anything they can do that someone else can do, too. That's sort of unfortunate, and it would be nice to see rectified. Tanks are still more survivable. And their taunt effects are stronger. That is valuable, and should not be underestimated. At the same time, it's hard to get excited about "we can do anything brutes can do - and occasionally, we do it better!"

    But there still is nothing "wrong" here. It's just not great. "Wrong" would be defenders, who have the exact same powers as corruptors, but don't get to do damage. "But wait! On a whole ONE power, I do ... 20% more than the corruptor does!" These are the guys who have been rendered obsolete by the AT's merging. Not tankers. I know good players who are rolling up tanks now. I know a whole bunch of defender-lovers, and not one of them would consider rolling a defender at this point.

    So, to me, it's hard to get worried about the tank issue. They haven't been made useless. Defenders have.



    (DISCLAIMER: I enjoy playing tanks - mine are quite tough, more so than any brute I have. For a tough fight, or a team with lower level players, I'll always grab a tank first. My favorite AT to play is a debuffing controller. I pretty much loathe playing defenders, except my empath, whom I love playing for no reason I can quite understand.)
  22. I admit I've had a love/hate relationship with tankers since about a week after I started playing this game.

    I started about 6 years ago - after ED, and before IO's. Tanks really were needed then. Usually, if the tank died, we all died. Tanks would typically tell you where to stand, so they could herd. You'd wait longer for the tank to bring stuff to you, than you'd spend actually defeating them. And those were the GOOD tanks, too! Bad tanks acted like scrappers, insisting that their ineffectual punches made taunt power unnecessary. Then they'd punch the same guy ineffectually through the entire combat. Which isn't why I had the /hate.

    It was the arrogance.

    They were often the team leaders, and enjoyed a godly status, and everyone else was subordinate, dutifully chirping "*I* follow the TANK!" as good little minions do. I remember getting tons of crap when I said that tanks were a support class. Well, no, they weren't damage, I was told (in loud, and shocked voices). They're...*sputter, sputter*... The Tank! Apparently, a tank was its own class. There was support, and damage, and... The Tank!

    This is prime stuff for people to resent the hell out of you.

    I know most people on the forums remember these days. When IO's came about, people only slowly figured out that they could make their support characters tough, too. The unquestioned supremacy of the tank slowly waned, as people realized they didn't "need" a tank any longer. Unlike empaths (who too often had their own brand of arrogance) who frequently got heaps of insults when they became unnecessary, I never saw any "anti-tank" backlash.

    But was it there?

    So here is my point (and yes, I do have one): How much of this concern over tankers is based on actual problems with tanks, and how much of it has to do with their lessened status?

    Is there any "if I'm not better than everyone else, I must be a total pile of crap!" thinking?

    Before figuring out what a tank needs to be "special" again (and I think all the AT's need their own "special" areas where they can really shine), do we need to look at what role tanks should be playing, now that they aren't the mandatory team staples they used to be?
  23. 1. No more shards. Threads (equivalent to shards) for 50's on TF's. (The new DA is great, but I don't want to grind out the same mission arcs any more than I want to grind out I-Trials.)

    2. More New TF's, perhaps with a new accolade (power) for doing several of them.

    3. Transportation system for annoying places to get to: Cim., DA, 1st Ward, even Shadow Shard. (Maybe an Ouro. Portal-like accolade power for doing some related TF's, as mentioned in #2?)

    4. Pool Powers FX fix. Full customization isnt my interest, NO effects would suit me fine. I don't want lime-green (or, whatever) glowing fists and feet any more than I want the yellow FX. I just want to see my boots and gloves one day, and NOT see some of the unattractive APP armor.

    5. Attractive APP armor for squishies, without having to go villainside to get it (Or ANY defense armor for defenders/hero corruptors).

    6. More co-op zones

    7. Lots more non-tech costume selections