Zamuel

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  1. It really depends on your arc. Really low level arcs need enemies designed to be much easier or even limited to recolored standards while high level arcs need a different design and you have more leeway for creativity. Also, different enemies are handled differently by AT. Melee ATs can shrug a lot off while there's key enemies that give them problems that ranged and control ATs can deal with easily.
  2. Zamuel

    So... Stalkers.

    Quote:
    Originally Posted by Ghostwind_EU View Post
    In order to make Stalkers more balanced to Scrappers and more specialized in order not to be mini-Scrappers I would like:

    * Faster animation time on AS, BU and Placate.
    * Faster recharge on AS, BU and Placate.
    * Base damage comparable to Scrappers.
    * Rework Hide to make it easier to use. For example not allow the enemy's queued attack break Hidden after a Placate. Ability to enter Hide faster if not in line of sight of the enemies.
    Been thinking for a while and these may be the better fixes. I'm actually slightly against getting a base damage buff now. Not because I wouldn't enjoy it (I would if it didn't come with a nerf attached) but because it would lean towards having them less like Stalkers and more like Scrappers. I think a 4 second return to Hide, Build Up being a hefty 120% buff, faster animating AS, making AS's debuffs activate whether an opponent lives or dies, and altering Placate so that incoming damage for 4 seconds won't break Hide are really the fixes needed. Adding -regen, -resist, and/or partially unresistable damage to AS would also be a nice buff but it would be gravy on top of the other fixes.

    As far as PvP, I think a faster AS may not be that big of a deal with I18. It's still interruptable and blueside VEATs can spot Stalkers from a distance so setting it up will be harder.
  3. Oh it is pretty simple on paper. It's just that after doing Sewer Trials, which CoP feels similar to, the concept of doing the same thing with three times as many people and potentially with a lot of MMs sounds like a recipe for disaster if it's a PUG in any form.
  4. With the fixes to allies in I18 would there be any interest in attempting to restart this?
  5. I was asking what does it still need not does it still need help
  6. With I18's Oil Slick fix and sped up animation times, what does Trick Arrow still need to improve its performance?
  7. What is the best way to make Brawl a viable attack considering it lost its end cost a while back? This is more of a hypothetical than anything else since I doubt I'll use it that much. I've heard that loading it with procs is the best way to get use out of it.
  8. Quote:
    Originally Posted by BBQ_Pork View Post
    What about badges? Badges entice players into doing all sorts of stuff that they normally wouldn't.
    Which leads to either complaints about having to do what they don't want to get those badges or exploits to loophole their way into getting them done faster. While a few more badges might not be a bad idea, we really don't want to see any form of the farming madness return. There's a possibility that some things could be put in place to reduce exploitation (prevent arcs of your own creation from counting, enforce cooldown periods, etc) it's not worth the headache.
  9. Zamuel

    AE Questions

    http://paragonwiki.com/wiki/Mission_Architect_Tutorial

    Should be helpful though you may be past this stage. Also, check out the tutorial mission in the Hall of Fame.

    There are some good suggestions for temples but there may be a few alternatives. Notably, Nerva -> Thorn Isle can work as a temple exterior.
  10. Quote:
    Originally Posted by The_Masque View Post
    I've been following some of the chatter on other servers about this and most of the raids that weren't successful were most likely due to poor team selection and lack of coordination between the teams.
    I have to wonder which of the two is the bigger issue. A lot of the time, anything more complex than point and shoot collapses spectacularly. Still, I guess it makes sense to be so strict due to the setup time. However, I cynically predict that the larger number of MMs the higher the chance of failure.
  11. Quote:
    Originally Posted by Lazarus View Post
    However don't just make 1 boss. That may be fine for solo on a short arc but in a longer arc (or with a team) seeing the same boss over and over gets old. 3 minions/2 LTs/1 Boss is a ratio, not the total number of enemies.
    Ah, I was meaning per faction. While two of my arcs have the same faction for the entire thing, they are both shorter. All the rest have multiple enemy groups, generally 1 per mission.
  12. Quote:
    Originally Posted by Lazarus View Post
    Make more than one of everything, you have plenty of room for it now. I prefer to use the 3-minions:2-lieutenants:1-boss ratio as a basis for any custom group.
    I wonder if 2 minions/3 lieutenants/1 boss is just as good. Minions are supposed to be cannon fodder while LTs give you the option for more unique tactics with the likelihood they'll survive long enough to use them.

    Speaking of surviving, I'm having an internal debate about EBs vs AVs. While it's been validly stated that EBs are better for AE soloers, I'm concerned that any competent team will steamroll through your EB making any attempt to script the battle a waste of time.
  13. Quote:
    Originally Posted by _Ryxx_ View Post
    >.> <.< I may know a guy who knows a guy who might be able to raise the levels of your characters; namely defenders...
    Meh, I simply need to team with him more.
  14. Quote:
    Originally Posted by Noble Savage View Post
    However, because it's an indoor mapset, you may find that there's not a lot you can do to enhance this (maybe ambient occlusion). Would be interested to see you prove me wrong though.
    Quote:
    Originally Posted by Orion_Star_EU View Post
    Yeah I was about to say. It's just...tunnels... and Trolls...
    I have to wonder...since the Tunnels of the Trolls is technically just there for the sake of leading to the Cavern of Transcendence trial, would an allowable loophole be using a shot from the Trial instance itself? While a disqualified zone, it's the type of thing that would be good for the Abandoned Sewer Network (though I assume it's just going to get a copy/paste of whatever the Sewer Network gets).
  15. Well, my Storm/Ice defender is in range but he's lvl 36.
  16. Zamuel

    FF needs love

    Quote:
    Originally Posted by Westley View Post
    It would be nice if you had this in your sig...
  17. I guess I'll try to join. It'll be either a scrapper or blaster.
  18. Quote:
    Originally Posted by Eva Destruction View Post
    we could use a few more Dev's Choices. Then they can start working on revamping the search engine and ratings system, and clearing out some of the dreck.
    I think the order is backwards. Improving the search engine and clearing abandoned material should take precedent over new Dev Choices. Don't get me wrong, more DCs means good PR but we need to fix the foundation before we start painting.
  19. I'm also looking for a clarification on "NO character should appear on the screenshots. The focus should be on the zones themselves;" since some shots will look better with NPC and some will be near impossible to obtain without them.

    Quote:
    Originally Posted by Patteroast View Post
    I noticed a zone that isn't listed as either eligible or ineligible... but I can't say I'm surprised that even the devs forgot about the Tunnels of the Trolls.
    Good catch. Mildly disappointed that the Abandoned Sewer Network isn't eligible.
  20. Zamuel

    FF needs love

    I have to wonder if Repulsion Field should be slottable for slows and have a movement speed and recharge debuff. Coupled with slightly lower kb mag it could be used as a more nuanced version of Force Bubble. That said, Force Bubble should be slottable for kb.
  21. To play devils' advocate: Those who have slots locked for infractions could buy more to circumvent that.

    I'm in a different position of having more slots available but lacking the drive to write more. Especially since some of them are sequels.
  22. A simplistic question for a rather complex issue. Any new feature is bound to lose interest over time. However, numerous things ranging from (needed) crackdowns on exploits to poor behavior of some users have soured the general populace on Architect Entertainment. What can be done to increase AE's popularity? Are we in lost cause status where we can't do anything more than damage control?
  23. Is it Primeva or Thorn Isle? We've been looking around Thorn Isle but I didn't know of a spot over Primeva
  24. He seemed a little hyper but it seemed like a valid review from someone who is new to the game. As far as tilesets, they all they really need is more small touches of uniqueness like the Council and Arachnos variants of the generic lab maps.
  25. We searched from floor to the absolute zone ceiling. Altitude wasn't the problem. Even popped yellows to verify he wasn't stealthed.