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Posts
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Joined
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Another strategy, pending on team composition, is to focus on the ambushes until they run out and then just cakewalk through Reichsman's HP. He never actually leaves the main platform so there are ways to get the ambushes to spawn in the tunnels and thus bottleneck as they try to come in the room to attack. This favors a strong dom/corr duo who can time their temps for the best result.
Brutes and VEATs get the end drain redux power. Intriguingly, that's a good way to tell when your temps are running out since the end drain is noticible. -
Big R himself, the temps, or the final encounter as a whole?
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Very much in the "wait and see" camp. It would be disappointing yet expected for this to just be moar damage.
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While I perfectly understand from a coding/manpower perspective, I sort of have to shake my head at the fact that pre existing Praetorian content won't be updated until several months after GR. You'd think that would be the kind of thing that coincides such an update.
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My...concern...over the Incarnates system is what the actual worth of it be. Will it just be global boosts to damage/resistance/etc and thus simply be APP Part 2 or will it actually do something unique with the character allowing you to open up the playstyle?
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It bugs me that it seems like changing zone geometry is a "requirement" in the dev's eyes when what most probably want is just one or two story arcs and maybe a TF to the zones.
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If submissions picked back up, would it restart?
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Assassin's Strike requires you to be grounded and stationary.
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Something about "too much" in terms of recharge is that it's self balanced by endurance costs. Pending on your build and overall recovery, you may be able to pull off the elusive "attack chain" but not every move in your arsenal will be a part of it. Theoretically, defense bonuses are "free" if you stack them so it's more of a balancing concern if obtaining them is too easy.
I sort of arched my eyebrows a month or so ago when Castle noted that they made a deliberate choice to promote defense over resistance but he feels in retrospect it might not have been the best choice. He also noted that it was obviously too late to make any sweeping changes to it. While I personally can't stand the RNG, it would seem like a no brainer in my eyes that the ability to get 100% mitigation to everything should have been harder than always getting hit but trying to survive it. -
Is this still going on? Was contemplating submitting another arc.
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Quote:For story reasons, we think Crey is benevolent until about midlevel, it's just that the game does a poor job of portraying that. Oh note, there's a Crey guard in the hero tutorial.I can't see ANY reason why heroes couldn't begin fighting Crey, for example, at level 1.
There's also a few defense based missions that are woefully under utilized. -
Make a patrol or ambush with the Alignment setting to Ally. Should be under the settings tab. This is a decent set of tutorials: http://paragonwiki.com/wiki/Mission_Architect_Tutorial
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I think you may be subject to people negative reactions from other MMOs concerning thieving. I think Twilight Snow's tweak of your powerset may have merit. Also, I don't think you directly planned on stealing from other players (stalkers have a bad enough rep as it is) so some of the responses might not be warranted. Concerning the actual powers:
Quote:I think these are possible since there are dayjobs that grant increased inf or increased drops.Bribe: A mag 3 confuse power that uses some of your inf to bribe an enemy into assisting you. It has a recharge of about 1 minute base. This gives you enough to confuse a minion of LT but not enough to confuse a boss. The inf is deducted after the enemy is defeated. (I think there is an issue if the player doesn't have enough inf if it is deducted at the beginning)
Payoff: PBAOE -damage power. You quickly doll out money to all enemies in your immediate vicinity in an attempt to convince them to pull their punches. Amount of inf used per enemy would follow the same guidelines as bribe.
Quote:Master thief: The same duration, recharge and crash as other stalkers' tier 9s. You have stolen the powers from the enemies around you. Their defense, resistance, recovery, and regeneration are reduced and added to you. It also doubles the amount of inf earned during the duration of the power. (Not sure if it is possible to increase inf earning from a power, but it sounds interesting. I added more to this power such that it can be more than just money) -
Well, I must say that I am proud of those honorable Closed Beta folks who used this previously limited knowledge to use it on the market on the Live servers for personal gain. Bravo!!!
I hope everyone has slotted Sarcasm protection... -
I merely hope this coincides to buffs to some other sets with subpar or odd bonuses (debt protection? lolz).
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A common complaint about redside is that you are a lackey as opposed to an opportunist gaining control. The villainous arc I want to do can not be completed due to the tools and map selection currently available in the MA. So my question is, what "grand scheme" type of arcs are there available in the MA? This is more of a list/collection as opposed to directly playing every single one of these for my own benefit.
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I'm curious, did you note the stylistic differences of City of Villains to him? He may have still been dismissive but I wonder what his opinion of that would be.
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"Most solo friendly" is an intrigiunigly nebulous concept pending on how you play and what enemy groups you fight. Masterminds can solo well due to henchmen doing the work and thus you can seemingly sit back with some powerset combos. However, you live or die by your pets and there are specific situations that wreck their AI and leave you vulnerable.
Stalkers play by a different sort of soloing where 90% of the enemies in the game will never see you unless you attack first. While you get more money and drops from constant kills, Stalkers get the luxury at looking at a bad but non-required encounter and simply ignoring it. -
Very glad you enjoyed the arc and the title fluctuated a bit in my head before the final published version. Mission 3 has always been a bit of difficulty in design since it is supposed to be the "quiet" mission but that causes it's own sets of problems. The Gravity Control ambush was a bit unique in that it was an attempt to make a "wrong choice" group that could actually be a hinderance for melee without being an instant kill for squishies.
I removed Rise to the Challenge from the final EB. The thing with the mission 4 and 5 end bosses is that I had gotten used to teams curb stomping them in their original forms when testing that I started to slowly buff them and their encounters. Problem there is that I didn't account for how it might affect some soloists. Mission 4 is probably fine but I may need to scale back mission 5 a tad. -
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Ignoring snipes and Assassin Strike (which is essentially a melee snipe) what attacks in the game have the longest animation times?
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Thank you for the responses. Of note, this is on a Gravity so mitigation to get into melee to pull this off is a little light. Noticed that my grav/earth (who has and actively uses Dimension Shift) seems to do far better than my grav/psi and knowing that this one of Psionic Assault's better moves I needed to ask about slotting.