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Posts
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Joined
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Quote:A similar problem exists with the Minotaurs in the Cimeroan factions. They are listed as bosses and spawn that often but are coded as EBs. Quite annoying but I figured it was WAI.Edit: I've begun to go over your suggestions and the Blade Princes can't be added in as epic bosses. They are listed as bosses in MA. Not much of a red player (Well, not that extensive anyway) I never faced them red side and saw them as "CoT demon...throw it in" and they never spawned for me so I never really noticed anything wrong. They have been removed.
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Eh, I'd say you should still go for it. Especially if the arcs aren't too long, it would be something fun and different than the usual.
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Chained missions work well in moderation. I think they are best when combined with a hunt mission--since you hit the street and got some info, you are immediately following it up.
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Quote:Experienced this with a few arcs with different enemy groups and I believe I know what the problem is. Some enemies have "1 per spawn" rules for a specific mob while others have it for a specific power. Only one Sapper, CoT only casts one Quicksand patch or only one ghost uses the -to hit aura, Family only summons one Singularity, etc. Custom picked groups break these spawning rules which can have results ranging from an interesting challenge to freakishly hard. It's the only thing preventing me from using Sappers in a future arc since I'd like to have them within reason.
However, there's a problem with the Circle of Thorns groups that goes throughout the whole arc. For some reason the author decided to make a few custom groups of CoT instead of just using the standard ones. The problem with this, are the Earth Thorn Casters. Now, I *may* be wrong, but my understanding is that all of the thorn casters are split up into multiple instances, some with control powers, and some without, and the ones with the control powers can only show up once in a group. When you make a custom group, this limitation no longer exists, so you can run into groups where you're getting hit with a few quicksands, which have a pretty hefty hit to defense as well as the slows. (For future reference to anyone reading this, that happens with Malta Sappers as well. Please, do not put Malta Sappers into custom groups.) -
Quote:Both of these intrigue me. With how limited Intangibility is in the game, I wonder if there's a chance of that getting adjusted. Then again, I understandf that perma phase runs the risk of being broken.Acrobatics had better knockback protection long ago.
Phase used to be permanant, no timer on it. A phased toon could not attack a phased toon. (The better to hunt carnie illusionists my dear).
On the opposite end, due to the number of IOs with KB protection, I wonder if Acrobatics could stand buffing. -
Quote:Team Teleport does seem to be designed for "all of us simultaneously jump that guy" as opposed to travel. Plus, you could get your team out of stacking Caltrops patches.They should take a look at some of the tier 4 powers. Team Teleport and Group Fly in particular. Is there any real use for these?
The problem with Group Fly is the to hit debuff which is actually very strong but inflicted upon your whole team. Otherwise it'd be more desirable. -
Personally, I think waiting for the Complete edition to be the vastly better deal.
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Quote:*arches eyebrow*I still see horrible ideas like [snip]...allowing sprint to buff fly...
This actually brings me to one of my disappointments with the disagreements is the lack of elaboration. An example was the concept of having MA authors write content for Boomtoom. It's well meaning in theory but in the thread it was noted that it won't actually speed things up since the devs have stated that the tools are still quite different. The author respecftfully conceeded. While there are still examples of authors being rude to people who give feedback, single line responses don't help anyone.
I see two key problems with the suggestions forum. First, everyone has different opinions on what they like or dislike. In itself that's not bad but an idea that may have merit but is poorly worded/conceived stands a chance of being shot down for the heck of it as opposed to being discussed. Different playstyles will both aid and hurt this. I think the second problem is the bigger one and that's the "either or" perception of content. We will get Suggestion A or Suggestion B but not both, despite the two ideas involving entirely different parts of the dev team. Thus, there seems to be an urge to shoot down an idea for fear it'll snuff out a completely different idea they want. -
I'm curious, was there any specific catalyst that brought it to this state or has it been like this since the beginning?
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Quote:-facepalm- In the back of my mind I knew I was forgetting something.You are missing the more obvious Redcap mission in Croatoa though, where you guard the Henge. That is a basic timer that you must survive (or the Henge must survive). An easy way to avoid having to deal with tons of Redcap ambushes is to have a Hold power and keep one minion perma-held. If he never dies, a new ambush never comes. This is incredibly boring or course, but it's a solution for those who don't think they can succeed otherwise.
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Generally, running out of time on a timer is bad. Are there any mission that require you to survive for X amount of time? The closest things I can think of are the Stop 30 Fir Bolg mission in Croatoa and the final mission of the Terra Volta reactor trial. And both of those are technically Defeat Alls with a twist.
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I'm curious, how much have the base Power Pools evolved since the game's start? I know there's been tweaks to the speeds/end costs of travel powers but wondering what else has changed.
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Not sure on spawn sizes but have you tried the Midnighter Club? That might work for the fantasy storybook feel since it's essentially a library.
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Quote:This was more of my thought process. It's not 100% free due to the end cost and it would offer a choice of a speed boost.Considering the extra end cost that would be incurred by having to toggle on sprint to get this requested fly speed buff, I'm all for this.
Both Swift and Quickness buff run and flight speed.
Hurdle buffs jump height and jump speed.
All three are passives. Sprint buffs run speed and jump height and costs considerable end.
I see no downside or balance issues with having it also buff fly speed. It already buffs SuperSpeed and SuperJump, so why not Fly?
Concerning Sharker's comment: With this being a videogame, there's numerous examples of a game's dash/running power either boosting flight speed or outright requiring a running leap. -
More or less self explanitory. While I heard that Sprint doesn't take true Universal Travel sets due to stacking issues with the Prestige sprints, I can't see the harm with allowing the small +10% buff it gives to jump height to also be given to flight speed.
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Just made a new character to check and Outbreak is an undisclosed area west of Talos. So unless it's considered part of the Hollows, Galaxy City and the Hollows seem to be the only zones without instances.
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Looking for feedback on Dhahabu Kingdom and the Indelible Curse of Hate: #367872. Recently tweaked some things and I'd like to see how it turns out for others, especially if you get to run it with a group.
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Campus security was recolored RIP. I also changed the LTs from Devices to Willpower since it was mentioned a few other times that it might be a smidge too much -recharge. Thanks again for the review.
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Merc/Traps runs fine without it while Ninjas/Storm has it. Reasoning matches that people said above of fire and forget versus constant toggles.
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Using no teammate based buffs (or Ninja Run), what kinds of enhancements/slotting/IOs would it take to get Combat Jumping to have the roughly the same height/speed as single slotted Super Jump? To my understanding, some defense shields actually aid this and can give speed buffs.
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Possibly. Then again, I actually feel that most of the game feels better with a pentad instead of a full eight man team so it could be a perception thing. However, Posi TF does seem like the enjoyment is inversely proportional to the team size due to the defeat alls and the actual mob groups.
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Dark Astoria's Moth Cemetery is actually instanced. I think a section of Eden is too.
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Which zones in the game do not have instanced versions available for missions? I know Galaxy City doesn't and I don't think Independence Port does either. I could also argue Sewer Network/Abandoned Sewer Network but we have enough sewer maps that it's passable.