Zamuel

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  1. First, I notice there isn't an icon for the Anarchists/Syndicate.

    Second, I'm getting a "subway" vibe from the picture. Would sort of make sense for the PTA system to work differently in Praetoria and thus specific blind spots in it could be used by the Resistance as a "Not Quite So Abandonded Sewer Network". Access points throughout the city and it would be made of lead/adamantium/kryptonite/whatever with a side effect of blocking most telepathy.

    Note: There's a solid chance I'm dead wrong.
  2. Quote:
    Originally Posted by LittleDavid View Post
    That's something they could easily fix, if they wanted to ... just crank up the perception or aggro range of enemies and such. They probably don't do it because they don't want to overwhelm players with hordes of enemies.
    Improving AI doesn't necessarily mean implementing over aggro. Longbow Eagles actively move around, most snipers attempt to find their max range, and Vahzilok are dumb. They give vastly different play experiences with how they react and that is what is needed with AI.
  3. Zamuel

    To Boldly Go....

    Quote:
    Originally Posted by Sarrate View Post
    It will really depend on the flavor / design of the challenge. If you have enemies that are obnoxious to fight (like the Vanguard), then I may be a bit annoyed. If they're well designed (I really liked the new Winter event), then I can see myself enjoying them. I want the content to be about something more than big numbers (dmg/debuffs/etc) and more unique.
    The thing that would make new enemies unique and could even make older enemies harder is better AI. Dumb enemies has been bugging me recently with an AE mission I've been working on and specific enemies like snipers really do stand out.
  4. Quote:
    Originally Posted by Schismatrix View Post
    That would need to be an Accurate Teleport set and only useful with three powers since teleport magnitude is only relevant when teleporting enemies: Teleport Foe, Starless Step and Wormhole. i'm pretty sure that an accurate teleport magnitude enhancing IO set would not be as useful or desired as the snipe sets when you consider how many more powersets have snipes.
    What might be a good idea would be to make teleport foe magnitude an additional set bonus to the currently existing Teleport IO sets. On the flip side, it would be nice if TP foe was affected by Overpower and Domination.
  5. Quote:
    Originally Posted by ketch View Post
    I'll tell you what's broken!

    Dimension Shift is broken! Hear me Castle! Hear the bitter gnashing of my teeth!

    Anyway, as to how it is broken...

    Dimension Shift will apply the Phased status to anything that it hits, be it minion, AV, or GM. There appears to be no protection against it. That in itself is broken, but it gets worse.

    The visual effect of Dimension Shift and the removal of hit detection boxes still relies on the old intangibility mechanic. So when Dim. Shift hits a boss with 3 points of protection versus Intangiblity and Immobilization the boss appears to be unaffected. However, it is in fact phased. Also, the Intangiblity and Immobilization are affected by level scaling. If you were to hit a +6 minion with Dim. Shift, it would be phased but retain its hit box and mobility, and appear unaffected by Dim. Shift.
    The ability to Shift an AV isn't broken. To by understanding that is the very reason why Intangibility sets increase magnitude and not duration. However, the visibilty errors connected to the immobility resistance IS a rather annoying glitch that makes it hard to tell what Dimension Shift didn't hit and thus needs to be killed.

    May I ask which version? I only have experience with the Dominator version so I'm not sure if the Controller version has any subtle differences--especially due to the I15 Dom revamp.
  6. Zamuel

    Medical Stalkers

    I like having Recall for the reasons you listed along with the ability to stealth the whole team to the boss. I haven't and probably won't add any true healing abilities though the Accolade sounds like a good fit for the concept and might be something I need to look into.
  7. Quote:
    Originally Posted by Umbral View Post
    I wouldn't really consider Prestige a "real" currency since all it buys is entirely cosmetic and non-combat utilitarian. You can't buy temp powers with Prestige, not to mention that Prestige and Inf are pretty well directly linked thanks to the fact that there is a stable, game defined exchange rate from Inf to Prestige.
    Sort of disagree here. Even though base raids are currently deactivated, the Empowerment Buffs are quite nice for powing up a character temporarily. You can even pick up stealth from them.
  8. Quote:
    Originally Posted by EnigmaBlack View Post
    Hmmm I still don't see why a player would choose a level 25 IO set over a level 30 IO set, assuming the same recipe is available at level 30. My AV killer toon uses the same concepts to squeeze as much regen and recharge as possible (he's a SR) and I use some level 30 but mostly level 35 sets.
    Exempting is a little better with set bonuses equiped for lower levels. I'll pick a higher level IO if the power is something that's only available if I'm 35+

    Quote:
    Originally Posted by Impish Kat View Post
    My bone would be .... wait for it... I'm sure you've seen me say it before.... raise the base salvage rack limit from 30 to 100.

    As it stands, managing the salvage racks is as tedious as it was before they eliminated "base salvage" (which was supposed to make things oh-so-much-easier... pffft!) Even limiting my racks to 3 of each item on 6 racks, I am not able to keep enough salvage for IO/buff crafting purposes. I am hamstrung to using the market or AE for salvage, which ends up taking more time out of teaming/running mishes. grrrrr. And that's just for my small, 2-3 person SG... I can't imagine what it's like for larger SGs that have more needs.
    The more I sit and think about it, the les I see this happening. The fact that people want to hoard away salvage and that the devs want to keep the market moving is the very reason why bin size will probably never be raised and that we'llprobably never have bins for recipes.
  9. As far as the "too much buff" mindset, there were heroside teams that actually managed to beat Lord Winter with just 5 people. The force multiplier ability IS a key strength for defenders so damage buffs are highly unlikely.
  10. Zamuel

    To Boldly Go....

    I have to wonder...

    How difficult with GR be and how will fans react to that difficulty? There was mention a while back of new, more challenging level 50 content but there were various complaints about the past two holiday events.
  11. I wonder if part of the problem with these new events is not the difficulty in itself (though it may need tweaking here and there) but rather the badging mindset of doing it once and then leaving the event alone as opposed to doing the event for the fun of it or at least trying to help others.
  12. Something I'm not rushing the devs with but am curious about is when the next minor bug fixing patch is coming through. A few things broke in the past issue and when the new booster was released and were mentioned to be in the pipeline to be fixed but didn't hit the last patch before the winter break.
  13. Quote:
    Originally Posted by Seldom View Post
    I just had a thought. The higher damage with support role is claimed by corruptors, the current vigilance only seems to directly benefit healing primaries in their support role, and any sort of boost to support strength/recharge will throw multiple primary's balance out of whack. So what about survival?

    The defender, no matter what the primary, is the weak guy around. They make up for this by dipping their friends in awesomesauce or by making enemies twice as pathetic as they, but they are just...weaker. Low health points, lower defenses than what they can provide to allies, and low damage before they get to boosting and weakening. This is what I'd propose:



    Basically, the harder things get, the harder to finish off or control a defender becomes. It helps all defenders at what they're worst equipped to do: keep themselves alive, and capable of responding. It helps them support the team, as they do that better when they're alive. (And sober) Same for the damage thing. It takes a sidestep for the whole defender/corruptor thing, as it makes the corruptor better at finishing off a fight, while defenders become better at surviving it. Plus I like how it's almost the diametric opposite to scourge.

    Just a thought.
    That's...actually rather interesting. Sounds like it would actually work as opposed to cries for more damage.

    Quote:
    Originally Posted by Talionis View Post
    I don't even remotely think that Defenders are actually balanced against the other archetypes. I like them. I think they are fun. I want them on teams, but I'd just as soon have a Controller or Corrupter. As far as I can tell Defenders get the shaft all the way around.

    ---

    I want to know what Defenders are really good at? Because from what I can tell, Corrupters and Controllers are doing it better. I don't understand why you think they are so balanced.
    With me having multiple Dominators, I look at most Controller primary + secondary combos and I can't even wrap my mind around HOW they are supposed to be doing damage solo. They look like the ultimate "problem" that Tankers face--they won't die but they won't be doing much damage either. Perhaps being newer and having a few Dominators yet only one Controller skews my thought process but that's where I'm coming from in comparing those two.

    As far as Corruptors, I sort of take it at face value that Defenders buff better and Corruptors do more damage. I almost put fault on the devs that some proliferated sets do the exact same thing as opposed to being tweaked to the AT. Case in point, give anything to a Stalker.
  14. Quote:
    Originally Posted by TRTerror View Post
    Ugh SILVER MANTIS. Sorry but for me that SF is like the villainside posi. With Skyraiders. I havent been on much for villside but i would up for renaults and other stuff.
    I like Silver Mantis SF though admittedly Renault is better. Won't be on often but looking to join the marketing VG when possible.
  15. Quote:
    Originally Posted by Jophiel View Post
    I was fighting Crey last night and laughing at how the guys would shoot at me once and then run up to pistol-whip me. Does Countess Crey only give these guys one bullet each?
    Quote:
    Originally Posted by Golden Girl View Post
    I think it's probably to make it easier for melee players.
    Which is disappointing for the fact that at those levels melee can handle itself and doesn't need for things to be made easier in most circumstances.
  16. Zamuel

    *shines monocle*

    He was on one of the teams but I forget the toon name so I'm not sure if he was on both (lost a few members between the two runs).
  17. Quote:
    Originally Posted by Talionis View Post
    1. They do underperform to the point of near failure for soloing. All AT are supposed to be able to solo.
    Not sure on that since they are rather explicitly intended to be a team based class.
  18. Perhaps I'm misunderstanding your wording but Vigilance doesn't actually give more endurance--it globally reduces endurance costs. I tend to find that useful since a lower strength version of it does kick in simply for having more members on the team. Perhaps my perception is different since on a team and running my toggles I have no endurance problems despite NOT having Stamina and only having minimal endurance slotting. On the flip side, I admit that usually am gasping for air when soloing but I don't plan to solo with the character at all so it doesn't bug me. Some sort of benefit solo would be nice but I think PennyPA makes a valid warning that a chance to Vigilance might possibly be counterbalanced by a nerf to Defenders. Not guaranteed but something to think about.
  19. One thing to think about is the dev thought process behind Vigilance. I think that if the idea that "if your team is doing well, they don't need a buff" really is their thought process, then Vigilance is highly unlikely to get a major change. If so, I wonder if suggestions should be handled differently.
  20. Happy birthday to you. Been working on anything else in the MA?
  21. Zamuel

    *shines monocle*

    All things considered, that felt like it deserved to be a "SG only" TF in the concept of it being a Task Force that really rewarded you for playing as an actual team. I'm wondering if the Thermite is actually useful on the Hydra head because it took damage surprisingly fast the second run. Wouldn't be the first time in-game text was wrong about something. All in all, a very satisfying challenge to complete.

    Now to complete it on multiple characters :P
  22. Quote:
    Originally Posted by LaserJesus View Post
    The fact that you never see anyone even try bothers the crap out of me. Arachnos could beat them down in the end for sure, but you really should see people actively trying to revolt against Arachnos.
    From my perspective, I think something the game tries to imply is that most people are either sucked into the rhetoric of Arachnos, "don't matter" (the rioters in Mercy), are explicitly allowed to do so within unknown limits (Amanda Vines), or coincidentally disappear when they get too loud. Plus, some of the islands fall into "not that bad" status (Cap au Diable and St Martial) so the reason to riot is limited for some of them. Don't get me wrong, there should probably be more but there's valid reasons why there isn't.
  23. It would make sense to make it able to be entered but I'm pretty sure it will never happen, sadly.
  24. Quote:
    Originally Posted by Fleeting Whisper View Post
    You may be thinking of the Threat calculation Castle posted. There are modifiers to threat which can be individualized per enemy type, including (according to Castle), a 'kill the healer' variable (though all enemies currently in the game don't make any use of it)
    I'd love to see more unique AI applied to some enemies. It would stand to make some fights much more interesting.