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Posts
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Joined
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In today's day and age, it could be heavily argued that the accuracy penalty in Group Fly should be greatly reduced.
That said, is Team TP able to uproot otherwise immobile things like most of the traps in Traps, the location based AOEs in Trick Arrow, Spirit Tree, etc? -
Does a phased enemy cause a Trip Mine to detonate or will it simply ignore the person who is phased. Considering the amount of hate Dimension Shift gets, I'm wondering just how feasible it is to Shift some enemies, have a teammate set a mine, then wait for the phase timing to end for the enemies to exit and explode. On the reverse, if you have the power pool Phase Shift and drop mines then what happens then?
I'm also curious on how this affects the rest of Traps and how this affects some of the locational AOEs in Trick Arrow. -
Now the fun part of the discussion: Outside of "just don't use these" what's the best mob design counter? Set more powerful enemies to Do Not Autospawn so they don't show up as much? Make the rest of the enemy group a pushover in order to counterpoint individual strong enemies? Set up a "strong" primary/handpicked power with a weak secondary? Plot out a carefully worded suggestion forum post so that, in a similar vein to the previously scary strong War Mace critters, problem powers have adjusted numbers to not be as vicious? Throw your hands up in defeat and only use standard mobs?
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Quote:In theory, give it a singular point of energy and/or fire damage that does not create aggro. A single point is useless for actually hurting real mobs but would would be enough to register the fact that the damage exists. Or even just make a special case to acknowledge Flash Arrow.Can you come up with a solution as to how it can light it without adding a damage component?
BTW, will Trip Mine, Timer Miner, and Detonation from /Traps light an Oil Slick Arrow? -
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*points at sig* Illpracticed Malpractice was explicitly meant to be a sort of quickie radio-esque mission. Not sure how well it'll work for your needs since while your MM willprobably be able to hold aggro, the escort can actually die.
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Unsure of exact time. Check your PMs in a moment...
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I notice that Training Room 003 is gone...
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Thing is, the capacity for that already exists in the game. Redside, most of the newspaper missions that send you to a casino actually send you to a valid casino on the map. Also, a number of TF/SF mission entrances seem to have less randomization.
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Does Group Fly have a target cap or is it only limited by the number of people you can get within hugging distance?
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Name some of the powers that you generally find problematic on custom mobs. The main issue is the exact reason on what makes them bad. I'm contemplating making a few challenging enemies but I'm trying to make them challenging with a unique quirk but finding the right way to balance them. Granted, I'm the nut who proudly has Dimension Shift on one of my Dominators and wants to give my Blaster Group Fly so I'm sure at least one of these "don't you dare" powers will be picked.
Also, I know some of these wildly fluctuate based on rank. Minions with Regen or Willpower on Standard are sort of weak while AVs with it are vicious. Speaking of which, someone mentioned on the MA Arc Finder channel that there was a decent arc where the final AV actually had Ninjitsu as the secondary and I'm incredibly curious. Anyone know what arc it is? -
So...anyone free Sunday afternoon to try to get this? Technically I'm looking for testers of my upcoming arc more than I want the badge itself but I'd still like to get the badge.
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Quote:That's what bugged me about the otherwise well done remake of the hero cape mission. They could have easily designated an official door for the memorial but they didn't. I'm also noticing that we've got a number of unique buildings all over the place without appropriate instance maps. Bowling alleys, El Super Mexicano, Hotel Geneva, even hospitals that aren't the Mother Mayhem Asylum.80% of the time the door placement is entirely arbitrary, adding nothing to the story.
It's less of a need for a promotion in their strength and more of a need for making them more unique. Mission Architect has shown there's a ton of things can be done to freshen up an enemy by simply recoloring them. -
I think Des and konshu really hit upon the major points on why there's problems with the way stories are presented in this game and why players have issues with the content. It also presents a catch 22 for people who are interested in the story in team based content. It's easier to get the storyline on your own but you can't solo it. Teams absolutly won't stop so you'll do the content but have no clue what's going on. You shouldn't have to go to a side site to get the info and it simply doesn't have the same feel if you do it after the fact as opposed to doing it during the mission. I feel teaming with people to be incredibly frustrating sometimes when I don't have the star due to this.
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Quote:I actually have an idea of how to handle the damage boost. Set all Stalker AOEs--even melee ranged ones-- to use the ranged damage modifier and then boost the damage on the melee damage modifier.Arc, I'm kind of curious what you might suggest be done to Stalkers, if anything, to make them more popular as an AT and more welcome in groups. I think the biggest mistake was taking away all their AoEs to the point that some are strictly limited to ST damage.
As ST specialists, I feel they'd have to be exceedingly good at it to be welcome on a team. As it is, even on a team of 8 where they get full bonuses, their ST DPS and even burst damage just isn't high enough to warrant taking one over a straight damage dealer like a Scrapper who does nearly as much ST DPS, but also gets AoEs and higher survival. Although the benefits of Placate and AS are hard to work into a performance formula, I don't think they contribute enough for the average player to view Stalkers as as useful as an average Scrapper or Brute.
Not long ago I would've proposed a straight base damage boost of +12.5% (making their base damage identical to Scrappers). This would mean that even solo the Stalker does more damage than a Scrapper, before even considering hide, placate, and AS. The tradeoff to this is of course their reduced defenses through HP/regen and occasional straight power loss, as well as the fact that basically all the sets have reduced AoE potential.
The problem with that though is that it highlights much the same issue Arc is talking about with Blasters. If Stalkers were given a flat out damage boost, that would mean Elec/ would be king because it has all of its AoEs (4 to be specific). No other Stalker set can even come close to matching that. And a general damage boost would mean that the AoEs do more damage too. So in the process of balancing the "ST specialist" AT, the damage boost would only highlight the AoE set, because there's really no comparing the contributes of powers like Lightning Rod to sets like MA that can only plink away at targets one by one. It would really only drive people away from ST sets even more. -
Congratulations. It's a time travel story that's actually enjoyable!
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Personally I like it but that's just me. Not sure on what could improve it.
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Can't remember the exact places stated but it was an off the cuff remark that many of the upcoming perks like the reveal enemies after 90% defeated, possibly another Cim arc, and a few other things will probably happen before GR and just might be compiled all into one issue as opposed to to being individually released.
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Something I'm wondering is why Trick Arrow was not given the ability to light its own Oil Slick. Even though it doesn't do damage, in theory Flash Arrow should be able to light it.
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Quote:Which is quite annoying. There seems to be three and a half good examples of actually rewarding stealth in the game. The most blatant is PvP which does one thing the game tends not in that it revolves around perception as opposed to just ignoring stealth. There's the infamous Vanguard mission that can fail if you kill the wrong things. Also, there's the Mayhem side missions where you have to break into the pawn shop without tripping the alarms. This is leads to the "half" which is the CoT maps with the red crystals. In theory it's good because it's the evil dungeon filled with traps. Unfortunately, it doesn't work that way since the crystals are randomized and tend to be smack dab in the middle of a path as opposed to strategic placement to encourage their avoidance.There's a lot of truth to that, and I've mentioned the Stealth problem many times. There's no real purpose to adding in sneak objectives if "sneaking" in the game consists of turning on one power and hoping you're not fighting a faction that can see you anyway. There's no actual hiding or sneaking involved, and even if there were, the game isn't built to allow it, or indeed reward it. You're always going to get more reward for the time spent just killing things than you will for not killing things, hence "sneaking" is not a viable option for anything other than pure convenience.
That sort of highlights another problem with stealth is map design. Either it's an indoor map that is rather linear so tactically avoiding things is hard or it's some ridiculously huge outdoor instance where any travel power can avoid mobs anyways. Mission Architect has sort of revealed a number of strengths and weaknesses to the current map availability, though that an argument for another time. -
One of my worries about GR is that they haven't really learned from their mistakes. They talk about the whole "a place for everything" when they missed the perfect chance to do so with the new cape mission. Atlas's City Hall DOES have a clickable door that would have made perfect sense for putting a mission that's "right down the hall".
Quote:Now that they've got several new hires it sort of feels like this. All of the players with non-animation interests got mad at the Walk animation's release but not enough people dwelled on something with it. BAB stated that he didn't directly work on it all at once and rather he slowly worked on it over time. The issue is, how come several other things seemingly haven't been handled the same way? People may respect that the Cathedral of Pain may take a ton of work how come we can't get ugly Arachnos shipping crate #5 for our base? It would seem like making new base items out of preexisting scenery would be easy but hasn't happened. (then again, it seems like bases no longer have a dev anyways) Or stuff with zones. Dark Astoria doesn't need a structural/geography revamp, just add a dedicated contact and/or TF.It's dev policy, not a lack of time or personnel, that keeps these things from being done.
It's like the devs are putting all their eggs in one basket and ignoring some of the hens in another barn. -
Arachnos is most pleased with your performance. The best way to deal with evil snowmen is to be even MORE evil than they.
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Quote:More proof that "More" needs to be expanded by default.Quote:I think there should be more filters in the search - like one that lets you view only 1, 2, 3, 4 and 5 star arcs for example - so you could filter, say, "Heroic" morality, then filter what star level you wanted, then sort them after publishing date, as well as the number of times they'd been played.