Arctic_Princess

Legend
  • Posts

    1158
  • Joined

  1. Arctic_Princess

    The bigness!

    I was very disappointed when I took the mini-nuke attack in Munitions Mastery to find that I was NOT firing a Council-style bazooka but instead had access to the various gun models, providing I had unlocked them.

    I am assured by a friend that the trumpet Nemesis rifle looks awesome when using the attack, but I wants an oversized bazooka please. Especially as the power description mentions that the weapon is so hefty that the attack can be interrupted.

    I will also jump on the 'it's probably a clipping issue' wagon. No reason why new enemies can't be designed to have silly, gigantic weapons though
  2. But the endurance issues could be horrendous. I'd most likely need to re-respec back into Body Mastery, and I've only just started enjoying Weapon Mastery.

    I suppose it depends on the primary too. My /SR is Katana so gets a nifty melee bonus from Divine Avalanche which is easily on a double (triple for foes without any slowing powers) at all times due to its quick recharge and Quickness.

    I remember last year (or possibly early this year - I forget) we had an RP PvP event starting in Bloody Bay. My usually excellent Scrapper was at a severe disadvantage fighting Soldiers, Widows, Domis, et al, without any AoE protection. The shielder I fought alongside had very little in the way of problems. That alone is obviously not a reason to switch powers around in SR, but when you go from 'mass-arresting' (i.e. slaughtering) Carnies, Malta, and Nemesis, then get two-shotted it's a bit of a shock .
  3. Story-wise, the Midnighter Club would be a good place to start at least one story arc/TF/SF from with regards to the Shadow Shard. Especially with that nasty piece of work Darrin Wade lurking about in Sharkhead, being all evil.

    I have never done a SSTF because that kind of grindfest content does not appeal to me.

    I'd like to know the definition of 'quick' too for finishing the first TF.
  4. There is a workaround for jumping already in game. Depending on how long you hold the spacebar will change the height you jump. So, very quickly tapping the spacebar will cause the character to do a little hoppy jump, holding down will extend the full height of the jump.

    This also applies to characters without Hurdle/Combat Jumping/Super Jump/Ninja Run. And it's neat.

    Sadly the same does not happen with Swift, but then whenever I switch from playing a 50 to a level 1-10, I find running terrible (slow terrible). Hence why I love Ninja Run, even on robots.

    And I RP.

    And I live with the fact that Hellions should be putting any of my characters in hospital or making them limp along whenever they use Pistol.

    £8.99/month is too expensive to just RP.
  5. Super Reflexes suffers from being a legacy power (the Scrapper version anyway).
    When it was introduced at the beginning, foes did not have much AoE until the mid-20s and exotic damage didn't feature until the 40s.

    Arachnos and various other groups broke this pattern (especially Arachnos *shakes fist*).

    Newer defence sets/powers have some AoE defence near the beginning.

    I think a switcharoo with the passives and toggles is a good idea.

    I also think that Focused Fighting could do with a smashing/lethal resist component - not necessarily slottable but just something to take the edge off of basic attacks. The passives already give out a resist bonus when the SR character's health drops to a certain point and I have noticed that benefit greatly, but SR has no other mitigation. Ice Armour (admittedly just for tanks) has, understandably, the slow effect. Energy Aura, whilst not my favourite set, has tricks, and Ninjitsu has them in spades. The other sets with defence have other bonuses such as healing or regen boosts, and slottable resistance.

    I'm against a taunt/damage aura for SR for Scrappers. And I see no point in making it a Tank set. It would under-perform with most content because the alpha strike mitigation is a 50/50 with no healing or regen boost to back it up.

    So to answer your question, yes it can be a pain and it's one of those sets that handles everything amazingly well post-30 (even Nemesis Snipers). Pre-30 could do with a bit of love, to make it less of a one-trick pony (it's also really dull to slot and VERY expensive to slot with interesting IOs/sets - well I've found it that way anyway).

    And with Fitness becoming an inherent, I have no idea what to 'spend' my three free powers on. Fighting is out of the question - even more toggles would be insane. Although I'm tempted to finally take Hasten after all these years and become some kind of insane recharge junkie!
  6. Arctic_Princess

    Buff Force Field

    It's a shame about the cottage rule (from my limited understanding of it), because I've often thought that FF could do with some kind of slow movement power, instead of all Knockback/Repel/Defense.

    The reasoning behind said power (Slowing Field, for want of a much better name) is: the caster throws down a field (Location AoE) which makes air/particles/insert reason of choice thicker, meaning that any enemies travelling through the field are slowed, and cannot fly/jump. It doesn't cause knockdown, so in many ways it's the same as Quicksand, without the additonal -def. I would also propose that said slow field negates KB (like most Immob powers). In essence the caster is still putting a wall between the team and enemies, but one which benefits either mowing down the opposition or escaping from them.

    FF is one of those sets that I like to team with, but not play. In fact, when it comes to the ATs with FF/Ice/Thermal/Sonic as an option, I avoid rolling the 'shield buffers' in favour of the other sets, especially Storm and Dark, because they seem to have more interesting powers.
  7. Arctic_Princess

    Ghoulish Vampyri

    Nice idea. Also zombies, crawling from the ground (think Zombie Apocalypse).
  8. I'd also have to chuck my hat in with the 'frowning upon' of these kind of arcs.

    My personal opinion on the 9/11 subject is that an AE arc referencing it (in whatever way) would be distasteful.

    And the final point about 'defeating terrorists' is, for me, a touch too Conservative. The challenge would be, in my opinion, taking a more detached view of history and actually exploring why those people are terrorists, but even that is full of pitfalls and traps. Otherwise it all ends up being Team America without the self-deprecation and irony.
  9. I would like to see (but realise will never happen... *waits for the magical power customisation unicorn to trot into the scene*) an Underwater Trial.

    This does not mean a whole zone or set of instances devoted to lame animation and power/vfx skullduggery, but rather a trial that has villains/heroes/pick flavour of choice going underwater to fight a threat.

    The final mission, much like the Terra Volta respec trial heroside, would involve some kind of protective device power up gained in a room outside the big dome of water.

    Coralax could feature heavily.

    Missions leading up to this final trial room, that involves swimming underwater, could have an under the water (not underwater - different term) structure to them. Glass walkways with murky depths inches away. Odd lights, large shark silhouettes, perhaps even a few tentacles...

    Now that's as far as I got with this idea, which I had a while back. I can imagine the look of a gigantic dome filled with water, superhumans having to stock up on air/magical pressure suits (yadda yadda yadda), but sadly not why anyone would do this.
  10. Arctic_Princess

    Insect Control

    Insects are interesting. I am resisting the urge to ask for Squirrels too. It's a strong urge but one that my medication is keeping in check. For now.

    I think it's a good idea, but perhaps make it less creature-specific and turn it into some kind of Infection or Disease Control/Domination? Maybe Plague Domination?

    Not that it would be limited to Dominators, of course, just that I think the concept of disease is more generic than insects.

    Subsequently, some kind of Giant Insect Mastermind Pet could be fun.
  11. The new alignment system is interesting, has a lot of story content, and seems to fit each alignment very well.

    However, as it is a way of not only switching alignment, but also earning Hero and Villain merits, I would like to suggest that there be a few more missions for each alignment at each level.

    I'd like to go one step further and suggest that, if not all then at least some of the extra content be geared towards the Epic Archetypes. I'm not suggesting that they only be for player characters who are PBs/WSs/Soldiers/Widows, but that they reflect those storylines too.

    I feel it would go some way to addressing how the Epic ATs fit into the game world, rather than just which side they decide to join. For instance, Soldiers and Widows who are defecting from Arachnos is a big thing.

    Perhaps we could have some examples within this content of operatives who are doing such a thing?

    So as a Hero you may be protecting a defector from Arachnos, a Vigilante may be bringing them to justice despite their wanting to become a Hero/join the side of Good (because of the wrongs they have already committed), a Rogue may be smuggling them for cash, a Villain would obviously be killing them or ensuring that they are forever imprisoned as an example.

    Kheldians who 'defect' might actually be an oppotunity to explore the lore a bit (!). As my knowledge of Kheldian Lore is sketchy at best, I'm not sure what the content would be for this.

    I think from a storyline point of view it could add a bit more depth and from a gameplay point of view would help to make the Tip system a little more varied, simply by having 5 (say) more tips for each alignment to undertake.
  12. *reads*

    *reads again*

    *checks pulse*

    *pinches self*

    We exist! Eureka!

    Okay... fairly stoked by this. Okay, so I'm REALLY stoked. Especially as it involves a medium which doesn;t require external talent, like drawing or animating things.

    Huzzah! Go go marketing department!
  13. Aw, only stream-able (is that a word?) in the US. Looks intriguing though.
  14. Expect an influx of Illusion Control/Empathy controllers Soon (tm).

    (Yes, I've just rolled one!)
  15. Hello,

    I was thinking the other day about Proliferation. Specifically about Ice Melee / Ice Armour for Stalkers.

    Conceptually I think it's a good enough idea but mechanics wise (specifically where the powers that need to be in are placed and what exactly gets taken out) I'm not so sure.

    I'll start with:

    Ice Melee

    The following are from the Tanker secondary (hence the levels):

    1. Frozen Fists
    2. Ice Sword
    4. Frost
    10. Taunt
    16. Build Up
    20. Ice Patch
    28. Freezing Touch
    35. Greater Ice Sword
    38. Frozen Aura

    Stalker Powers

    Hide, Placate, and Assassins's Strike obviously need to be in.

    Taunt, Ice Patch, and Frozen Aura need to be removed.

    The following is my proposed list of Ice Melee Stalker Primary:

    1. Frozen Fists
    1. Frozen Strike
    2. Ice Sword
    6. Assassin's Chill
    8. Build Up
    12. Frost
    18. Placate
    26. Freezing Touch
    32. Greater Ice Sword

    Now I may have put the (un)holy trinity of AS, BU, and Placate in the wrong order. Forgive me if I have.

    Now to:

    Ice Armor

    1. Frozen Armor
    1. Hoarfrost
    2. Chilling Embrace
    6. Wet Ice
    8. Permafrost
    12. Icicles
    18. Glacial Armor
    26. Energy Absorption
    32. Hibernate

    Icicles and Chilling Embrace need to go.

    This removal, however, means I am one power short (as Hide comes in as the first power).

    1. Hide
    2. Frozen Armor
    4. Hoarfrost
    10. Wet Ice
    16. Permafrost
    20. Glacial Armor
    28.
    35. Energy Absorption
    38. Hibernate

    That's how I propose the proliferated powers to work on the secondary power structure.

    So, what should be the level 28 power? Some kind of extra placate (similar to Ninjitsu's Smoke Flash)?

    I am stumped.

    Anyway, your thoughts and suggestions on if/why/what/where/when/how for Ice Melee and Ice Armor for Stalkers.
  16. I thought this was just about summoning pets at first but the points raised so far seem reasonable.

    Some extra animations - or rather existing animations attached to different powers - would be a nice touch.

    I wonder if the in-development Kinetic Melee will have access to that? Or if it has graphical effects that are the only things that are customisable?
  17. A certain Strikeforce makes me think of this for some reason...

    http://www.youtube.com/watch?v=Q9hLcRU5wE4

    Can't. Think. Why...
  18. I'd like to see a few of the banners that adorn buildings in Paragon removed and/or replaced.

    My biggest bugbear is that poor Elena, the Mystic, has been playing at that theatre for 6 years now!

    Extra buildings like theatres, and indeed cinemas, would be cool. A few more unique buildings in fact.

    The industrial districts in Galaxy and Atlas could be cut away and replaced by up-and-coming warehouse conversion apartments. As it stands, Kings Row and Independence Port are already the heavy industry parts of Paragon. With so many new Heroes starting in Atlas and Galaxy, I feel its time to reflect that they are much safer areas and that more people would flock to them to live and work.

    Steel Canyon could benefit from having a few more hotspots and possibly even a handful of casinos. The main street that leads to the intersection with the giant statue and Positron needs a bit more night-time glamour, perhaps some neon signs.

    And finally, there are some very interesting tall buildings in Paragon whose roofs are above the fly/jump limit. Perhaps a reduction in the height of the building could be made? As a super hero, I like to think that my characters can land on top of every building.
  19. Quote:
    Originally Posted by Peacemoon View Post
    Character Selection:
    i) I always thought it would be cool if our characters used a power or performed an emote when we selected them.
    I think that would be neat too.

    Quote:
    I would also love it if the game remembered the order in which our characters are placed. If I go to a different server, the order is messed up.
    I'm pretty sure it does. There's actually a text file that lists your characters and is editable.

    Quote:
    Character Creation:
    i) Tab 1 should be devoted to just origins (fix'd), going from left to right across the screen. Above it should be some text which states this is how your character acquired their powers. It should also state that origins, like gender, have no impact on your characters ability.
    Hmm, perhaps an update certainly. But I'm not sure I'm for a whole screen devoted to the Origins. Unless some new Origins are introduced, the 5 we have fit neatly with the Archetype screen.

    Quote:
    ii) Tab 2 can now be fully devoted to AT selection with a vertical list like currently used. To the right it should have a good description on what the AT can realistically excel at. Underneath this description should be the inherent power for that AT and what it does. *fix'd to, you know, avoid NDA stuff* . I think it would fit better here when people are still selecting their character.
    But then I like this bit - especially the temp power info. Hmm, perhaps Origins could be a separate screen?

    Quote:
    iii) Tab 3 + 4 can again be primary and secondary powersets, but it should also include the level which they are available from. The short description for powers is generally fine. I think a better way of looking at the 'detailed info' would be nice.
    I also like the idea of adding the levels to powers.

    Quote:
    iv) Character bio, again this whole interface could use a massive update so its much more shiny and modern. The way it lists powers should be improved because after the first 4 it becomes very noisy and unreadable. It would be nice to have the text editor fixed as well so it isn't so frustrating to use, its not as bad as it once was but I find it still eats letters, bounces the cursor around and generally makes it more taxing then it should be. You could add more fields which are devoted to the characters age etc, but that would require more feedback from others.
    I definitely agree with this! I'd quite like to see a 'character created on' bit of info, with perhaps some extra fields that don't impact on the character limit of the description box - maybe keep it to age/date of birth, perhaps birthplace too.

    Quote:
    Ingame:
    Lots of room for ideas here, but here are just a few off the top of my head:
    i) Again, under power selection or when you train your character, it should tell you at what level powers become available.
    Yup, would be very handy, especially for new players.

    Quote:
    ii) Update the city map so its much more interactive customizable. For Paragon City for example have a pulsing green and yellow line which shows what zones are connected. Make it so if you right click on a zone it tells you what level range it is, what task forces are available in that zone. If you left click on the zone it takes you to the zone map. Let it show you where teammates are in other zones (if possible?)
    I can agree with the first part - the pulsing green/yellow bit. However, I'm not sure the rest of this is worthwhile. Although not an official add-on, plenty of people use Badge Hunter, Vidiotmaps etc and they are readily accessible. It could be a case of too much information.

    Quote:
    iii) When you get to level 6 and can choose power pools, it should be much more flashy and informative. Power Pools should have to subgroups, "Travel" pools and "Utility" pools. I think with power pools, there should be much more description to them as well. Have the power pools listed vertically on the left side of the screen with a drop down revealing the powers contained within it. Then on the right taking up most of the screen should be a much more detailed description of what that individual power does.
    I'm happy with Power Pools staying as they are. More information about them in the tutorial would be useful, instead of just a message announcing that Power Pools are unlocked.

    Quote:
    iv) When leveling up, allow you to select unavailable powers. A red tick instead of a green one, just to allow you to better check them out beforehand.

    v) Allow you to look at your power options and power pool options at the trainer, even if you haven't leveled.
    I'm going to disagree with these two suggestions as I think this would cause more confusion, especially for newer players. The Powers tab does give a short description of the power in the mouseover tooltip, plus if the other changes were made there'd be a lot of information on powers and power pools already, without confusing people by showing them powers they cannot select.

    Quote:
    vi) Slightly more controversial.. but perhaps disable brawl, sprint and rest from accepting enhancements. Lower the recharge for rest at the same time.
    Some people slot those powers, I know I do on certain characters. Also Rest is supposed to be a once-in-awhile power.

    Quote:
    vii) Sort contacts by zone. (Personal opinion here), Let you access all contacts when you arrive at a zone without being introducted to them, let you do old missions without visiting Ouro.
    Redside I find is less of a problem and I like the current unlocking system there. I feel Blueside could do with a contact cull, especially early on. There are too many contacts that must be unlocked to progress up the contract tree in my opinion.

    Quote:
    viii) Sort Salvage by common, uncommon and rare. Get rid of the base tab, that doesn't exist anymore right? Improve the UI for the whole invention system so that it is so simple and easy even my mother could make a damage IO if I asked her nicely.
    I support that. I'd go one step further and suggest that the names of salvage in enhancement stores (in the player inventory window) be highlighted in the appropriate colour for salvage. I know the price should reflect the type of salvage but it would improve the at-a-glance nature.

    Quote:
    ix) When you join a task force, there should be some cool flash that tells you that you are now in a task force. The contacts face could automatically appear near the nav bar and pop up with the mission dialogue for -all- members of the task force to read.
    I agree! WELCOME $Name! YOU ARE NOW A MEMBER OF TASKFORCE/STRIKEFORCE $tfname!
  20. I think it's a good idea.

    It also would probably get a better response in the Mission Architect subsection of the forums.
  21. So you've worked your way through the power creation screen, now to give your power a presence in the game world.

    I envisage several elements to the aesthetic side of this system:

    Power Icon - what does the icon look like in the power tray, or in the buff window?

    Naming the power - what's it called?

    Player effects: Does the power do something visual on the player's side?

    Enemy effects: Does the power do something visual to the mob?

    Environment effects: Does the power cause screen shake, or place a pseudo-pet on the ground, or actually create a pet? (NOTE: I'm not sure a pet creation power would be a) a good idea, or b) in any way viable ).


    Now animations do factor into a power's, um, power level. It would be game-breaking to have a mini-nuke that allows the player character to continue moving and with an animation/power activation time of 0.01 seconds! Also, I am not proposing a 'create-your-own' animation program. Awesome as it would be, it'd be a pig of a thing to implement.

    So there would need to be variables based on animation and whether a power roots or not.

    I propose that set animations (already existing within the game) are selectable. This brings another problem: what if someone wanted to create a weapon power? Ack! That means Weapon Customisation. ALL Weapons

    However, considering that the booster pack would allow a signature power per character on an account then that's still a lot of usage (36 per server), ergo justification for developing, testing and making available the system to players. But I'm not assuming this would be an easy feat. Not by any means.

    Then there's the choice of where the power comes from: Eyes, Hands, Feet, Weapon, Torso. Again, just using the predetermined places where powers are designed to emanate from.

    Enemy animations are, possibly, an easier thing to handle (in that there aren't as many animations for being hit by powers as there are for using them - PLEASE correct me on that if I'm wrong).

    The visual effects are then chosen as per the current power customisation system.

    Finally the sound effects: again, I would suggest a selection of existing SFX for powers.

    The more I explore this suggestion, the more I'm thinking it would be better off (if it was ever implemented) as a whole issue to itself! But nevertheless, I'll leave it as a Booster Pack suggestion.


    ALSO - Ultimus, I hope you don't mind me taking your signature power idea and putting it through the wrangler to come up with this parallel suggestion. If you do object then please contact me and I'll take it down.
  22. I've been reading Ultimus's thread on the special power customisation found here:http://boards.cityofheroes.com/showthread.php?t=117674

    Perhaps this could be another Booster Pack?

    Here's how I'd go about it:

    The Booster Pack gives access to a power creator, either located in a University or in the costume/power window during creation/redesign.

    The options available would depend initially on the Archetype of the character. This is where the basic coding lies: in other words, a Blaster cannot suddenly create a shield with Tanker level defense/resistance values. A Controller cannot create a buff with Defender level values. And so on.

    The next part is the power type.

    Ranged, Melee, PBAoE, Targeted AoE, Cone, Self Click, Toggle

    Then its the turn of the power effects. Multiple effects can be chosen but there is a points system which precludes picking everything!

    Damage: Front Loaded / Damage Over Time

    Damage Type: Fire, Cold, Psionic, Toxic, Smashing, Lethal, Energy, Negative Energy


    Secondary Effects: Simple Buffs*: +Range, +Endurance Recovery, +Regeneration, +ToHit, Phase, +Max HP, Heal HP, Heal Endurance, Resurrect

    Secondary Effects: Simple Debuffs*: Taunt, Sleep, Disorient, Confuse, Hold, Immobilise, Fear, Defense Debuff, -Endurance Recovery, -Regeneration, Slow, ToHit Debuff, Phase

    Secondary Effects: Intermediate Buffs**: +Damage, +Recharge, +Perception, +Resist Defense Debuff, +Resist Resistance Debuff, +Resist Endurance Recovery Debuff, +Resist Regeneration Debuff, +Resist Movement Rate Debuff, +Resist ToHit Debuff, Invisibility, Stealth

    Secondary Effects: Intermediate Debuffs**: -Resistance, -Typed Damage, -Recharge, -Damage, -Perception, Regeneration Prevention, Endurance Recovery Prevention

    Secondary Effects: Complex Buffs***: +Defense, +Resistance, +Movement Speed, +Resist Mez, +Mez Protection

    Secondary Effects: Complex Debuffs***: -Movement Speed, -Mez Resistance, -Mez Protection

    *
    Simple Buffs/Debuffs are those which do exactly what they say on the tin: They boost/hamper the properties stated in the list, and in the case of debuffs may apply one or multiple mez states.
    ** Intermediate Buffs/Debuffs are those which are usually unslottable and/or unstackable (i.e. there is no way to increase damage through a regular power like Fulcrum Shift, similarly the recharge rate is not slottable for Speed Boost or Hasten, and -Resist is also not slottable, etc.)
    *** Complex Buffs are those which can relate to a variety of buffs (so Defense buffs can be against typed or positional attacks, resistance can relate to different typed damage, Movement Speeds can relate to different types of movement (Run, Jump, Fly, Teleport Range)).

    EXAMPLE POWERS:

    Self Click, Endurance Recovery Buff, Regeneration Recovery Buff
    Ranged, Psionic Damage Over Time
    PBAoE, +Defense (Melee), +Resist (Smashing, Lethal)
    Cone, Hold
    Toggle, +Resist, +Max HP
    Targetted AoE, Smashing Damage (Front Loaded), Knockdown, -Resist

    Special States: Placate, Capture, Only Affecting Self

    These states are special because they do something 'special' to mobs/players.

    They also present a problem in that the griefer could decide to create a PBAoE that inflicts Only Affect Self on allies. So I would propose that each special case have very specific uses in a craftable power.

    Placate is a powerful tool, especially for Stalkers. A Placate that does damage would, naturally, take the affected mob(s) out of Placate status and be worthless. Therefore damage is not an option. A Placate that has a -Def (plus every other debuff) would be too powerful so Placate itself would have a high cost as an effect.

    EXAMPLE POWER: Ranged, Placate, -Def - fine in terms of power cost because it's a single target power that happens to make the mob avoid the character whilst debuffing it.

    EXAMPLE POWER: Cone, Placate, -Def, -Resist, -Regen, -End Recovery - NOT fine - far too powerful. The costs associated with this power would disallow the player to create such a power.

    Capture is one of those special states that might actually benefit from a customisation system. It could also be the least popular choice as obviously having a Capture power that does psionic damage over time threatens the risk vs reward ratio, and would likely be disallowed. And teams may be annoyed by a PBAoE Capture power.

    Only Affecting Self is used in Personal Force Field and Hibernate. It could be seen as a way of discounting a power (as you're no longer able to contribute to a team), OR quite a powerful panic mode. Again the cost would depend on what buffs/debuffs are used in conjunction with this state.

    Discounting the cost of customisation

    Self Debuffs are also a proposed feature of this system. They are a way of debuffing the player, if they so choose, and are optional (so that, for example, a melee character with no access to ranged powers can create a moderate damage blast and be done with it).

    EXAMPLE POWER:

    Self Click, +Defense (Melee, Ranged, AoE), +Max HP, (-End, -Regen after 2 minutes)

    Toggle, +Mez Protection (Hold, Sleep), -Resist (Self)

    Again there needs to be a way to avoid team buffs which are so awesome that the only way they can be allowed is to have counter measure massive debuffs attached to them.

    So that's the first part of the idea for the Booster Pack. The next part will involve the aesthetic parts!
  23. The PI AVs are an interesting set of examples: Depending on the map they are either very easy (Mother Mayhem, Malaise) or a pain in the posterior (Diabolique, Nightstar) due to their AI tactics.

    Nightstar is a much easier AV to defeat when she's in a warehouse with a limited direction she can fly away in. When she's on top of a building in an outdoor instanced map, slightly different tactics are required (namely -Fly).

    I can't remember when the changes were made to AVs, but there were a lot of complaints that fights against them (and Giant Monsters) were simply slugfests. Their regeneration rates were boosted so high that the presence of a Rad/ /Rad was required to make a dent in the health bar.

    Then that was changed and Regen Debuffs were suitably reduced to make it less of an issue.

    Romulus is an interesting Boss Fight, mainly due to the Nictus that surround him. On certain teams it's easy enough to gank him until he falls down, on others the tactic of separating him from his healing buddies is required (it depends on team make up and tactics).

    Lady Grey is interesting in that you've come so far, even defeating a weakened Hamidon, and the final encounter with the Rikti Lord of War is interrupted by the presence of Honoree. The actual boss fights there are standard fare, but there is more of an epic feel to them (imho) that distracts from the final mission being 'just another AV fight.'

    Going forward, I'd quite like to see the addition of Environmental Hazards in missions, including final ones with AVs. Hess has the lava, of course, which is where I got that from.

    Multi-level final rooms also add a sense of tactics required as fighting space is often narrower, team split opportunities are greater etc.

    And now I've had a thought about rewriting the Hess TF... Oh dear
  24. ...and the glasses have a rosy tint to them.

    I'm not particularly keen on comparing City of... to games like WoW. They're not the same game.

    The game 'back then' if the pre Issue 4 content is anything to go by, contained a lot of filler. Lots of missions designed the same, that sort of thing.

    I joined a week before Issue 5 hit.

    Croatoa was challenging, and to this day I cringe every time I see the 'Defend the Portal from Fir Bolg' and any mission involving Red Caps!

    New content is challenging too, but my theory is that I've been playing long enough now to know what the system can throw at me. I know that when there seems to be no enemies in sight but I'm getting hit anyway, there's a sniper somewhere. I know to not stand next to Warhulks and/or large groups of Jaegers when their health bars are low, and so on.

    In short I'm a better player than I was back then.

    So I'm immediately suspicious of requests from longstanding players who want more challenge. I know from past experience, that it's sometimes an indication of the need to take a (hopefully short) break from the game.


    Oh, and the Reichsman TF is not the shining example of awesome that it could have been - the SF is slightly better.

    Imperious, States, Recluse, Lady Grey - examples of good and challenging content.
  25. Hmmm: http://www.delcarsdungeon.com/mels/i...slayer_205.jpg

    Sorry, I know it's a wee bit off topic, but it's been bugging me since I first saw this thread. Hequat and The First Slayer are strikingly similar in design...