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Quote:Just make a free account and level a few alts up to the level of certain Mayhem missions and then turn off their xp. Then any time you need the invader badge just have the alts on your free account get the missions for you. I've found this to be a decent workaround, not perfect but it's the best we can get until(if) the mayhems get added to ouro.To each their own. I used to do the Radio badges while leveling up my heroes and I found leveling up a lot more enjoyable when I stopped. Yeah Synapse sucks but I can suffer through it once per character to avoid having to worry about out-leveling radio missions or finding people with characters at the correct level.
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So I ran the event about 15 times today, only had the bug where we don't get TP'd back to the warehouse twice, the rest of the runs were OK. I did have someone tell me that in an earlier run they were the Hitter and for some reason they couldn't click on the generators.
As far as the difficulty, it really depends on the mix of the team. I ran one with 2 stalkers, a blaster, and my ice/cold corr and we managed to get all the badges in 1 run. It's certainly a challenge, and you can't expect to get through without any deaths. As far as losing people goes, well like was said earlier you can always invite someone while it's in progress.
Also I think the RNG hates me. Out of 15 enhancement drops I got exactly 1 KB->KD enhancement. I fed it to my Tornado and I have to say that it was a lovely sight. -
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So as predicted the Hamidon was a jerk and we didn't get our shiny Master badges on the Lady Grey run. Still, we had a solid team and had lots of fun along the way.
Photo Album
Team Size: 8
Deaths: 4
Time: 1:24:40
Coming up next on the List is the Barracuda Strike Force. This one is always tricky to do as a master run because of the insane ambush in the final fight. I'll leave it up to the team if you guys want to do it as a master run or not. So meet up in Grandville next Sunday, July 1st at 5pm PDT/8pm EDT! -
How about smaller itrials? Maybe for a team of 4-8 players? Just like Sam was saying above, not every plot has to be about the end of the world. Have some smaller scale incarnate content that allows them to make different trials for both sides. And I mean actually different, not just replacing the longbow NPCs with Arachnos NPCs.
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Here's a weird one I had once. It was a defeat all mission on an oranbega map. At one point I opened a door and saw the entryway for the portal room. Knowing that there are no regular mob spawns in there and that the portals don't count for a defeat all I immediately turned around and continued exploring the rest of the map.
Eventually I had cleared out everything and it still didn't end. I went over every nook and cranny of the map about 15 times. I was about to send in a petition when I thought, "well, I didn't check the portal room, maybe a hostage or something spawned in there, I should go check" so I headed down there. As soon as I enter the room, BAM!, the mission ends. Apparently I had to enter the room in order for it to acknowledge that there were no enemies in there. -
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Quote:Most villains would like to see that too. Although Buck Salinger is a closer match than the Hero Corps Rep you mentioned.I'd be perfectly happy if redside got its own villain and rogue only SSA in which Recluse, Ghost Widow, Mako and Jenkins were all killed in a 20 year plot perpetrated by the KR Hero Corps representative with the cowboy hat.
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I remember the first issue after CoV launched was when they added Grandville and raised the villain level cap from 40 to 50. That issue was almost entirely villain content because it was finishing up stuff from CoV's development. I also remember the massive amounts of rage from the heroes that they weren't getting anything in that issue.
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That and the ability to let kadabra kill and sigil die are about the only non-heroic options in all of the DA arcs. I still wish redsiders had a different chain of contacts for DA that were all about why you even care about fighting mot. Yeah, sure, for the greater good bla bla bla, but when the god of death pops up in the middle of a nest of do-gooders I wouldn't be worried. The heroes are probably going to stop it, I should go rob some banks while they're busy. At the very least I'd wait till Mot killed off the heroes before I got involved. That may not be a good strategy, but you don't exactly learn that until you're already involved with fighting Mot.
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The change to /ice sounded interesting, I just need to come up with a primary I want to mix it with.
Also my Arch/MM blaster will be almost entirely unaffected by the changes. My 3rd attack was already 80ft and /MM isn't being changed. I do have the snipe and build up is 6 slotted with gaussian's for the set bonus, so when I do build up+rain of arrows I may slip a quick snipe in afterwards. -
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Quote:I absolutely agree with everything you said in your post, I just wanted to comment on this part.This already happens. With PPPs, as mentioned by others, and redside badges. And the Vigilante->Villain tips are some of the darkest content in the whole game. So adding evil things to some of the co-op content should not be a big deal for heroes.
I wouldn't count the PPPs as locking character advancement behind villain content because heroes still have the option of taking APPs. However if villains want to make any reasonable advancement past the Alpha incarnate slot they have to participate in heroic content.
It would be like if the entire incarnate system was all about robbing banks and the heroes had to go along with it because they need the money to donate to orphanages or something silly. At least that's the closest analogy that I could think of. -
Quote:Just my two cents here. The changes to snipes and range are good, it doesn't upset me that my corruptors will benefit from these changes as much as/more than my blasters. I enjoy both ATs as they are right now and I will enjoy them both more after the changes. The changes to blaster secondaries sound fun, they've even encouraged me to roll at least 1 new blaster when i24 rolls around.Thank you for taking the time to answer our questions. I appreciate you taking time to hold a dialog with us.
I like what you've done with the Blaster PBAoE toggles. Those powers have always been rather suspect to me.
I apologize if the following is too critical and I hae failed to see something: I have to confess I'm not a fan of having a magic number that unlocks instant-sniping. I just don't think it works. It's going to send too many Defender and Corruptor builds scurrying for Tactics. I may hae missed something in the thread that changed things, but with this change Tactics will now be a required power for any Corruptor or Defender build with a Snipe who doesn't happen to be a Time Manipulator.
I would personally even vote to just give Blasters a straight blast that completely replaces the snipe, everyone else keeps the snipe and it's made useful in some other way. The +22% hit requirement makes builds significantly less interesting to me. Worse yet, Kismet is an IO that goes in a defense power. If there is any trend I think that does not need reinforcing, it's squishy builds pushed into taking defense powers because of how they synergize with Recharge (thanks to the Luck of the Gambler). Now we're throwing ToHit onto that. Kismet was already a pretty useful IO but this makes it essentially mandatory for any build that is een semi-serious.
Regarding +Range to powers, I think thats ok but I would personally vote that that change should apply to the Blaster version ONLY. I say this as someone who only really plays Dominators and Corruptors with any level of seriousness. Give me a reason to want to play Blasters. My Corruptors and especially my Dominators do not need that buff. Note that by boosting sets like Fire Blast on a Corruptor you are defacto eliminating the small advantage Psychic Blast has, because one of the very few advantages of that set is its range.
Overall, most of these changes seem to reinforce for me, rather than eliminate, reasons I tend to avoid Blasters in the first place. Perhaps I am missing someting in this thread, but I just am not seeing how they come out ahead. It seems to put Corruptors significantly ahead and increase the range of my Dominators, who in some cases were rolled in place of Blasters. I don't think either Corruptors or Dominators need these buffs at all. (Defenders might, but IMO what they really need is something toset them apart from Corruptors.)
As far as allowing domination to give the insta-snipe, I wouldn't have any problems with that. A full end heal and a buff to my mezzes is already a huge incentive to get a perma-dom, this change won't exactly be tipping the scales for me, that scale got knocked over and stomped on as soon as dominators were made. -
Thanks for joining everyone, this was HUGE amounts of fun. I'll definitely be doing this again sometime!
I did a demorecording of the Reichsman fight, hoping that I could record a video of it and upload it to youtube. Unfortunately the recording software I found can't seem to make a file that large (it was a 20+ minute fight). So no video I guess. If someone out there knows about some other screen recording software that would work send me a PM. -
"Happy event will take place shortly in your home."
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Quote:I don't know about this idea. There are times where you want your single target attacks to stay single target. Say you're a lowbie electric blaster on a Death from Below badge run, for the cadaver counter badge you'd have to just not attack at all for the fight for fear of a stray chain killing a minion. Or on a KIR you better hope anti-matter doesn't fly to close to the enemy you're blasting. Granted those are both fairly minor, but they could be an annoyance.Can Electric Blast have the 'chance to chain' added to all of their attacks (damage plus -end/-recovery)?
Now if there was a way to have a choice for when it has a chance to chain, then I'd be all for it, because I can think of a lot of situations where it would be very useful. -
Quote:I think I remember one of the devs saying that reordering powers was a quick way to break things. I mean, just trying to add 3 extra slots in beta once led to people's purple sets being deleted. I could be wrong though and a dev never addressed power reordering, I'm just going off memory here.I second this.
I would like things to be right rather than convenient. If you want it on the power you chose, that's fine. But if you want it on a different power but the order gets in the way - switch the order.
Edit: Yeah, so see above. -
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Quote:I don't think the hero players would ever accept having to do evil things in order to advance their character or participate in new content.I think you misunderstood. By "extreme measures" I was suggesting that co-op (and therefore hero) players should have to do things that are evil but necessary in the context of a major crisis/war.
If co-op forces villains to save the world it should also force heroes to kill civilians. -
That's right, Reichsman thinks he's so cool with his soldiers, robots, undead, and wolves! Well, we've got all those things and then some! So if you have a Mastermind that's level 45+ and can get to Grandville sign up here to take part in the lagfest of an all MM Barracuda Strike Force!
Server: Protector
Day: Saturday, June 23rd
Time: 3pm PDT/6pm EDT
Place: Grandville
Sign up in THIS thread in the Protector forums!
(By the way, I only cross-posted here in case there was someone who would be interested and had a bunch of server transfers sitting around gathering dust. ) -
This is a hypothetical question in case data shows that blasters need more survivability.
Is it possible with current tech to give blasters a buff that is only active while they are mezzed? I was thinking rather than giving blasters mez protection it might be interesting to make it so that while mezzed they have a significant buff to regen, recovery, damage, and recharge. That way they can keep blasting away with the powers defiance allows them to use and do some serious damage with it. Then when the mez wears off or if they pop a break free the buff goes away.