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Quote:I've seen a few trials start there, the problem with that is two-fold:Studio 55 could be used - we can plan attacks on the loyalists from the heart of Tyrant's city, and chill out on the dance floor in between raids
1. It's hard to get to (have to go to Pocket D first so a minimum of 2 loading screens)
2. It's part of imperial city and not a separate zone so if large numbers of trials start there we end up with the same situation that we currently have in the RWZ. -
If people are choosing not to use the system I would say that it a problem with the system not the people. It means that the system was not designed to meet their needs. If people aren't using the system, why was the system implemented?
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Ok, I've been thinking about this a bit more. I would like to see a zone with the following features:
1. Co-Op (d'uh)
2. An inspiration vendor who buys enhancements/recipes/salvage (for people who like to run them back to back).
3. Increased zone capacity (if practical)
4. A "switch instance" portal which allows you to zone to any instance of the zone (nothing is more irritating than joining a league finding they're in instance 2, you're in instance 1 and you need to zone twice to get there).
5. A "Vanguard Rapid Response Teleporter" temp power that teleports you to the zone, this would be awarded to all incarnates with the "Alpha Unlocked" badge (one of the reasons the RWZ is so popular for Trials compared to other co-op zones is that it's easy to get to, having a personal teleporter to the new zones would make it even easier to get to which in turn encourages people to use it).
6. Power Suppression. Actually I don't particularly want this since it means I have to turn on all of my toggles when entering the Trial, however from the point of view of increasing the zone size limit without killing people on older computers it makes a lot of sense. The other option would be to give the zone a lot of internal walls and multiple entry/exit points to decrease the number of players you see at once. -
Quote:Whoops, did not see that. Clearly it's a case of great minds thinking alike.Sure you weren't inspired by this thread?
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I hope it isn't doing that since I can see a problem where people just starting the incarnate trials have a very hard time simply because all the experienced players who have the boosts are "participating" more.
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Ok this was inspired by this thread:
http://boards.cityofheroes.com/showthread.php?t=257371
The current trial reward tables seem to be heavily slanted towards uncommon components. This is a problem since you don't actually need that many uncommon components unless you are doing the "buy rares with inf" option.
For someone planning to use Empyrean Merits to get their rare/very rare components (or who got lucky on drops) uncommon components are less useful than commons. Therefore I propose that a new option be added to the reward tables (primarily the uncommon table but it could feasibly be added to the other tables.
This option would replace the current reward table with one of a lower rarity. In effect changing the final reward option from "you must select this rarity" to "you must select this rarity or lower". -
The uncommon > common thing could be deliberate. Since uncommons are 3 times the threads to craft as a common having them appear slightly more often makes some sense. On the toher hand you need a lot more common components so the drop rate does seem a little bit screwy.
Actually what I think is needed is a "decrease rarity" option on the reward table. -
Quote:Maybe link it to Vanguard. Call it the Vanguard Staging Area or something. Nothing to fancy just a few large rooms with equipment racks and planning tables to give it some atmosphere.a zone that's full out army like would be awesome..doesn't need anything but a store and maybe several war rooms/tables- big screens etc
make it co-op ofc and i bet people would love it..ofc this zone could have an increased player to zone allowance..as this is war...we have up to omega at least to fight this war..we need something that's better then a rikti zone and a nightclub- chill out zone.
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Yeah that is very nice. Although my Mastermind did manage to get confused through tactics on one occasion.
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Quote:Kin is the main one for self damage boosting with Rad probably coming in second. The other secondaries all provide a -res power of about the same effectiveness so the only real question becomes where it is in the set (Thermal for example gets it VERY late) and what style it is (toggle, patch, station pet etc.). I'll also give a shoutout to Trick Arrow which has more -res than the other sets and has a very strong AoE attack power in Oil Slick (but is otherwise somewhat underwhelming)Which corruptor secondaries would allow a corruptor to over take a blaster? I'm guessing that /Kin is fairly obvious.
Quote:Which secondaries give good survivability ? -
Quote:Regarding the "not moving people who are out of zone" and "must all be in zone to queue" things I suspect it is a technical limitation. As you say it doesn't make sense to implement that as a "feature" which implies that the difficulty actually lies in avoiding it.All of this is what I think should be changed. With the game going so heavily co-op, the "can't invite an enemy" doesn't make much sense. Is there some weird system limitation on moving teams around? Because that limitation just doesn't make any sense to me.
Yes it does. The disadvantage being that it takes longer for people to get there. -
Quote:Other missions are a viable way of getting the alpha slots (especially if you do at least some level 50 TFs and the WST).Is doing the BAF and Lambda the only effective ways to gain Incarnates, or is it worth doing other missions?
For the other slots BAF and Lambda are the only effective ways to get them in a reasonable time frame. You could probably get to commons or even uncommons in a semi-reasonable time frame without doing the trials but getting to rare/very rare without them is impractical at best.
As others have touched on the trials aren't particularly hard they do, however, require a degree of coordination. If you pre-form a league you stand a very high chance of success. -
The problem there is that you can't invite cross-faction in different zones (or sometimes can't it's weird) plus you can't rearrange teams with people out of zone which makes it harder to invite people (league invite puts them on their own team and team invites require you to shift people off of team one which means they need to be in zone.
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Ok did an attempt at a Masters run today. We failed but it was pretty close. The team killing adds got overwhelmed and wiped the other two teams took down their AVs anyway but missed the 10 second split by about 2 seconds resulting in fully healed AVs with a ton of adds. We did actually get the add population back under control but ran out of time.
Things I learned:
1. Killing them separately does take quite a bit longer so it's important to have defensive buffs well distributed
2. The team killing adds needs a lot more damage than I think or they are going to get overwhelmed. The Siege team was going slow so I peeled two people off the add team to help with Siege. That was a mistake, it resulted in the add team getting overwhelmed. I either should have kept them there and gone for a longer fight with the NS team taking it slow, moved someone from NS to Siege or (possibly) moved a defender/corruptor from adds to Siege instead of a MM and a Brute.
3. The choke point strategy for Prisoners is definitely better overall as long as the people involved are clear on where they are supposed to be. -
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My advice would be to try some of Virtue's global channels. Virtue LFG Beta and Virtue TFs often have leagues being formed in them.
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I'm inclined to lean towards the "RNG is Random" theory. I've done 6 successful trials on my Traps Defender and gotten a Very Rare Table twice. That would seem to favor the random number generator theory since I really doubt I'm overperforming that much.
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Quote:It depends on the buff. A lot of the really good AoE buffs (for example Empathy's Auras, Rad's AM, the Dispersion Bubbles in FF and Traps, AoE Heals) affect all friendly entities in range regardless of team. On the other hand other buffs (for example Leadership, Tactical Training and Mind Link) only effect teammates.Not 100% true: your AoE buffs only affect your team, not the entire raid. IIRC, anyway.
At the end of the day it depends solely on how the devs set the specific power up. Some powers are intended to be used for an entire raid (originally in a MS or Hami Raid) while others are intended to only effect a single team.
I believe the general rule is that AoE buffs in the Buff/Debuff sets effect all allies while pool powers and those in other sets effect only your team but I haven't checked every power. -
The hardest part about leading a BAF is getting 24 people into the same zone without anyone crashing.
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Quote:This is why I recommend not doing them more than once a day (or rotating characters if you do). Empyrean Merits are the reliable way to get rares/very rares) so if you time your runs to maximize those you're less reliant on random drops and it feels like less of a grind.The only problem is when you get into Tier 3s where you require Rares and Very rares, since their drop at the end is random. Did a run at BAF, first I got Very Rares and then the second two were uncommons until the final where I got rares. Otherwise hope you have crap tons of millions of influence because it requires money to make them. I wasn't pleased to see that, it's just unfortunate you have to grind otherwise and hope you get the proper selection.
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Yep pretty much. Defense is nice for characters who lack any sort of protection (i.e. squishies) simply because it is much easier to build up than resistances. However even with the softcap Defense alone cannot compete with layered protection.
My Defender is softcapped but against enemies with damage types other than Smashing, Lethal and Energy (which my epic shield protects against) Defense alone is a risky protection. -
If so that's an even worse idea. The hospital door lock is there to make it harder to just zerg the trials. It delays the return to battle after hosping which in turn increases the value of wakies & rez powers.
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Quote:There are four (3 on the side, one on the bottom). however, the bottom two only appear when the top one points to the left.There's a third button?
I only noticed the two triangle ones (similar to the triangle one on the old-school team window... but two...)! Definitely have to look for that next time!
You must also burn incense and recite the rite of activation. -
The buttons I'm talking about are lower than that, at the very bottom of the league pane.