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Posts
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Joined
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Tankies. You know, they put some changes into the game since Issue 8...
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Returning player here...
How do you change your power effects (colors, animations, etc.) after you have created your character? I sooo forgot about the pink pom poms when I created my Energy Stalker... -
Ha! Make the gold farmers pay to spam! Nice one.
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hamidon still sucks and is a tedious affair, adding a couple of extra tasks to the event does nothing to resolve the fact that fighting a blob of jelly just isnt fun. Statesman wishes they invested more time into the hamidon in the first place as it didnt come out the way they envisioned, this is just puting a band aid on a decapitation victim. Hamidon should have evolved into a Galactus like entity IMO
I am also fearful of the way the devs equate rediculously hard with fun, the rollbacked AV/GM buff is a prime example as is the exclusionary setup of the last mission in the RSF which renders many ATs simply unwanted.
Punching deadly jelly = dull dull dull
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/agreed
It's as dull as the Eden grindfest...er trial... -
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Interesting article. I noticed the 50 player cap too. I never raided Hamidon before, how many people could you get in there before?
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I think the Hive instances at about 200, give or take 20-30.
This Hamidon looks to be interesting to fight. It'll be good to shake up the good old "clear mitos, hold Hamidon, kill Hamidon" strategy. It's served us well, now it's time to move on.
Wait a second, I just spotted a flaw in the set up.
Max members in an SG: 75
Max amount of characters in the Hive/Abyss: 50
So... Does an SG make a Hive 2 and do a 32/33 man raid in each?
Fun idea: The Hami-race. Spawn two or more Hives/Abysses and see who finishes first. You only need 50+N characters to create N instances. (Leave one character in Hive 1, 50 goes to Hive 2, spawns Hive 3 and so on.)
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And what about SG's that have several "chapters" to the the pathetically low limit of members per SG? -
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Yeah, the 50 players cap on The Hive/Abyss should be interesting to see how it play out.
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I really don't like Cryptic making this exclusionary move. It screams "Hi, we're too cheap to provide the adequate resources to handle a raid of over 50 players." It shows up Cryptic's continual lack of committment to its own game and its own player base. -
All I can really say is "meh". Mayhems are more interesting really. Not that they are great either. I really wish something other than being a timed mission would determine auto-fail.
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You know, normally I'd be all over a thread like this like a hot bag of chips.
But 2 weeks ago, I dropped Burn for the last time to make room for Tough.
Suffice to say: For tankers, especially the tankers able to REALLY leverage it, this makes burn much more viable. With my previous slotting, burn would have been up every 12 seconds, and every 9 seconds under Hasten. It would have become part and parcel of my AOE attack chain.
I might eventually toy with dropping Fire Blast for it, but right now my single target damage is already suffering.
I feel bad for Brutes, and yet, thank them for demonstrating that even with an in-built AOE immob, a 40 second timer on burn is unnecessary. Good luck with the change, hope it doesn't hash your play up too badly. ; . ;
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You're kidding, of course, right? You had a fire tank without Tough? -
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As an old Fire/ Tanker, it's pretty much too little too late. I gave up on Burn a long time ago and never looked back, too much bad blood.
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QFT.
The fear affect is the MAIN issue with Burn and since that is not being addressed then for me its still a useless power.
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A little late but what the heck...
Burn rocks. I love opening with Taunt/Whirling Axe/Burn and then letting my team have at 'em. Yes, the fear element is stupid, I agree. However, it makes it a bit challenging to play and while they are feared they still aren't directing their attentions to my teammates. It doesnt scatter them that much and I can get the aggro back if my team hasn't killed them by that time. It is a shame that some folks are so bitter they don't see the usefulness of Burn and just emotionally discard it and stalk off in a huff into a corner to pout. -
Gee, just what we need. Another Task Force. A game element that takes way too long for way too little reward. Like most of the TF/SFs.
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Don't! Its a completely useless Vet Reward, and unless you are getting it for souly concept reasons, its a complete waste of time. Here is why.
1: Its accuarcy seems to be less than the Sands of Mu, which IMO Sands of Mu hits almost as much as my three slotted for accuracy Shadow Mual.
2: The best time to use it is when fighting Ghosts from CoT. Now here is the problem, you have an Ax in which is desighned to kill them right? It already as a low chance to hit, and when you are hit by Ghosts (despite the well known accuracy problems to dark powers, they still seem to rarely miss) you are debuffed by a seemingly six slotted dark debuff.
Conclusion? A weapon with a low to-hit chance + a smite from a ghost = Give it up, its a waste of endurance to even try to swing that useless AX.
Thanks to all who have concidered this special guid on how to use the "Ghost Slaying Ax"
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So pop a yellow or two and stop your whinage. -
It really depends on your mindset what you think. It's a viable AT. However, if you're one of those that just has to do the most damage all of the time then a Dom probably isn't for you. Try a Brute, Blaster or Scrapper. Doms really do kick in at the higher levels, even without dom up.
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Ah a new batch of WL leveled toons again, been a while since I've regularly seen lvl 40+ characters that had very little idea on how to play.
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You mean there is more to the game than just charging into the enemy and wildly button mashing? Then rezzing, of course...then trying again... -
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I looked at a lot of the posts, almost all as positive as I feel about the changes. Funny how no one I saw mentioned air superiority in their attack chain.
I bounce between focus, attack, AS, attack, rinse repeat. Bosses never can get to their feet. Never.
And the AS helps offset that irritating lethal resist problem we face sometimes. Are my SG mates and I alone in our love of AS in this set?
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Air Sup? What, and have me spend time drawing my claws again? You gotta be nuts.
The claws animation updates are great. Good Job Cryptic!
Now, we just need Practiced Brawler/SR changed so it doesn't root you when it goes off...
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The power they really need in this set is something analogous to Spec-Ops End Grenades or Sapper End drain. Now THAT would be a good 9th power! Players should be able to do the same to the enemies back doggone it!
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Oh, and wait a month until folks go back to their normal behavior so you're not rubberbanding and lagging everywhere due to server load. Or until system capacity is upgraded. -
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I too am impressed with the guide in general. I have only one question:
Is there a point to PVP? What I mean is, is there an in-game reward? Or is it just about the bragging rights?
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Looks like a great guide for someone getting started in PvP. However, I don't really see any reason to do PvP either. If it doesn't advance my character then why bother? Just to trash talk about who killed who?
I can see why it isn't practical to give xp out for PvP since you can have a buddy willing to die over and over again just to advance you. But it is pointless unless I can advance myself in some meaningful way. The only really meaningful way to advance is leveling in CoX. -
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before i decide to test Dark Armor. i wona know the ups and downs. can anyone tell me what are the Strengths and the Weaknesses of Dark Armor plz
oh and those who complain about the Noise... get over it ... theres something called Volume .. use it
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You would need to selectively turn down the volume of certain effects. Turning down the volume master just kills all of the good sound f/x as well. Not a solution. -
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8. Would it kill you to throw in some randomized women as well as men? I mean, is there some guild rule among thugs that they all have to be guys?
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Feh. I think they should do this with everyone, or spread around some options of choosing male/female characters. Can you imagine a wraithly, beautiful, furious female Liche? Or a tough, tom-boy Commando? Or a hot girl-ninja?
I'd just like to see some ladies among MM pets REGARDLESS.
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Yep. I threw out my Zombie MM idea of the Zombie Lord and his Egyptian Queens due to this. -
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Feh. I think they should do this with everyone, or spread around some options of choosing male/female characters. Can you imagine a wraithly, beautiful, furious female Liche? Or a tough, tom-boy Commando? Or a hot girl-ninja?
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Options good.
Random bad.
(I would seriously go ninjitsu assassin on everyone in a 120 mile radius if they gave my Merc MM a girl -anything-.)
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The variety of thugs makes it very difficult to come up with a character concept. I would really like to see the same ones all the time, or be able to customize them to be the same each time summoned. -
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I noticed that the spent brass cartridges from my pistols get kicked around when characters run past them, which is neat. However, unlike defeated enemies, the brass stays there for a long time, perhaps for the length of the mission (haven't seen any decay yet). Is that intended? Seems like it would be a major cause of lag in long battles...
(Couldn't find this when I searched the forums - sorry if this is a repeat)
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Just wait until Hami missions with villains. Can't wait to see what all the new objects add to the lag. -
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5.) What in gods name are you guys talking about? Sound of the gun... Does it really matter? For as cool as it looks, and as much damage as it does, I wouldn't care if it Quacked when i fired, grow up.
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DEVS, PLEASE DO THIS.
DAMN IT, PLEASE.
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I support Quacking! -
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Circ (and others),
27) Brute Attacks do Taunt.
This may be correct, but I wonder why Brutes get Tanker inherent (I'm assuming that it is a version of Gauntlet that is producing the Taunt effect) as well as their own Brute inherent.
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well, i believe Brute "gauntlette" is single target, not an AoE, so there is a difference between the two.
of course, once you have an Aura and Taunt (or Provoke), its not like you need a boatload of aggro to hit the cap, so single-target "gauntlette" might end up being just as effective in the long run.
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yeah this is a problem, one which the answer is to make tanks have more to there inherint (imho) rather then do the reverse and take this away from brutes.
I play both and to me the problem overall is tanks need a more exciting, better play purpose in the game.
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Tanks have a great role. Nobody can take the alpha strike like a tank. It's assisting your group too by grabbing aggro that might kill your more vulnerable teamies. Tanking rocks!
If you have a suggestion on how to improve this role please post it in the Tanker or Suggestions and Ideas forum. I'd be eager to see feedback on this. Don't just say "this sucks" without telling folks how to improve on it.
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Oh great. One less excuse to not take Taunt on my Stone/Stone Tanker...
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The Tanker AT's job is to grab aggro and keep it. I don't see why you would not want another power in your arsenal to do so. Unless you are building a "secondary" or "damage" tanker. But then, why be Stone/Stone? -
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(Except, of course, for "feeling", which is hazy and, apparently, under-represented outside of Burn and fighting very grey enemies.)
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It's also represented in a few other powers. Freezing Rain, for example, or Blizzard. Lots of patch damages seem to express it. It, or something like it, can also be expressed when attacking enemies in a way so that they can't fight back for 10 seconds (ie : slows on enemies with few powers, staying at range).
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True. Though, really, that's only addressing my sidenote. I think the fact that Taunt wholly overrides anything but Burn, Rain of X powers and whatever else is a serious flaw in its design and what makes aggro management (in my opinion) far too simplistic to be fun.
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And your constructive comment for an alternative is WHAT?