Aura_Familia

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  1. Quote:
    Originally Posted by Forbin_Project View Post
    Saw that one done in a cave mission. 6 Thug MM's all at once. My old computer screamed in agony, called the police and filed assault charges against me.
    I lol'd.

    I've been on teams like that.

    But more recently: A team of 4 mms (3 with gangwar), and 4 controllers (3 with 3 imps).

    The HORROR!
  2. Quote:
    Originally Posted by Biospark View Post
    Huh... so THATs why there is nothing on the rack afterwards. I had not noticed that fact before. But then I am the "airhead" that just admitted doing 12 tips before selecting the morality mission.

    Well in that case, you should have all your remaining tips converted into a random Morality mission upon completion of your 10th tip mission.
    Errr, what random morality mission? There is only ONE morality mission per side.
  3. Quote:
    Originally Posted by HardRider View Post
    One PvP dev..so that'll take tht dev how long to do anything to pvp??? think about it yer..
    lol that's what I was saying.

    People act like pvp dev wouldn't have to take AT LEAST 3-6 months to learn every other system and THEN convince the other devs to help him with stuff he didn't know how to do.

    I'd rather we get the CURRENT dev team to focus on fixing pvp.

    EDIT: Serious question, what specifically does anyone think a pvp would do that is different than what is being done now.

    Come in here and post "we are looking into pvp . . ."

    So then what? We're still stuck with waiting. and waiting and waiting . . . sound familiar?

    As has been ALREADY pointed out both the AE and Bases had their own devs. How many base and AE issues have been addressed in the last 6 months? Riiiiiight.
  4. Quote:
    Originally Posted by TheTwoFourThree View Post
    Have we been playing the same game? In my experience more often than not scrappers need to be babysat the most. More so than blasters even. Blasters understand that if something looks at them pain will ensue. Scrappers in general have suicidal tendencies and whether they die or not relies on how good their support is. I know many great scrappers who can hold their own in a fight but generally I see them as suicidal monkeys.

    As for a scrapper tanking, I don't believe. Some scrappers can take alphas and maybe keep one enemy occupied but not a group. My fire blaster steals aggro off of scrappers like nobody's business.
    right but in the context of that conversation I believe they were talking about tanking ONE SPECIFIC AV class entity, and not a full group.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Its been a while since I tried this, but way back when I was able to draw LR to leap up pretty high up the buildings and then confuse him into leaping back and forth between perches, all while so far away from the action (vertically) that he didn't seem to want to aggro on the action below. This required constantly shooting at him though, and not just the occasional snipe: I had boost range which meant I could hit him pretty much constantly while staying just out of his range. The trick is you have to be far enough away that he can't quite shoot, but close enough that he thinks he can. Also: if you stay out of range permanently the AI will eventually register you as an impossible to hit target and can decide to either run away from you or run after someone else. The trick there is to re-enter his range when he cannot shoot at you, and that's possible if you do that as he is playing an uninterruptible jump animation. I call it "tease-kiting" and it takes practice, and dying a lot to figure out how to make it work.

    I've actually practiced that on the actual STF map on the couple of occasions I was on STF runs that failed for some reason, but you can also get a lot of practice on the AVs in RV. Hard to simulate other aggro coming from other sources, but at least you can practice trying to kite an AV in a restricted area by pulling them near to a building and setting arbitrary boundaries for yourself. Yeah, I've done that, and yeah, that's probably a bit mental.

    I'm not saying its necessarily the best way to go: I'm just saying if I tried to tank LR with any of my blasters I'd be dead in fifteen seconds. But pulling is something I'm extremely good at, so I was playing to my strengths there.

    If I recall correctly, the last time I ran an STF there was also this little corner down below the platform off to the right just inside his teleport tether that he could sometimes get stuck in (or rather decide not to leave under certain conditions). Sometimes the AI makes bad decisions when it comes to movement. It used to also sometimes make bad decisions when it came to shooting: you could game LR to actually not fire for extended periods of time, or fire infrequently, with the right hokey-pokey movement (I mean that literally: by moving into and out of the range of his attacks, particularly around 60-80 feet). You shouldn't be able to do that anymore, because the firing brain of most critters should now be much harder to confuse in that way (actually it should be practically impossible because they don't "think" as much about which attack to use).


    Once again I bow to the master.

  6. Quote:
    Originally Posted by New Dawn View Post
    Players behind scrappers are often wreckless. The AT itself could tank that tree all day long with the right player.
    I believe it. Not surprisingly each player experience with various ATs varies wildly.

    Which is why I just can't buy it when some folks say "so and so is obsolete".
  7. Quote:
    Originally Posted by Another_Fan View Post
    I have been on several masters runs for various things including the STF, where my blaster has been the only thing not to die. Thats why I consider it impressive, I am really aware of what it takes to get through it on a blaster.

    I find using PFF to tank LR really lucky. I forget what his +to hit from towers is but I have seen tanks buffed to the point where they have 80% defense to everything and their own self heal taken down by him.

    The thorn tree is another area where you can do everything right but still get unlucky. The same goes for hunting for the key.

    I am sorry you don't appreciate their accomplishment.
    Never said I didn't appreciate their accomplishment. It just isn't surprising. In fact I'd go as far as saying an All blaster run shouldn't be that difficult if folks are playing there blasters the way they are supposed to be in supposedly difficult situations.

    Apparently we have fundamentally different experiences when it comes to blasters and Mo runs.

    The tree spec in MANY of the runs I've been on has usually been the portion that usually goes smoothly. And I'm talking about runs where "if you die, you fail" is on.

    Your comments baffle me even more.
  8. Aura_Familia

    Why A Blaster?

    Quote:
    Originally Posted by Arbegla View Post
    If that Mastermind is using his secondary effectively, he can't stay completely out of harms way. The longest range debuff a Mastermind has is only 90ft, which is tar patch. Everything else varies between PBAoE (Anguishing Cry from Pain Domination) to 80 ft. Which the longest range is 90ft for some of the pet attacks (Robots) shortest being melee range (ninjas, zombies) So for that mastermind to completely avoid being in combat, they have to stand away from their pets, which could prevent from being able to buff said pets, and also be out of range of their debuffs they could be placing on the enemy.
    I've never run into a situation where my thugs/dark mm has to be right next to a mezzer. With or without tar patch.

    I must be doing something unique.

    Mez is neither an issue for my blasters or my mms.
  9. Quote:
    Originally Posted by Another_Fan View Post
    No can't say I was, hats off to them.

    Edit: is there any information about the tactics used ?
    My reaction was based on this exchange. In the grand scheme of things I would expect that there have been "all" master of runs for all the ATs. With all blaster ones being one of the first few I would assume to have happened, seeing as such a thing would not be difficult.
  10. Quote:
    Originally Posted by Another_Fan View Post
    Prayer to the RNG then.




    I believe this is evidence that you have read my views through biased eyes. Its not surprising given the number of posters on these boards that can go from an offer of congratulations to being shocked and think they are the same thing.
    To be clear, are you saying you're NOT surprised that an all blaster MoSTF run has happened already? Just want to be clear that I'm not misunderstanding you.
  11. Quote:
    Originally Posted by Another_Fan View Post
    Seing as there are several things in the TF that can take out a blaster before they can even react its impressive.

    Sorry you don't think its praiseworthy or an accomplishment.
    That is certainly not true. But you believing that is not surprising and shows why you think an all blaster Master of Anything run is a big deal. It isn't.

    EDIT: It also shows how you assume how all blasters play. I would say that if they are attempting a MASTER OF RUN, that they know how to play their blasters pretty well to the point that no, they won't fall over and die at the slightest mistake or enemy looking at them wrongly.

    That you continue to think that people don't know how to play blasters so that they DON'T die EVER says something.

    EDIT2: Just want to add for someone who seems to know alot about the APPs/PPPs I'm surprised that you're surprised that an all blaster Moster of Anything run would be difficult or shouldn't have already happened ages ago.
  12. Quote:
    Originally Posted by Another_Fan View Post
    No can't say I was, hats off to them.

    Edit: is there any information about the tactics used ?
    Actually I wasn't aware, but kind of expected that a All Blaster MoSTF . . . well really an All Blaster Master of Anything . . . would have been a no brainer to have been done by now.

    why this would shock anyone is beyond me, and anyone who would say they are shocked by it or didn't expect it shows that they really don't get how the general playerbase (ie, non-min maxing forum readers) ACTUALLY sees blasters. Hint: They don't see them as falling over if someone looks at the wrongly, or faceplanting if they get mezzed.

    If you said "There have been all baster MoSTFs done" in b-cast, in-game, folks would probably be like "and?"

    EDIT: In the age of IOs it's even less surprising.
  13. Aura_Familia

    Why A Blaster?

    Quote:
    Originally Posted by AstaticOne View Post
    Concerning the general "skill" remarks absurdity; whether said in jest, ignorance, or ***hattery, THE FACT IS that players familiarizing themselves with game mechanics, strategies, practicing situational awareness, and any other factors that sum up "skill" can and do leverage greater performance with -any- AT.

    I think most here are smart enough to know this, if not admit it.

    However, I certainly wouldn't argue that skill can leverage more for some ATs than others...
    Stop making me agree with you!!!!!


  14. Aura_Familia

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    That post belongs in the "Why A Moderator" thread.
    LOL okay that was funny.
  15. Quote:
    Originally Posted by StratoNexus View Post
    You don't expect the set-up time to plummet once people know what they are doing? As soon as a large enough population on a server learns how to run the trial, a SG who can get 8 to 10 members together should be able to schedule one of these and using globals and coalitions easily get to 20-24 people.

    It takes a long time now because half the people on every run have never done it. Once people get a bit more organized, these will go very quickly.
    Well no, since this assumes you'll always have the same 24 people on all the time who can do it and WANT to do it.

    If it were a hamidon the WANT issue wouldn't be an issue. If the current reward remains the same, it will be.

    For some servers (especially UK) this is often impossible.

    Only for the most close nit SGs who pre-schedule the time they are going to do the CoP do I see set up time decreasing.

    For everyone else, not really.

    And that's not necessarily a bad thing as this is a TRIAL, not a TF.

    Like Eden and the Sewer and Hamidon Trial I'd expect some organization time.

    Funnily enough it's why I prefer the Rikti raid more than pretty much every other raid type event in this game. I don't know what about that event that just brings folks out for it in a timely fashion. It's not hard, it doesn't give that great a reward (in general for most folks), but it seems that when someone calls "RZW raid forming" in the channels, folks RUN to join.

    I don't see that happening for the CoP.
  16. Aura_Familia

    New Aura Preview

    Quote:
    Originally Posted by Bad_Influence View Post
    In general:

    I will happily pay for costume items rather than go through the stupidity of unlocking them.

    I do not want to have to unlock them via event, especially. I have many, many alts and I find this tedious. I'll pay, please.

    If I pay for them, level 1 characters can have them. Time to get out the card... yep.

    Have had enough craftable "cossie" [ugh.... too much cutespeak sits ill with me, who the hell thought that one up] rewards to last a lifetime. I don't want to craft any more costume parts. I will happily pay to avoid this crap.

    This is how we do it now. There is no going back. We pay for the really good stuff now. Good free stuff is mostly a memory, love it or hate it, this is the New World Order. Ten dollars is lunch-money to me, so its a nuisance - but a nuisance I find preferable to unlocking or waiting for a drop or using in-game cash to acquire.

    Pay-for, please. THese auras specifically are going to be part of an issue? Neat. But thats the exception, not the rule these days.
    I'd pay to unlock the rikti sword on my BS scrapper.

    I would NOT pay to unlock a rikti emote on my BS scrapper. (HAD to stick that in for marketing. )

    I too am pleasantly SHOCKED that those auras are part of issue 19. Good to know!
  17. Aura_Familia

    Why A Blaster?

    The fact that my blaster can attack while mezzed from 1-50 puts them above every other squishy toon without mez prot, in my mind. Period.

    Cause being mezzed while running out of breakfrees and standing there like a statue while your health is whittled to nothing isn't fun.

    Yes I know fun, how shocking.
  18. Quote:
    Originally Posted by UberGuy View Post
    Good min/maxing is about taking what you have and making it the best it can be. You have to set a purpose, though. For a lot of people, I think the dual goals of "be as survivable as possible" and "kill as fast as possible" are common optimization targets. What's important is that there's usually an implied "for this AT and powerset".

    When people want to min/max on absolute performance, like "what's the fastest farmer" or "what solos AVs best", they usually ask those question directly. But we see lots of posts and threads about "how do I make my 'X' character better?" People want to give new ATs or powersets a try, and it seems to me plenty of them become attached to the various benefits and features of those different ATs and powersets, even when they aren't "best" at commonly assumed goals, like XP/hour or drops/hour. If they enjoy playing 'X', some of them still want 'X' to be as effective as they can make it, even if it's not "best" at something.

    And I think that's the problem with claims that something is obsolete. It usually revolves around unstated assumptions that a given performance metric like solo XP/time is the whole reason people build characters. It's not. Not does it need to be.
    This could sum up the problems in both this thread and that other blaster one perfectly.
  19. Aura_Familia

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    If a mastermind says that ,you just have to tell him ,"Stop standing next to the pets".
    Now THIS I agree with.

    A mastermind when played correctly shouldn't be ANY WHERE near anything that can mez them, just by virtue of how their AT is designed.
  20. Aura_Familia

    Why A Blaster?

    Quote:
    Originally Posted by Thinkso View Post
    Definitely. Personally I found them to be even more fun before the new version of defiance, but at that point in time there were determined to be underpowered and in need of a sizable buff.

    They were certainly less effective back then, but then again:
    effectiveness =! fun
    I mean being effective can lead to having fun, but it doesn't always have to anymore than being less effective leads to not having fun.

    One of my favorite toons is my energy/rad corruptor. It's pretty junky compared to my fire/traps, ice/kin, and fire/cold for the most part, but it is pretty fun to play most of the time.

    That said, being able to separate the subjective from the objective is quite difficult. I loved blasters pre defiance buff, they were crazy fun for me, but I was still aware that they were not nearly as capable as other AT's. That didn't subtract from me enjoying them, heck at times it may have even heightened my enjoyment by playing an underdog. While buffed quite a bit with the new defiance they are still quite short of the mark relative to the other AT's in the game, but that doesn't necessarily have to impact their fun factor.
    I personally don't find them short of any mark.

    Then again I find buffing/debuffing to be boring as spit. So take my comments for what you will.
  21. Quote:
    Originally Posted by UberGuy View Post
    If you want people to do something, you motivate them with either a good reward, or excellent enjoyment. IMO, this provides neither mechanical reward proportional to its effort not intrinsic enjoyment sufficient to provide motivation without a better mechanical reward.

    Telling people "don't play it if you don't like it" is dumb, because the problems with this trial seem likely to mean that most people will not play it very long after its creation. We don't want the devs to create content people don't like to (re)play.
    Agreed.

    Cough: Eden Trial.
  22. Quote:
    Originally Posted by Leo_G View Post
    This is actually the point of my other posts. The game isn't balanced around soloing AVs.

    ...but then you've got people bragging and boasting about their builds soloing these things. Ultimately, you have the 'haves' (the ATs that can be built to do this) and the 'have nots' (the ATs that are excruciatingly difficult to build for this or impossible).

    IMO, those raving about the game not being balanced around soloing AVs yet pocket their AV soloing Defenders and Brutes are as much in the right as those that think it shouldn't matter which AT you're using, you should be able to build to accomplish the same task.

    I don't agree that every should be able to build to solo an AV.

    I'd assume the devs don't either.
  23. Quote:
    Originally Posted by PC_guy View Post
    which i don't think is unreasonable. the big difference between the two is you have devs directly tied to RP (jay and babs to some extent) where as pvp doesn't.

    but an important thing to understand is that pvper just want their voiced to be heard which for the longest time, they haven't. putting 1 dev in charge to sort out the absolute mess the current dev team has made it is completely unreasonable. it'll take the entire dev team to fix it and atleast one (or at the very least, one of the current devs to act as a liason like RPers have) to maintain it.
    Well said.
  24. Quote:
    Originally Posted by rian_frostdrake View Post
    QR:for what its worth, i dont disagree. Not sure it could be justified as cost goes, but while pvp isnt my thing, it is some people's thing, and basic empathy applies. if funding could be found, i think it wouldn't be bad for retention of a very specific player subsection that other stuff doesn't really reach.
    I don't know. I just don't think adding another dev will add anything.

    I mean they have an AE dev, much hasn't been done for AE in ages.

    There are issues that those in the MA forums have been discussing for MONTHS and nothing has been done. And again, there ALREADY IS an a dev dedicated to it.

    I just think that unless you get the FULL dev team (or more than just one person at the very least) focused on a issue, not much will be done by just adding another name to the door.
  25. Quote:
    Originally Posted by PennyPA View Post
    FWIW, I could count on one finger the number of RPers I have seen. I know no one has numbers and I don't doubt they exist. However, my point to the other poster was that PvP had a strong (emotionally if not in numbers) playerbase and they have established PvP content, listed above, that the devs could build upon. It could add a new dimension to this game - PvP mayhem or TFs, new bonuses to earn, and other suggestions put out before.

    But RP?

    I don't emote to complete TFs. I don't "walK" to travel between missions or while I am crafting IOs or shopping at the market. Buying emotes now too? If you like it, more power to you. But devoting a dev to it? I can't see any reason whatsoever.
    A pvp dev would STILL need to work through the other devs and teams to get anything done.

    Until the entire dev team's focus shifts to working on some areas of pvp I think it would be pointless to hire a pvp dev. They really couldn't get anything done until they had access the the REST of the company's personnel.

    EDIT: Yes pvp needs more attention from the CURRENT dev team.