Barata

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  1. [ QUOTE ]
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    The thing to remember is when mezzed its only your tier 1 and 2 on the primary, and tier 1 on the secondary

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    Yeah, I'm "stuck" with Ice Blast, Chilblain, and Ice Bolt, so please mezz me.

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    "it's really not that bad."

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    It's actually pretty damn good, if you ask me.

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    That'll play havoc on a mob's recharge rate. If you're hovering, you'll stay hovered even while mezzed, which means you're away from melee damage. A hovering blaster, with a -fly power like Chillblain, has it pretty nice.

    I was bringing up a new sonic/ice blaster and my mission was against crey. I was hovering and got hit by those Cryo Tanks. They have those little 1-second sleeps that would normally make me drop to the ground, at which point the Voltaic Tank would run up and do their two heavy-hitting melee attacks, killing me. That was when I discovered that the changes to toggle powers let me continue hovering. Even when slept, I kept hovering out of their range, hitting them with sonic attacks and chillblain, debuffing their resistance and recharge rate.

    It was almost too easy. What a big change from a couple years ago.
  2. I remember when I first made a PB. I was about level 15, and got invited to a team. It was another PB making an all-Kheld team. It was me, a couple PBs, and a couple warshades.

    It was not fun. Having so few slots in powers that early on, and no buffs from teammates, along with more voids and quantums, made for a lot of faceplants.
  3. [ QUOTE ]
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    It depends on what powers you have. With /ice, bosses aren't that much of a problem. Ice Patch is almost as good as a hold. And if you do have a couple holds, it doesn't matter how long it takes to take out a boss since they can't hurt you.

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    It depends did you hold them first or did they hold you first. Bitter Freeze Ray + Freeze Ray = held boss time to clean up. This is where things like the freeze ray accolade come in handy.

    The thing to remember is when mezzed its only your tier 1 and 2 on the primary, and tier 1 on the secondary. This eliminates most of the mitigation tools you might have available. Imagine if scrappers had to live with the same kind of thing, give them a 20% boost in hp, give them the ability to use their tier 1 and 2 primary and their tier 2 secondary and take away their mez protection entirely ?

    Oh yeah they would be screaming bloody murder and rightly so.

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    What? You're comparing scrappers to blasters? So the answer is to turn blasters into ranged scrappers? Why? We already have scrappers! There's a reason why everyone recommends scrappers to newcomers and people who like to solo..... they're safe and require little thought. If I wanted that, I'd play a scrapper (that's why I only have one scrapper and it's still only level 30 after five years).

    Back to your question.... let's say you didn't hold the boss at first and he held you. It shouldn't be a problem. You still have up to three attacks you can use. Also, even if you don't hold the boss, there's still quite a bit of things you could do before you ever got held. If you're /ice, you could've Shivered him or layed down an ice patch, both of which would greatly cut back on how much damage he outputs. Chillblain would cut that back even further because if its -recharge. If you're /dev, caltrops will have him spending more time trying to get off of them than attacking you, let alone all the other tricks you have. /dev blasters, by nature of the set, spend time setting up a battle against a boss. Knockback is also a good mitigation tool.

    Yes, scrappers have a nice safe life. As do tanks. But it sounds like you want the safety of those sets with the large AoE damage of the blasters. That's boring.
  4. [ QUOTE ]
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    So basically, as far as mid to end game content goes, all other archtypes will outshine a blaster as far as surviveability and the basic ability to solo right?

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    Pretty much. You can compensate, or you can try sets like ice that do give you ST controls, but there is much much pain. Debuffing or mezzing bosses are very bad.

    take a look at the numbers

    A boss has 2500 hp you have about 1200. If you go fire /ice and you have been mezzed you will be doing about 320 points/ 4.25 seconds approximately.

    The means you have to survive the boss for 32 seconds or so to inflict enough damage to kill them. That is all best case, no end worries on your part, no minions still around no summoned pets and no resistance to the damage types you are throwing and everything you shoot hits.

    So can you survive to get off your attacks is the question.

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    It depends on what powers you have. With /ice, bosses aren't that much of a problem. Ice Patch is almost as good as a hold. And if you do have a couple holds, it doesn't matter how long it takes to take out a boss since they can't hurt you. Almost all of the secondaries have powers that let you manipulate the battle. It sounds bad when you say "you have to survive for 32 seconds", but many sets have powers that either totally negate the boss' damage (holds, stuns), or severely reduce the attack rate (-recharge, knockdowns).
  5. [ QUOTE ]
    But isnt mez more apparent in the later game, as well as more powerful ranged attacks? The blaster just doesnt seem to have any defensive abilities other tehn some slows or a few holds that allow for some mitigation, but in the later levels as far as flat out protection against a certain damage type, the blaster seems to be lacking and thus much much easier to kill with one or 2 shots. That would seriously hinder the ability to solo effectively in the later game wouldnt it? I know there are certain tactics that will keep ablaster alive longer, but when you compare apples to apples as far as surviveability, dont the other AT's do much better as most have a higher form of protection/defense against damage types?

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    Other archetypes are very safe at the later levels. Other archetypes though may take a lot longer to level. For example.... a tanker is about as safe as it gets. But they don't do a lot of damage. A blaster will burn through spawns much faster than a tanker. Sure there's a higher chance of defeat, but there's also a faster pace, so there's a trade-off. Scrappers have to chase down each opponent. When you have various opponents that keep at range, scrappers have to go up to each one to take them out. Blasters will rip through spawns faster than Scrappers because of that. Defenders are relatively safe, but they do little damage, so it takes them MUCH longer to win. Controllers bloom late (getting their pet at level 32), but have a good balance between safety and speed. It's a very different playstyle though, and still has its dangers if you're not careful.

    As a blaster, your secondary gives you a lot of tools you can use to manipulate the battle. In many cases, you can set the pace for your encounters. You may have holds, and you will at least have immobilizes, so that you control how the battle progresses. You bring up mezzing, but mezzers are not the problems they used to be. Defiance lets you keep on fighting even mezzed, so mezzing is more of a strong annoyance than a crippling status effect. If you're set for the base difficulty level, you won't even encounter bosses much. The mezzers will be mainly lieutenants, and they fall very quickly even using just your Tier 1 attack.

    The trick is to utilize your secondary intelligently. Slot your powers well, try to pick up some IO bonuses early, plan your attacks. Blasters can be very fun and very rewarding. Or they can be totally frustrating. It all depends on what kind of playstyle you like. If you just want to not worry about things and keep dishing out damage, then maybe a scrapper is more to your liking. If you want something safe, fast, and interesting, maybe a controller is more up your alley. If you want to solo a lot, I'd avoid tankers and defenders. Sure there are certain builds that do well, but as a whole, they're not geared for fast soloing speeds. But if you want to deal a lot of damage from a distance, watch lots of enemies fall quickly before you, and appreciate using strategy and tactics, then you'd probably appreciate a blaster.
  6. [ QUOTE ]
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    The second type of Tri-Form, though, is the most fun, and a lot of Kheldian players swear by it. The idea is to slot the three forms as evenly as possible, sticking with powers that will be useful to the Human (for instance, you wouldn't take any of the shields but the first, since you would never be able to keep toggles up) but switch between them constantly. The idea is that you are a Jack of All Trades, good at everything, but excellent at nothing. You can't do the damage of a Blaster, or take damage like a Tanker, but you can switch to Nova form from Dwarf form mid-fight, and take out a foe that's been hitting you hard with a blast, or switch to Dwarf form from Nova form, and take a blow from a Boss that has just closed to melee with you. By using your forms to adapt to the fight as it happens, the idea is that you make up for the lack of specialization in your build.


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    This is the one I naturally gravitated towards. Now that I'm in my late 30's, it's very satisfying. Early on though, spreading out those slots amongst all those powers leaves them very weak. IOs do help a lot in that dual-aspect or triple-aspect IOs give you more enhancement per slot. As rewarding as it is, it's still a bit rough as it blooms late because of the lack of slots in your powers.
  7. [ QUOTE ]
    When it cost u 3-5bill to purple out 1 toon that's getting a little ridiculous.

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    Well, keep in mind that you don't need to purple out any toon. If you don't want to spend that kind of money on purples, then don't.

    But if you want the best of the best of the best (sir!), then you gotta pay the price.

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    Once again: drop rates should be increased. The only people who this wouldn't bother is people who play the market for fun and pve'rs who want to put a year into a toon

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    Um....... that's kinda the point of purples. They're very rare and are meant to be a LONG-TERM goal. What's the point of having uber loot if just anybody can log on, click a few buttons, and have it all instantly?

    If everybody could purple out just because they want to, then everybody would be the same and purples would be the new baseline. Then we'd be crying for even better loot.
  8. [ QUOTE ]
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    As much fun as it is trading horror stories of Mewbs, ...

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    I never heard that term before, but know EXACTLY what you're referring to. That's just perfect!
  9. PinkLady brought up the exact thing I have a hard time with when I play my PB..... how to slot. There's so many powers and not enough slots to go around. I love playing them, it's just such a difference from the other ATs.
  10. [ QUOTE ]
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    This dude was RPing, and forcing the rest of the team to wait for him while he did it.
    ...

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    Actually, by itself, that's not really roleplaying. It was annoying for sure, but not really roleplaying. Hmmmm, I wonder if he played my arc. Whoever did pointed out that one of my custom minion characters was missing a bio. LOL

    I have lots of horror stories. Some of which I'm the cause of too.

    There was the Terra Volta respec trial with the Stone tank. Partly into the series of missions, I noticed that I never saw any armor on her. She had all of the attacks she could take, and Tough Skin. Nothing else from the primary. I think she wanted to be a stone hammer scrapper.

    Then there was one Skyraider respec trial where the team makeup looked like we should be able to do it. Except as we're clearing out the rooms to try to find the key to the reactor room, I finally realize that it's taking a LOT longer to defeat mobs than it really should. A quick scan of everyone's info revealed that the blaster had ALL of the travel powers. Fly, Superspeed, Teleport, and Superjump. That's eight power choices. After level six, he just concentrated on getting the travel powers. With only those beginning attacks, he wasn't putting out any damage. The team broke up when everyone realized that we weren't going to be able to do it. I didn't mind too much. I felt bad for others who were looking forward to it. I still got a lot of exp and influence, and it's not like I needed the respec. But it would've been nice to finish.

    I've made my own boneheaded mistakes, but I at least learn and don't repeat them continually. Like when I was playing my blaster a lot and switched over to my mastermind for a change of pace. We enter the mission, and I run into the first spawn to do an Aim+Buildup+Inferno..... on my mastermind. And getting so wrapped up in the combat, I forget to turn off Hurricane. Oops. I'm really not one of those stormies, honest!
  11. [ QUOTE ]
    Protonic...

    ...your avatar scares the hell out of me.

    Well met!

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    Me too. I do think it's weird that it starts out scary, but then shifts into something cool looking.
  12. Barata

    Love/Hate Thing

    I think the differences are enough to make blasters stand out as damage dealers. For the most part, they do a ton of damage, either close up or from a distance, at a constant pace, over multiple targets. While individual examples may have other builds or archetypes outshining their damage, I think if you'll look at how much damage is dished out during a mission, you'll find Blasters at the top. I could be wrong, but I don't think so. A blaster with a couple of AoE attacks, and who uses those attacks regularly, outputs quite a bit of damage. Scrappers who have a few AoEs can do massive damage too, but blasters don't have to chase down their enemies. When I blast, I pretty much just steadily stream out damage with very very few pauses.
  13. Barata

    Love/Hate Thing

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    I like how those arguements are ALWAYS qualified by a with.

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    Well here are a few that aren't

    Brute SS KO blow at the damage cap outdamages any blaster attack at the cap.

    Corruptor blizzard at the cap is the single most damaging AOE attack in the game.

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    Corrupters' blizzard deals more damage than an ice blaster's blizzard?

    Brutes I wouldn't put into the equation. Their damage level is fluctuating and starts out much lower.
  14. Barata

    Love/Hate Thing

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    Now that's total bunk. Blasters can and do solo AVs.

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    AVs I can't speak about, but EBs are actually EASIER to solo than regular content by virtue of their rarity. I can always carry four purples and two or four reds and obliterate pretty much any EB, and have done so with the greatest of ease. All the Praetorians, the Kronos Titan, the Clockwork King, Babbage, Vanessa DeVore, Nemesis a few times, Nosferatu, the list goes on. Elite bosses are easy because for them you can prepare. I'm not sure about you, but I at least can't bring the same preparation down to bear on every bloody Zeus Titan when a Malta mission decides to spawn a dozen of 'em, lest I leave to buy inspirations at least half a dozen times.

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    Take every legal advantage you need and win: That's how I play in every game.

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    Bill Z Bubba said it best a long time ago. Yes, it's true that Blasters can become a lot better with all the benefits of Inventions and inspirations. But then so can Scrappers, and they can get a LOT better for it, into the territory of outright broken.

    This isn't a question of absolute performance. It's a question of relative performance. And the fact of the matter is that a Scrapper, a Brute or a Mastermind can take a horrible build, play like an idiot and STILL achieve performance that rivals that of a Blaster with a very careful, expensive build and played absolutely expertly. This is the AT disparity that ruins my fun with Blasters - the knowledge that I could be playing another AT and demolishing the enemies that make my Blaster quake in his boots, and do so with the greatest of ease.

    When I play a Scrapper, I am filled with confidence. When I play a Blaster, I am filled with caution. That right there shouldn't be.

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    You're filled with caution because there's an element of challenge. If anything, you just pointed out the problem with tanks and scrappers and masterminds..... there's little challenge and little incentive and it involves just hitting three or four attack buttons over and over until you win. Masterminds don't even need to do that. Just walk up to the boss and stand there. Yeah, it's fun to an extent, but there's little strategy involved, if any at all.

    The point is that you feel caution because there's a chance you'll fail. If you don't feel caution with another character, it means that character has little to no chance of failing. Is there long-term satisfaction in playing a character like that?

    Some people would say yes, and I would support them. Good for you! Play that character and have a great time! That, in no way, diminishes other characters who do have a chance of loosing though as they offer a different playstyle that's just as rewarding for other people who do like to feel a little danger.

    I remember when ambushes were totally out of whack. There was a chance you'd get 10 to 20 +1 or +2 mobs coming at you. I was in Peregrine once and a stream of Malta kept coming at me. Because I didn't know they were coming and was moving, they weren't in one group but came in a stream. My blaster had to work like crazy to keep up with them, as every time I took one down, another one or two would jump over the fence. After about 15 of them, a few managed to get me. It would never have happened on my scrapper or tank. Likewise, I never would have had such a great time on my scrapper or tank.
  15. I'd sign up for a lifetime subscription if they had one reasonably priced ($200 or so). I agree that it's not necessarily the best business decision for the company to make, but as a consumer, I'd take advantage of it.
  16. I don't understand this "alt" stuff. To have an "alt", wouldn't you need a "main" character?

    I'm an altaholic. Spacenut is wrong. Altaholics enjoy ALL of their characters. I enjoy my level 16 tanker as much as I enjoy my level 50 blaster. All an altaholic is is someone who enjoys playing a variety of characters on an equal basis, rather than mainly sticking with one or two characters. I like all of the variety of the different characters because I enjoy engaging in different playstyles. I like controlling troops with my mastermind, I like laying waves of devastation upon entire spawns with my blaster, I like hanging in the back and supporting the team with my defender, I like summoning a variety of mobile mutant plants with my controller.... they all offer different playstyles, and I enjoy them all pretty much the same. I'll admit my blaster is my favorite, but it doesn't diminish the enjoyment I get from the others.
  17. Why don't you just bring some people into your SG/VG? If you're going to be building a nice base, why not share it with others?
  18. [ QUOTE ]
    What I'm trying to say is . . . Don't you want MORE?

    Seems like this was a really great idea but was never expanded on.

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    I'd love more. I use my base a lot. Yes, it's for convenience, but I get a lot of use out of it. So I do disagree that there's no point to them. But I think they could be so much more, but the devs just don't want to spend too much time with them. They've been languishing for far too long now and need work.

    -----------Things I like----------------

    Empowerment Stations: these only exist within supergroup bases. For a small piece of salvage or two, you can give yourself a very useful buff. Recharge, Recovery, Stealth, Knockback Protection, Resistances.... they're very nice.

    Inspiration collector: Very nice to have one in the med bay because when you faceplant and rez in the base, chances are you've used up some inspirations already and need more, so I keep ours well-stocked so you can always grab some for free.

    There's not much more (if anything) you can get in a SG base beyond those couple things and the teleporters themselves, that you can't get elsewhere in the world. It is handy, however, having all of them in one central location. It's also handy being able to park yourself indefinitely in one without being automatically logged off. But I'd love if there were additional useful items. Things like....

    Bulletin Board: I'd love it if there was a bulletin board you can post announcements and everyone could leave messages. Planning a task force on a particular day or a powerleveling session on some other day, have notices for them. Have a recipe you'll sell cheaply to SG members before putting it on the market, post it there. I think this would be incredibly useful.

    Teleporter to mission entrance: I think this would be great.
  19. [ QUOTE ]
    Cool. Now if I just didn't hate respeccing so much. It's probably worth it, though.


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    I hate respeccing too. With a passion. I find it to be the worst mechanic in the game. I have a power I want to drop and another I want to pick up, and I've been holding off because I hate devoting an hour or two just to respec. The "system" they implemented isn't even a system. I believe it to be as difficult as it could possibly be without having code added to intentionally make it even more difficult. The most minor change in your build requires you to follow every step you've ever taken when leveling and slotting your character, with absolutely no mechanism in place to simplify it in even the smallest fashion. It's horrible. It may have been fine five years ago when people were craving for a way to respec, but it should have been reworked long ago. With how often people respec, there's no excuse to not redo the system into one that's even partially player-friendly.
  20. [ QUOTE ]
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    I will contact support. Hope it works out. Thanks for all the comments. Yes it was all bosses, mainly so we could fight a comparable warface on the hardest setting only LOTS of clones. It gave us a good challenge with him having EM.

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    Well, I'd reconsider the all-boss theme. That is a common tactic for player-made farms. I don't know of any official content within the game where everyone is a boss, so it could be considered exploitative since there's nothing official to which you can compare it.

    [/ QUOTE ]For some reason, this is how Ashley McKnight's level 30 mission spawned for me on my dark/fire brute. I had such fun playing it I refrained from completing it for four levels - the bosses were purple when I started, yellow when I finally finished.

    Kinda a weird anecdote, but I guess my point is, I 'farmed' that map for the fun.

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    I've done similar things too. I've had missions I've enjoyed so much that I didn't want to finish them, so I'd reset them and play them repeatedly (often mixed in with other missions) until I outleveled them so much they became boring.
  21. [ QUOTE ]
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    Well, I'd reconsider the all-boss theme. That is a common tactic for player-made farms. I don't know of any official content within the game where everyone is a boss, so it could be considered exploitative since there's nothing official to which you can compare it.

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    This is not quite accurate. There are many open zones that effectively have all-boss spawns. In particular:

    <ul type="square">[*]Croatoa has a place where 12-16 Red Cap bosses are standing around on platforms. There are a couple of minions hanging around too.
    [*]Croatoa has another place that has pairs of bosses just standing around waiting to be harvested.
    [*]Crey's Folly has a couple of square miles of 3-4 Freakshow boss spawns.
    [*]FBZ has dozens of places where you can get 2-4 bosses of all stripes, just milling about all over the place. In particular, it's very easy to get soldiers of Rularuu bosses out your ears in the Storm Palace.[/list]
    A properly outfitted character can easily solo these spawns and make oodles of rewards. These spawns are sufficiently distant from one another that a solo character can make a route that takes you through non-stop bosses. The presence of minions and lieutenants in some spawns are icing on the cake; they all just die off from your AoEs without you ever attacking them directly, dropping inspirations like mana from heaven, allowing you to become essentially invulnerable.

    While tanks have the easiest time of it, most scrappers, blasters and controllers can solo the FBZ spawns at level 50, and many defenders can as well. I don't know of locations like these in CoV, so if your experience is limited to redside that may be why you're not aware of these locations.

    [/ QUOTE ]
    That's very true, but your examples are all within full zones and consist of a few individual spawns within that zone. When it comes to missions and arcs, they all have a variety of enemies. My recommendation to likewise use a variety of enemies within your custom mission is based upon two reasons....

    1) Since no missions within the game have a single enemy type or consist of all-bosses, you run much less of a chance of getting your mission reported and having any dev action taken upon you. Whether or not you agree with whether or not action should be taken is another discussion, I'm just pointing out that having a variety of enemy types is more in line with the established design of the game and will have less of a chance of getting reported or acted upon.

    2) From a player perspective, it's just a better design to have variety. It's more interesting both visually and strategically.

    Naturally, if someone wants to just go ahead and create a mission filled only with a single boss character repeated indefinitely, they can go ahead and do it. But you do run the risk of it getting reported as a farm, and if there's not enough creative effort placed into the mission, the support personnel may agree and shut it down.

    Like I said, I'm not debating whether or not something should be shut down, I'm just saying that's the way it is right now.
  22. [ QUOTE ]
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    As far as Blaze goes, I know Castle has his eye on it. If it gets slowed down, I won't be one bit surprised, as everyone will alternately agree either that it's REALLY GREAT or that it seems faster than an attack of this scale should be. I happen to be from the latter group, but then I also feel that Bitter Ice Blast is too fast and Bitter Freeze Ray too slow.
    ....

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    Oh I hope not. I think all the ATs should have a Blaze-like power. It hits hard, it executes quickly, and the animation is fluid and very appropriate. Every set should have at least one power that executes that nicely. I hope they don't go back to Statesman-type thinking and nerf it. Even when they extended the range, it's still significantly shorter than the other blasts and requires you to move into a much closer range than the rest of the set requires.
  23. [ QUOTE ]
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    And stripping down the AE to the point you can make nothing more challenging then a normal mission defeats the prupose of having it in the first place.

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    Actually, the purpose of the AE wasn't to allow people to create more challenging missions, it was so that the player base could create their own stories. The fact that you could create something more difficult that a "normal mission" doesn't mean that it was its sole purpose.

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    The purpose of the AE was for the player base to express its creativity. Limiting the difficulty of the missions to that of the standard missions the dev created, goes against that purpose. I can play a kill mission anywhere, i can play a pick the flashies anytime, a defend object etc. If i want to play one that truely with test my abilities and play style i pretty much have to use the AE, cause just about anything short of an AV in this game is totally solo-able to just about any AT.

    The AE allows for a player to create a mission that amps up the difficulty level for even a standard solo player. That is a level of creativity that i dont think should be lost simply because it can be farmed. Those that farm, have always and will always farm. If they dont use the AE, they will simply go back to using the family farm or the TV farms or whatever people used before issue 14 went live.

    Killing the level of customization availible to kill farming is simply hurting all the players. And those complaining about the farming and forcing the Dev's hands in this reguard as just cutting off their own noses to spite their faces. When the AE is totally wattered down and no one can make or see their ideas come to light anymore, no one will use it and those that complain about the farmers will still have no missions to play, and no teammates that want to join them anylonger.

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    I agree with you. I was merely pointing out that mission difficulty should be a result of the creative process, and that was the original intention of the system. To offer a creative outlet for users (upon which mission difficulty could be derived), not to offer a facility just for the sole purpose of making personal challenges.

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    I would disagree. Strongly. If it were meant to be only about making stories, then they would never have taken it out of 13 to allow us to specifically make custom enemies. And in beta they made them use the PLAYER mods for their abilities. Making challengeing enemies goes hand in hand DIRECTLY with being able to make stories.

    From what's been going on lately I'd say the players who care ONLY about "story" is greatly OVER-exaggerated.

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    Many players wanted custom villains or villain groups for their stories.

    Hey, I'm just saying that's what the devs said when they were working on it. It was a tools for players to exercise their creativity in storytelling. The more options you have within the system, the more options you have for storytelling, so they do go hand-in-hand. The conclusion that "the system lets me create difficult missions, so therefore its purpose was to allow us to increase difficulty" is faulty.
  24. [ QUOTE ]
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    And stripping down the AE to the point you can make nothing more challenging then a normal mission defeats the prupose of having it in the first place.

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    Actually, the purpose of the AE wasn't to allow people to create more challenging missions, it was so that the player base could create their own stories. The fact that you could create something more difficult that a "normal mission" doesn't mean that it was its sole purpose.

    [/ QUOTE ]

    The purpose of the AE was for the player base to express its creativity. Limiting the difficulty of the missions to that of the standard missions the dev created, goes against that purpose. I can play a kill mission anywhere, i can play a pick the flashies anytime, a defend object etc. If i want to play one that truely with test my abilities and play style i pretty much have to use the AE, cause just about anything short of an AV in this game is totally solo-able to just about any AT.

    The AE allows for a player to create a mission that amps up the difficulty level for even a standard solo player. That is a level of creativity that i dont think should be lost simply because it can be farmed. Those that farm, have always and will always farm. If they dont use the AE, they will simply go back to using the family farm or the TV farms or whatever people used before issue 14 went live.

    Killing the level of customization availible to kill farming is simply hurting all the players. And those complaining about the farming and forcing the Dev's hands in this reguard as just cutting off their own noses to spite their faces. When the AE is totally wattered down and no one can make or see their ideas come to light anymore, no one will use it and those that complain about the farmers will still have no missions to play, and no teammates that want to join them anylonger.

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    I agree with you. I was merely pointing out that mission difficulty should be a result of the creative process, and that was the original intention of the system. To offer a creative outlet for users (upon which mission difficulty could be derived), not to offer a facility just for the sole purpose of making personal challenges.
  25. Barata

    Love/Hate Thing

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    When you solo, of course you have to rely more on tactics than firepower when dealing with challenging content. I missed the part where that was a bad thing. Where would be the fun in blowing up everything in your path with minimal risk of eating dirt? Beats me.


    [/ QUOTE ]
    This is why blasters are my favorite archetype. On my tanks and scrappers, I run through the same sequence regardless of what the enemy is. It doesn't change too much for controllers and defenders. With blasters though, I get to use tactics, and that makes them much much more interesting and rewarding to play.