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Posts
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How about these two from the Player Guides forum:
Character ID and Battlecry Creation
Guide to Creating Roleplayable Characters -
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If you really want the isolator badge for some unfathomable reason, you can get it. That's why it's there, and the only reason why it's there.
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The Isolator issue however is more of buying a car without wheels. Months down the road you are then told by the dealership "All our new cars have this option, but to those who bought one..... it was an oversight not thinking of giving those to you in the first place. We won't sell you tires, and you aren't allowed to get tires ever unless you buy a new car." When you think it sucks, they then say "well, if you'd do anything for them, then wear this pink frilly dress and mow my grass every week for a year while everyone gets to toss beer cans on the lawn and we'll give you that tire!".
Just because someone is wanting something does not make it right to abuse their desire. Yes things should be earned. There is an obvious line when the requirement needs shenanigans called out, as it crosses from the reasonable or even low reward for hard work to rewarding only unhealthy or unproductive behaviour. Thus is such with BiB.
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Um, I think it's more a case of people buying a car without green-lined cupholders, and months down the road the dealers sell cars with green-lined cupholders. That's about how important getting Isolator is.
AND back on topic, I entirely agree with the OP. I checked my 50 regen scrapper -- the character who should take the most damage, since our damage mitigation is healing it back -- rather than avoiding damage completely with defense or taking partial damage with resistance.
He has 5 debt badges-- but is less than half-way on the fourth damage taken badge. Although I have concentrated on villains since CoV came out, he hit 50 more than 16 months ago and spent plenty of time taking damage at level 50.
If a regen scrapper doesn't have Indestructible, much less Nigh Indestructible, how will any villain other than a resistance-based brute possibly get this badge without afk damage-farming? -
Let me be the first to say:
* Tries to think of all the /kin corruptors she knows on Infinity... * -
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Oh, forgot! Is there any real gain from slotting Static Shield (mez protect one) for +Resistance?
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Doesn't that shield have Psi resistance? I figured that's what you were buffing with Damage Resist enhancements.
And yeah, I was pretty annoyed that Grounded did not have the immob/knockback resist in it for this Test event. -
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The Korean players are getting a lvl bump. So in essence the Devs are saying: "We're trusting -them- to test this stuff this time. You guys have to grind out on test and not enjoy your time on the Live servers you're paying for just so we can get the numbers we need."
The conclusions I draw from this are two-fold: Either they [the Korean testers] aren't testing (game is new over there..why test when you can be on Live?) or they don't see the same problems we do having not played all the other powersets extensively.
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I could be sly and say because over there you can make money playing MMOs on eBay... and they are the very best at what they do. Probably testing how easy it is to PL.
*EDIT* Now that I think of it, it's probably because their heroes don't camp the villain base 24/7.
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Come on, you know the reason Korean players are getting a bump is that they haven't had the game long, so they have few characters at 40 (or 50 for heroes) to copy over to Test. They'd have to be leveling their characters from, say, 20 to 40 to even see Grandville or RV.
Quit acting like whiny kids: "The devs like the Koreans better!" Waah! Mom is so unfair, always favoring your well-behaved sister... -
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the Doors were basically indestructable for me
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My plant/thorn dominator had a lot of trouble with the jail doors, too. On one of my tries on the Mayhem missions, I went to the jail -- without attacking the cop outside or whatever it takes to trigger the side mission there. I decided to head down to the jail cells and clear all the doors just in caseI died in the bank robbery.
For one, my Flytrap would not help me take down the doors, so I was doing it all by myself. The doors conned orange to me, I believe, and even with Domination it took about 3 minutes a door -- I know this, because Domination was up again by the time I was ready for the next door. They apparently have at least 30% Lethal resistance -- which makes sense, being a door and all, but knocking 30% off my piddly damage was painful.
I don't know if dominator pets will attack the door if you have died and summon them from inside the jail cell. -
I'm very confused about what conditions give you what level of a "Hero".
As I posted above, my lvl 37 dominator on Relentless got a boss, and my lvl 18 MM on Villainous got a lieut.
However, Cosmic Mango got a Vindicator as an Elite Boss when he was level 25 set on Villainous.
Either the hero spawns at random levels, which makes very little sense, or the difficulty of the hero increases as you spend more time in the mission.
If so, everyone should just go straight to the bank and clear that, fighting a normal boss (or lieut on Villainous), and then spend time clearing the side missions.
I'm going to get my dominator to a full contact bar on Live, then copy her over 8 times and try different combinations of Mission slider level and varying how late in the mission I run the bank heist to try to figure this out. -
First off, the missions are very cool.
I ran one on a 37 plant/thorn dominator on Relentless (? -- the 4th step), and one on a 17 zombie/poison mastermind on Villainous.
The brokers mentioned 20 minutes for each mission, but in both cases I had only 15 minutes when I zoned in.
I have no problem with the time bonuses being apparently random, and the graphics are amazing -- I love how you can push around the bits like mailbox letters or truck tires. My Flytrap pet was a great help with destroying objects -- but his focusing on citizens was a bit annoying. Luckily when we went into the bank all the citizens scooted out the door, so after the first guard spawn he kept with me.
My hero was just a normal Boss, something like the cape mission heroes -- I believe he was a fire tanker, but I had Domination up at the time, so it didn't much matter what he was.
Unfortunately, I didn't realize there were side missions, so after blowing up a few more mailboxes and busstops, I exited with my cool +Health temp power.
The MM started off doing a side mission, kidnaping someone and escorting him back to the truck I entered mission by. 8 minutes bonus time, so significant increase. The henchman were again drawn to citizens, but I could direct them to my targets, unlike my dom. My bank hero was a lieut, a Spines scrapper.
Problems with the MM mission: slow zoning of the pets, as others have noted (the Longbow had no trouble zoning in after me), and difficulty with the melee henchmen being able to attack the larger objects such as trucks and dumpsters. It seemed that their target box was inside their collision box.
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A floating brain just.... floats.
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Remember, someone kicking your [censored] is still subject to the laws of physics. A floating brain is not.
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So it can bob once in awhile too.
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*Visualizes CuppaJo's floating brain replacing Positron at the top of the screen...* -
I /bugged this when I logged in, figuring it was meant to be rewarded after the Pocket D missions.
Boy is my face red. ---> -
Just had this happen to me, so I thought I'd report it.
I took out a lieut near the CAD ferry on my way to a mission, and aggroed a couple Nebula and a Wolf Spider because my Hide dropped. They were green and blue to me, so I just ran on to my mission at the submarine .77 miles to the north.
I was afk for a bit, came back to CoV to find the Nebulas shooting at me. I took them out, went back to chatting and heard the sound of more violence -- now the Wolf Spider had shown up.
These were definitely aggroed by me passing by, and not ambushes. -
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So much for roleplay. Satyrs and Minotaurs need not apply for a heroing license.
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Shucks. I was all ready to roll a Minotaur hero, and now you've ruined my day. -
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5) Since you, Lord Recluse, point out that just being in SG mode does not get you prestige, I assume you mean we need to be grouped and/or gaining XP. This, once again, smacks of forced grouping. This is a very bad and highly unpopular idea. Please refrain from doing this if it is in fact what you had planned.
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Wait a minute -- you're saying it's a bad idea to encourage SG members to *gasp* team????
Those evil, evil devs!!!111!!
And, from Cantatus:
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I'd sort of hate for it to be doing missions while in SG mode, because that just hurts the level 50s. That'd mean they'd basically be stuck farming Shadow Shard missions for prestiges.
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You could try exemping your 50 down and teaming with the heroes from your main SG, or running exemped TFs together (8 50's running Positron exemped to 16? Pure chaos, and fun!)
I know a lot of the 50s in our SG who are semi-retired still have a story arc or two they never managed to finish...
The more I think about it, I like the idea of Prestige paying for SG bases -- with the proviso that datamining doesn't go back for a year, and it would be nice if there were options to change SG colors/logo. -
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There are also those of us who have a main SG and several spinoff SG's to handle the overflow membership. My SG has the main group, the group for the 50's, a reserve group, an overflow group, and at least 3 specialty theme groups, as well as two more spinoffs of the same group on a different server. We have about 70 active members, many of which play several diferent toons in the course of a week. If only time actually playing in the main SG is going to count, we could esily end up with a run down old shack surrounded by a half dozen mansions.
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Our SG(s) are in the same boat. We have a 50's SG, a main SG, a lowbie SG and at least one active themed AT SG. Global chat and our global channel bind have been a godsend, so everyone can talk on the same channel.
We actually do frequently put on the SG colors when we team, but with sidekicking and such we can have members from 3 different SGs with different SG colors running together.
My concern is that even in our active, SG-mode-using SGs, our heroes move from one group to the other as they go up in levels. So does the "Prestige" I've accumulated on my lvl 30 in the lowbie group disappear now that I've moved her up to the main SG? Or does it stay with the lowbie SG?
[Edit]: I did want to say that I kind of like the idea of Prestige; I think you should be "showing your colors" (or at least your SG symbol) when you team up. As other posters have noted though, this will hurt the SGs who chose their colors and then didn't think about them again.
Start fresh with Prestige in CoV and CoH when CoV comes out. -
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Glue Arrow: Reduced Duration of Glue Arrow from 45 seconds to 30 second and Increased Recharge time from 20 seconds to 120 seconds to prevent multiple stacking. Fixed Glue Arrow visual f/x.
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While I agree with and support most of the changes, why is this one so extreme? By giving us Glue Arrow at level 2, I assumed it was supposed to be a staple of the set. This drastic alteration of recharge means that it will probably not be viable to use it every fight, until it is well enhanced or slotted with a few SO enhancements. -
I don't have a problem with the sounds or animations -- like others, I would like female sounds for my female heroes, but I'm not holding my breath.
Compared to Archery, the set seems very high damage, low endurance. Of course, this could just be a matter of only having used the first 3 attacks (I have a sonic/sonic defender).
I think we need people in the 40's as both blasters and defenders to set up attack chains and see how the DPS and DPE look, before we can say sonic is overpowered. -
Can we have a few light powersets that are significantly worse than all the darker powersets at release, but then are fixed and become good? Naturally, this is coming from a Dark Miasma fan
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Actually, I think the best way would be for each type of damage to be resolves seperatly against each defense type, even from within the same attack. For example, if a fire sword hit stacked Ice armor, the leathal PORTION of that attack would be calculated agaist Frozen Armor, while the fire PORTION of the attack would be calculated against the Wet Ice defense. The results would be that for some attacks that do multiple damage types, sometimes, none of the damage would "hit", all of the damage would "hit", or only certain TYPES of the damage would hit.
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I always thought you had a to-hit roll for each damage type against each defense, but if either damage type was blocked, the whole attack would be blocked.
This makes the most sense to me, but the bug fix is close enough -- since the highest defense is most likely to stop the attack anyway.
Stacking armor is still useful for ice tanks, because in any given group different mobs will be doing different 1-type damage attacks, as well as mixed attacks. Think of CoTs, where some attacks are pure fire, some pure lethal, some pure negative energy (Death Mages), etc. Stacking armors will up your defense greatly for each single-damage attack.
Although in general, if you have to choose which armor to slot up, I'd slot Frozen Armor first and stack it with Wet Ice. Biggest bang for the buck, since many, many attacks are either pure smashing/lethal or a combo including one of those. -
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One problem I can see with it staying +1 pre 30's is the now infamous "power 10 enhancers". Will be np for those that can get them therby increasing their effectiveness,but what about those that have to wait 5-10 lvl more to get the SO's their toon requires?
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Um..if you have bothered to do enough missions to reach "Friend" status with a contact, they now unlock DO enhancements of all types -- one of the great changes in this update.
However, you have to find a contact whose specialty matches your origin (i.e., a contact who gives you CoT missions will sell you Magic/X DOs).