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Posts
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Joined
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I'd just like to see "that" cave, the one that ends with a multi-tiered cavern, with holes in the floor everywhere you can barely see, and many, many spawns all waiting to alpha onto some poor sob who got separated from the team, that ALL must be cleared in addition to any glowing objective or named boss inhabiting the room, removed from the newspaper and police scanner rotation.
The new sewer trial shows that defeat alls can be a fine and efficient use of time, when you're given a linear map and a way of tracking your progress. -
I enjoy the ape-like movement some stuff has, like MM demons and robots, fire imps, etc. Would make for a nice mesh to go alongside M, F, and H. Could call it Chibi, perhaps.
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At first I could not see why anyone would spend cash on this.
Then the idea of roleplaying Michael Vick in Virtue Pocket D came to me -
I'd like to see something like "Monster Play" from LOTRO. In that, you play one of several creatures from Tolkien lore, and instead of leveling up, you earn currency you can spend to either upgrade the monster you're playing, or unlock new classes of creature to use.
In LOTRO it's primarily a PvP thing, but it wouldn't necessarily have to be here. It would be fun to run around sewer trials as a Longbow new recruit, PPD rookie, or even just a Hellion beating up on my own kind, working my way up to more powerful unlocks.
It could work as an EAT too, for Protean-style doppleganger characters, though trying to fit something like that in with the enhancement system is a headache.
Of course, more lore-based EATs would also be fun. I would love to play a Rikti, with a modified costume screen like what VEATs have, or anything else that you can't just make with an approximate costume and a similar power selection. -
I want to fire munitions from my body, a la robotics pets, Malta bots, and the IDF troopers, the Clockwork shoulder zap would also fit into that mix.
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Sounds like I'll be rolling a Storm/Energy today
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I'd love to see more content like Mayhems, with their dynamic time limit, the jail, side missions, etc. If they added more leveling trials like DFB, a failable one would be cool too, especially given how many people enjoy making preformed teams for them.
The end of Silver Mantis is a lot of fun too. -
Quote:Oh, I agree. I think the minimum is mostly silly anyway. Most of the mission arcs warn you when you're going to be facing an EB/AV by hinting that you should gather a team, you could just as easy give TFs the same warning while lowering the minimum to 1 on all of them.I still think that, if a player chooses, they can still lock out people from joining, even if they're below the number of required players. I know people would still want to do solo TFs and should have the right to do/try them.
The XP bonus idea just came to mind when thinking of ideas on how to get people out of DFB, and to get solo queuers into the action faster in all LFG activities. -
Agreed with everything in the OP. A bonus to XP/Inf/Shards/Threads for taking along people who didn't join as a pre-formed group would be nice as well. Not something that ruin it for SGs, but, say, 3 out of an 8 person TF being public entrants for the maximum bonus would be fair, that allows 5 friends to play together, and is probably sufficient to tailor your group to a mastery run as well.
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I'm not sure how many powers could take a -KB that would want it, and fit other things they need in them as well. Explosive Blast as an example, if you were too cheap for a Ragnarok, you'd probably go with Positron's, which doesn't have enough recharge enhancement for your primary radial damage power. And if you have the money for a Ragnarok, well that sixth slot is an awful tempting place for a Force Feedback +Recharge. And now we're back to square one with Biff McScrapperlock complaining that he has to mouse turn to chase stuff down because you wanted your proc.
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Crab spider, both visually, and for being relatively dirt cheap to IO.
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Quote:Personally, I love myself a blue-streaked crab. I'm "built for range" but sometimes that means being able to alpha the next pack and bring them to the group, and being able to zip ahead, and then back, helps a bunch.Have you ever been playing a speed-boosted Super Reflexes, Electric Armor, or VEAT, especially in blue caves? Especially on the VEAT (who may be built for range, and thus "hitting f" is not a valid option), that speed can easily be unmanageable when combined with the other speed buffs they have inherently (and no, skipping the inherent speed buffs in those sets is not an option, as they also provide a nice recharge buff and recharge debuff resistance). Movement speed buffs are not unilaterally good.
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It doesn't have to be. If it kept stuff in your aura, it would make a decent Stupefy mule and a little Flashfire you can work into your chain just as a /Sonic Defender might work Screech into theirs.
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There seems to be a mythical figure pervasive in this thread, an evil wicked strawman that refuses to invite anyone to his team unless they link him their tricked out Mids build that puts out over nine thousand DPS. I'm afraid people like that are too busy running their SS/Fire Brute through the same AE mission from dusk to dawn to actually post here.
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A simple solution that would not break the cottage rule, would not make people complain that their favorite power is being buffed, nerfed, or given a silly hat: add more single target fights to team content. How many people complain when Romulus is sent on a nice flight far away from his healing fluffball? Or when the Vahzilok AV in Death From Below is corralled off from the zombies you have to avoid defeating to earn the badge?
When so much of the content is "fight your way through a maze-shaped warehouse and click the glowing object at the end", of course people are going to favor being able to AoE everything down as quickly as possible. Non-linear content like mayhem missions also tend to be rare, and the chaos that comes of sending guys flying IS appreciated there, as ambushes happen regularly. -
I tend to look at what overlap Dual Origin enhancements have when justifying a character's origin.
Natural overlaps with Tech and Magic, meaning they could use gadgets (Batm... Manticore) or magical artifacts (Tsoo, Hellions, Batman using Nth.. Manticore using Enchanted Impervium arrowheads) to give themselves an edge, without changing their core nature.
Similarly, a Mutant crosses over with Science (its a physiological change that can be objectively studied) and Magic (how exactly did Storm evolve a natural ability to control the weather over a single generation?)
The single origins are telling too. Technology is cybernetics. Tony Stark, Positron, here are some guys to whom science and natural talents are important, but being part machine is a defining characteristic. I suppose a Robotics Mastermind wouldn't have to be a cyborg themselves to think of them as a technology origin, but all those upgrades could be said to be in the robots themselves.
Under those terms, I would say the Praetoria Police are Naturals, they put on their gauntlets for a day's work of getting clobbered by firedude074, they're not permanently attached.
I myself don't usually think about that though during character creation. I just go here http://paragonwiki.com/wiki/Titles and see which ones have alliterative or thematic synergy with the name I wish to use. I can write a biography that justifies the origin later. -
I find most of the people complaining about KB while on teams to be half-awake keyboard turners. Especially when the DPA justifies it, like the Dominator version of Power Push (which is one of the coolest particle effects in the game as well IMHO).
I agree that the KB in PB powers, Hand Clap, Explosive Blast, Frag Grenade, etc need to be addressed. Possibly a simple magnitude nerf, so that they have to be stacked more to send a minion flying when it still has HP. Pseudopet KB IE Tornado and Bonfire is a different matter though, I believe the unwanted KB there is like the fear in Rain of Fire, something you have to deal with if you want every juicy little damage tick. -
It's "uncontrollable" because it's a random proc in a power that under typical use would be applied to clustered enemies which you want to stay clustered. If I'm capable of taking Hand Clap, I wouldn't be an AT that wouldn't want enemies in melee range, my motivation for taking it would be to disorient them while keeping them in range of Fiery Aura, Against All Odds, Rise to the Challenge, Entropy Aura, etc. Similarly, if I throw an Explosive Blast on a crowd, its because the opportunity cost in damage is too high not too, the same reason others might throw a Venom Grenade or Fire Ball at that same crowd.