BrandX

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  1. Quote:
    Originally Posted by Johnny_Butane View Post
    Well, the fact of the matter is, I feel weaker than I did before. Before, I could almost take down Battle Maiden on my own. I could at least hold my own against her. Same with Bobcat and Neuron.

    So what did the devs do? They give Bobcat uber Vengeance that can two shot my Tanker and give Battle Maiden a rapid fire unresistible nuke that will put any of the Judgment attacks to shame even when they unlock.

    But I get a minor boost to recharge.
    Whee.


    These two TFs are intended for the Alpha slot. They should have been tailored to demonstrate how the Alpha has improved us. Instead, IMO it backslides me back to level 25. I'm fighting the same enemies as before, the same NPCs, but they're amped way up and we only get a minor improvement. How is that supposed to make you feel powerful? In fact, if you removed the artificial -8 debuff, having the Alpha would help you very little on these TFs. It surely wouldn't make the difference on its own.

    And don't say "wait for the rest of the Alpha". Even level shifted, the sword bombs are still going to slaughter anyone. I highly doubt the modest resistance and defense you'd get from the Very Rares are going to do much against Bobcat.

    And don't say "wait for the other Incarnate slots after the Alpha". I know what four of other slots do. So far I am not impressed. Even with the Judgment, Interface and Destiny slots, I would be hard-pressed to call any player character a peer to these NPCs as they are now.

    They made us 5% better and made the enemies 300% better. There's nothing to suggest that the two curves will be any different moving forward.




    Are you sure you haven't just been Disoriented by his cheating mez attack?



    .

    First off, if you take out Bobcat first, then you don't have to worry about her being vengeanced

    Second off, you can improve, but your enemies just give up?

    Tell me again, Batman has always improved, but his enemies haven't. Is that what I'm hearing?

    Third, you're character is "powerful" but not an incarnate, they're working their way there.

    By even doing that TF, you're character is basically doing what most others couldnt (hence the -4 without the boost).

    Of course, that sounds more impressive when you realize that storyline wise, there really isn't a thousand other heroes doing what you've done. But seeing as how this is a MMO with a playerbase over 8, it doesn't seem as impressive, when you see hundreds of others just as powerful
  2. Quote:
    Originally Posted by Johnny_Butane View Post
    It's a giant F.U. to melee in general and to Tankers specifically.

    None of the melee ATs can stand next to her long enough to really contribute significant damage. If Scrappers and Brutes can only muster hit and run jousting, why not just replace them with a ranged AT who can be attacking at all times, not just when the death puddles decide you should. Woe to the Stalker who tries to use AS.

    And Tankers, my heavens does this encounter ever show the devs contempt for them. The puddles don't really care about resistance or HP differences. "Tanking" Battle maiden? She really doesn't have much to speak of in terms of direct damage. A Scrapper with Confront and a jet pack can do the job. What advantage does a Tanker have in this over a Scrapper? None. You're just as squishy, but you get the "privilege" of dealing even less damage.

    If you're a Tanker on this, you're reduced to a taunt-bot. No, worse; you're a taunt-bot that has to run around like a &!*#ing ant being chased by a magnifying glass on a sunny day.

    Great way to make players feel like they have "the powers of the gods". /sarcasm



    .
    Reread the story arc...you don't have the power of the gods.
  3. Quote:
    Originally Posted by Mindscythe View Post
    I agree the drop rate between teamed-on-TF vs. solo is disproportionate, but I'm not sure what the solution is. Unless there's some sort of internal evaluation going on (i.e. separate drop rates for teamed-on-TF, non-TF team, and solo), upping the solo drop rate would likely result in an increase in the other two as well.

    Perhaps separate evaluative drop rates are what's needed to even out the speed at which incarnate shards are awarded. How about, for solo and non-TF teaming, a chance to get a shard as a mission completion bonus? Even if it's only 10%, that's still one-in-ten chance that could be counted on.
    You say team on a TF.

    I have to ask, have you done a team on a regular story arc to compare the shard drop rate?
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    That's part of my concern, though. The newer Boosts will probably get absurd Shard costs to account for the absurd drop rate on TFs.

    The Catch 22 here is that the TF drop rate HAS to be absurd or the solo drop rate would be far too low, but the solo drop rate can never be decent because then the TF drop rate would go through the roof. As the drop rate is balanced right now, I feel BOTH solo and teaming solos.

    I guess I could do something middle-of-the-road and run teams of four, but these I'd have to put together myself, whereas 8-man TFs and one-man solo are things that happen on their own. Maybe some day when we get an auto-team option...
    Auto team function? o.O

    But people complain about PuG as it is.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    That's a bad thing to make unsoloable, being that it's something that not only tells MY story, but is, in fact, startable solo. What I said in that unnecessary quote talked about team-only content in the form of TFs and Trials, things that require a minimum number of people to start to ensure that you can finish them. This is not one of those things.
    With this arguement, the whole game tells YOUR STORY.

    The whole writing is setup as a one time, through story line.

    Nothing in this game has me seeing a reason (storywise) why you'd run LGTF more than once, outside of the rewards.

    Is Honoree and the Rikti going to try the same tactic OVER AND OVER AGAIN? o.O

    And every story arc is startable solo.

    It's not a TF.

    And just like all those other story arcs, if you can't beat it solo, you get a teammate.

    I have to ask, are you even trying to lower the difficulty to -1/1 when you solo it? Are you using inspirations?

    I've soloed the cape mission with at +1 with an unslotted Sonic/Energy Defender, a Dark/Sonic Defender, a RAD/DP Defender, a Fire/MM Blaster and a few other squishies, all unslotted...while the Incarnate story arc is harder (as it should be), I find it hard to think that a slotted out (SOs) whatever couldn't do this arc at -1/1, for Trapdoor at the very least. Weakened Honoree I can't say, but even then, it says bring a team (and he's a weakened incarnate, so he should be tough).
  6. Quote:
    Originally Posted by TrueMetal View Post
    I think pulling is a lame and cheesy 'tactic' that should be countered by the devs as much as possible.
    Agreed! But less that it's cheest, and more of a "it doesn't make sense that I shot someone with a fire ball, and only the one I hit comes running"
  7. Quote:
    Originally Posted by Roderick View Post
    Why would you balance a PVE change over PVP issues? If that's such a big deal, then make the changes to the PVE version of the power, and leave the PVP version unchanged from its current version.

    If you had stated from the beginning that your issues were PVP-based (which I had no way to know that they were), the discussion would likely have gone much differently.



    I do see it. That's why I suggested taking away all buffs from rooted while you're off the ground, and only allowing the granite-form to take tiny jumps; basically enough to get up a flight of stairs that's too steep to walk without jumping, or maybe to get through one of those Arachnos bases with the weird pit in the hallway that you HAVE to jump out of. I never asked for the ability to Super Jump around in granite form - I just want to be able to get to the other side of that fence without having to fall significantly behind the team, or take teleport.
    This.

    Taking the -SPD/-JUMP away from rooted, isn't an extreme buff, if when everytime you jump, you lose your mez protection

    In fact, on some terrain, it might just be hazardous

    And well worth it imo!

    Giving Granite just enough jump height to make it over a bump, would still mean granite + rooted, loses the rooted effect, every time the granite using tanker jumped.
  8. /signed!

    I would love a bigger character limit! I wish we had at least twice the space we do now!
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    Or what? Quit? Pardon me if I don't warm up to this idea. How do you "toughen up" if your build does not have access to status effects or knockback? Respec? Play another character? "Get help?" Yes, I'm sure having someone else beat Trapdoor for me is surely a great demonstration of my power to... Wait, what?
    Yes, get help. You're not an incarnate yet, Trapdoor is.

    And have someone else beat him up for you? Since when did getting a team mean you stand back and watch someone beat him up for you?

    You both work together and beat him down.

    And hey, I fully admit it's pretty weak...seeing the comments Statesman makes..."You hurt me good that one time" (paraphrasing) for those who beat him the LRSF...wait what? Unless they soloed it, it's more like "Yeah, I remember you. You're the one who couldn't take me on by yourself, so you brought your friends."

    Yeah, he had his friends with him, but it's highly doubtful many took them on all at once, and more likely 1 to 2 at a time as often as possible.

    My point being, they (the story arc) says your tough, it says you'll be getting tougher, it also says the enemies you'll be coming up against are getting tougher.

    And like I've said, pop some inspirations...4 purples, a couple oranges, some reds, and take him down!
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    Yes, forums, kindly do remember me, please.



    Yes, I realise that. I'm not saying I should suddenly become this unstoppable juggernaut of destruction. But since when are MALTA tough enough to one-shot punch me? Like I said - I'm doing World Wide Red now, and I'm kicking their *****, yet all of a sudden I can't even beat up an Operations Engineer? Why? Why are THEY so strong all of a sudden? Why am I so much weaker? Even in Reichsman's TF, that Grim Falcon guy isn't THAT insane, and he's supposed to be the made-up leader of the Malta Group, and all of a sudden this guy is god damn Super Man?

    The War Walkers I can get. Bobcat I can sort of get. But Malta? Since when are their Minions so damn strong? The game can scale a Hellion up to level 54 and stick me with a -4 level debuff and that Hellion will indeed be very difficult to fight, but it won't make the thing feel more epic. All it would do is make me feel more like a loser, like the rest of the TF didn't do a good enough job already.
    The TFs are newest content.

    From a story perspective, when you last faced the Malta (and not likely at +4 difficulty), they were at a certain power level and you were at a certain power level.

    Time has since passed, what makes you think your enemies aren't gaining powers and getting tougher, just as you do?
  11. If you're getting 10-15 shard drops per TF, plus the end component, I am jealous of your luck with the RNG.
  12. Quote:
    Originally Posted by Severe View Post
    you forgot one thing


    run out of the blue flame!


    seriosuly though the apex last mish is basically hit her 2 times with melee then run out and range attack her until it stops. this really is the first non melee av we have really.

    just cant stand toe to toe with her in melee range and expect to live. really hurts on the whole smash policy
    o.O unless you have a lot of Dark Melee meleers or people spamming immbolize on her, she's actually quite melee friendly.

    She'll charge at you if you don't immobilze her. Saddly, she seems to be VERY easy to immbolize. And when I say that, had a Dark Melee Brute as the only one with an immbolize power, immobilzing her on the TF.

    Kept saying "stop that" but they kept saying "but it's part of my atack"

    I also find you can get 1 attack off when you see the blue circles forming, another if you time it right as you're jumping away from the blue circles.

    Also...STAY OUT OF THE BLUE PATCHES.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    And once again we have self-entitled tough guy clamouring to make a GATING TASK hard enough that people must either "lrn2ply" or "quit." This hasn't gotten a better idea in the past six years, and it's not a good idea now.

    If the developers must insist on their encounter playing out how they designed it, then they need to design better encounters. "Go get help" is not an acceptable solution.
    Toughen up, and prove you're worthy of being an Incarnate to begin with? How's that then

    I've helped people who couldn't solo it, and all I realized was that they could have, but they were using the "step up, face to face and hit buttons" approach, without thinking to use accolades (eye of the magus is handy) and/or inspirations.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Director 11 could easily have been the dealbreaker for me and made me ragequit right on the spot if I didn't feel bad about abandoning teams on a tough TF. Why the triple F is a dude with a gun powerful enough to punch me for 1000+ points and to shoot me for 400+ in a four-five round burst? You take these freshly-baked Incarnates who just ran through an arc where we soloed Ruladak the Strong and became even better than regular enemies like Malta... And now you're putting me up against level 54 Malta who can punch me for half my health? Go to hell, Tin Mage. You and all you represent.
    It's this part that gets me.

    You realize, that you are infact, not an incarnate right now right? Your working towards it.

    That arc you soloed Ruladak the Strong, was a memory of a future self, not your actual character.

    All your character is right now, is a hero/villain who's strong enough to become an incarnate, and on the path to doing so.

    Could just help that mentality of yours.
  15. More fun...hmmm...

    1st mission, as the leader, decide if tripping the ambush should be done before or after Solaris gets to the altar. Even then, some people are idiots. And really, you could just skip the ambush.

    2nd mission, as the leader, decide if you should go cyst to the ambush then move on, or if cyst and push forward is the way to go. This is of course assuming it's not a speed run.

    3rd mission, as the leader, decide pull the generals or work your way up the hill. A lot of this depends on the team, and mob placement. Don't have a good puller and the Beast Master General is at the top of the hill, you'll likely have to work your way up there, or drop down on him.

    4th mission, lots of difference routes to go with this one. Work your way there. Go straight for the towers.

    The sad part is, the towers is only good on AOE heavy teams, I've seen people say "lets just take them at the tower" when it would be just as quick to work the way there, without added risk of close knit mobs, when the team is heavily single target. But they're just so used to going to the towers and thinking it's quicker. o.O

    Can your team handle rushing Romi directly or do you need to pull him to the grass to avoid ambushes.

    This changes a bit with TF regulars who all know what they're doing and can keep their head out of the behind and think for a bit.

    Personally, I usually ran (at least for later TFs...Id still rather get Synapse done ASAP), kill along the way, take a few short cuts (like up the back of the hill on the 1st mission of the ITF, to avoid the ambush) TFs.

    The 2nd mission of the ITF, I'd usually go cyst then take out the ambush, then move on, but I was the type who went to find those missing ambushes who got lost at the door of the mission either

    For all the new kill more now, I like it. As a 50 I forming them for merits, drops, prestige, influence anyways. Speed runs were really only good for merits.
  16. I have to ask, are you using mids?

    I don't actually know how much recharge any perticular attack needs, but when I work on my DPS chains, I know I basically just look at the rechagre times compared to the animations times...for instance with your Dark Melee chain...

    Shadow Punch needs to recharge in under 5.544 Seconds (the combined animation times of Smite + Siphon Life + Midnight Grasp).

    Smite needs to recharge in under 5.412 Seconds (the combined animation times of the other three attacks).

    Siphon Life needs a recharge under 4.488 Seconds.

    Midnight Grasp needs a recharge under 4.356 Seconds.

    Simple addition.

    Now, when making the build, I just keep an eye on what MiDS says for the powers recharge. If it doesn't make that requirement, you need more recharge

    Or is there some reason people would need to know the actual "how much recharge in a power do I need" to build for it?

    Also, I would think SM -> MG -> SM -> SL -> Repeat would be the easier to obtain attack chain, as your's has MG and SL come up just as often (once per cycle), but need to come back faster due to SP's lower animation time.

    Which may not be a big deal, but SM has better DPS than SP.
  17. Quote:
    Originally Posted by Nihilii View Post
    Between inherent Fitness, the Alpha Slot and the two new TFs, I find I19 to be a complete success. Nobody is holding a gun to my head forcing me to rush through all of my alts, so I don't really feel the "grind".
    Pretty much sums it up for me.

    I'll get around to respeccing my many alts when I actually plan to play them. No need to do it now, if they're gathering dust.
  18. But I HAVE to suggest things when I feel it's time to suggest things, even when they've said no, or people don't think it would be likely. I HAVE TO!
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    To be perfectly honest about it, the debuff resistance was what I really wanted.

    The defense and resistance were more of a "Yeah, it'd be kinda nice, but it's not that big of an issue". If the defense and resistance were scrapped out of my suggestion, and the debuff resistance implemented, I'd be just fine with that.

    The defense only even came up because I looked at it like: Okay, Regen can't resist those debuffs, and it can't really avoid them either. If the debuff resistance happened, defense would be much less important.

    I just never really thought it was especially fair that of all the scrapper/stalker/brute/tank defensive sets, /Regen should be the only one that got no resistance to any debuffs at all.

    So, lose the defense, lose the S/L resistance on Reconstruction. Keep the debuff resistance, and maybe the addition of the other damage types to Resilience (without increasing the amount). That sound better?
    this suggestion I like.

    /signed

    Having gotten a Claws/Regen and a Katana/Regen to 50, I really don't see the need for lots of added resists/defenses. That said, Resilience getting a bit better resists, and across the board in that, would go a long way in improving the set imo.

    The added stun resist I don't find to be all that really, and the S/L Resist is so LITTLE!

    10% S/L/T Resist, 5.625% F/C/E/N/P would likely have me loving Regeneration all over again

    Regen Debuff Resistance is the only Debuff Resistance I think the set really needs, imo, but that's only barely. But Recovery Debuff Resistance would be nice in QR.

    Though outside of PvP, I don't know if it would make the set more popular, it's still a very click heavy set compared to others, and I think that's what drives a lot of people to other sets now (and really, I don't see to many Regens in PvE, like I used to).
  20. /signed

    As someone who forms teams often, I find it annoying. :/
  21. Quote:
    Originally Posted by bAss_ackwards View Post
    He was sending me tells while running the TF, telling me how horribly boring it is. Telling me that the developers need to put in solo content as well and being in an all around sour attitude.
    o.O But it's so easy!
  22. I venture in occaissionally, when a SG member makes a AE arc for RP purposes.

    On making my own AE arcs, I've tried to make my own, but I just don't get it, or can't get past not finding what the right type of map that I want. :/ (is there a map filled with lava, but no tech inside it?)

    On playing others, well, truthfully, I've played a few, and all of them have been bad or rather not fit the theme I wanted to go for.

    LoL Bat, guest AE author, and the arc was way to silly for my tastes (well written as it was...if I was playing The Tick MMO...this would of fit in nicely).

    I don't want the extreme silly. Bad Marvel and DC, has had better serious than I've seen in quite a few AE arcs, and really, I don't want to search through them to find them.

    I'd rather not play a "My talking dog has been kidnapped, and ninja dog catchers have caught him, help me get him back!"
  23. Yeah, I remember hearing complaints about it too. I thought all those complaints were unfounded. It's a fun movie to watch.
  24. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    The only advantage Swipe got over Slash is .... you are force to take it .... yeah well not really an advantage but .... ahhh whatever
    Swipe does look better
    Why are you forced to take Swipe over Slash?

    Slash also has the better DPS.

    Or are you thinking Swipe and Strike?
  25. Quote:
    Originally Posted by bAss_ackwards View Post
    I actually only have Maneuvers just to buff myself. Giving others the buff is a side effect as far as I'm concerned.
    Isn't that why we all take Maneuvers?