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Posts
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With Positrons recent announcement of the Super Sidekick option the dynamics of teaming have changed quite a bit. Now level issues are a thing of the past, but so are gaining the mentoring badges.
While this is a great step forward (imho) I feel that it takes away a bit from the idea of a Sidekick as you see it in comic books. The old style sidekick feature, for all its flaws, much better reflected this dynamic. To lose this option seems like a bit of a waste to me so I suggest it be given a new purpose.
My proposal is to change the function of the Sidekick feature. Instead of acting as a level modifier, the function now replaced by Super-Sidekick, it will act as a power modifier.
How it would work:
As a mentor you will have the option of selecting a power from your power sets to be the Mentor powers. You will start with the ability to pick one power from your Primary or Secondary but as you gain Mentor badges this will eventually increase to a maximum of three powers.
When you Sidekick a lower level player they will gain, as temporary powers, the Mentor Powers you selected. The power benefits will be at stock levels with no enhancements being counted. As long as the Sidekick stays in range the power will work and give some extra abilities.
Not all powers would be available for this option as some of them would really imbalance the game (Granite, I am looking at you!). Such imbalancing powers could be picked up and excluded in testing.
Why?
The idea comes from a simple and well known CoX fact. Combat level is only part of the equation for being effective on a team. Sure you can bump your level 7 up to level 45 but how much can you really contribute to the team with your limited powers? A mentor being able to grant you one of there powers is a small step but it would be some help.
It also allows for the mentoring badges to work as they do now, allowing one-on-one mentoring to matter. Gaining the ability to assign more powers as you increase your mentoring badges provides a tangible reward for the badges. -
Quote:Level 1s vs the mothership - epic stuff
Also, if co-op AE is now allowed at level 1, could you please consider moving the AE building from the RWZ to pocket D? It makes way more sense to have an entertainment facility in an entertainment area rather than in a zone where full scale battles are raging.
You could put it on a separate floating island, like on the opposite side of the dancefloor from the ski slopes, and make a bridge or portal across to it.
I think it'd be a great move to give Pocket D a feature that would encourage more people to go there.
Ill give you Pie if you do this. Really....a gift basket of pie.
Think about it ..... -
Quote:And for that simple fact I love you and want to have your Posi-babies.But... but... I posted to twitter AFTER I made the post, and AFTER I made the link in the General Chat forum.
Sure it will be difficult, my main being a 7 foot plasma engulfed cyborg (soon to be cooler colored fire), and you being a radioactive genius trapped in a body armor of your own design. However I have faith that true love will prevail and out mutant cybernetic, radioactive, two headed offspring will enjoy the ability to pick it's animation for the new radioactive fire vomit attack.
Okok...I may be a bit bored at work....sue me. -
Quote:Wouldn't that sort of be the exact opposite of what you'd want?
The larger the team, the larger the spawns. If there's an area where there are two spawns right next to each other, on a 4-man team, the Tanker can already likely hold all of them, but on an 8-man team, that is not the case.
That depends on the goal. If the idea is to provide the solo player more independent aggro control to push his/her limits then this would be the correct way to scale. If you want to increase the utility of a single tank on a team then you would go the other way. -
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Quote:Not only that, these people complain their boss farms are too easy now. Well, how about getting off their lazy boss farms and make some EB farms instead? Too easy? Then push it, make AV farms and see how easily you go through those.
GM Farm...
Wait...I used that joke
Random and insane thought of the day....Scaling aggro caps? The more people on your team the lower you aggro cap goes reaching current levels at a full 8 man team. Solo you are set at 40. As you aggro cap goes down your endurance discount goes up say to a max of 1/3 stamina fully slotted.
Endurance part is just because I want an endurance discount for tanks -
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AE Farming, Where a kid can be a kid and farm billion of influence to sell to a company for insanely low rates.
A bit long, but remember it is a first draft. -
Knockdown in Hand Clap would make it a bit more useful. Could also use a bit of spicing up in terms of animation and effect.
Then again, that would make SS/SD a monster in terms of mitigation. Shield Charge, Hand Clap, Foot Stomp timed right could take large groups out of the game very quickly. Stack in Energy Torrent epic and some global recharge and it would be deadly...fun but deadly. -
Nothing has netted me more influence than RWZ farming. A bit north of the base where the raids gather there is a nice street with a couple of bends that shoots north.
There are 7-8 lvl 48-50 spawns points out there, mostly 50, that gather in tight little clumps and enjoy being herded together. Gather, AoE, wash, then run to the other end of the street. By the time you are done the first groups have respawned and you are back in business.
Funded most of my mains build out there. Boring? Oh yeah, but it gets the job done.
Wait....am I an evil farmer too? -
You forgot the one important thing
- I like pie. And if you are smart you will like pie too. OR ELSE!
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I see the Hand Clap supports are late sleepers and have not assaulted this thread yet
It has uses and in the right hands can be a very valuable tool. It will give you a bit of breathing room, stun, and acts as a nice secondary taunt.
All that being said I found it was redundant once I took Foot Stomp. It is a relyable knockdown with damage and a great aggro management utility. The only real benefit offered by Hand Clap over Foot Stomp is the stun. If we could slot for -kb it may be useful but to most the stun is not worth scattering the mobs.
I would only slot it if you were looking for a place to put IO's for set bonuses. -
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I don't hate Twitter. Have very little use for it? Yup, but not hate. Prefer Facebook myself, at least I can comment on status updates.
Social networking is all well and good but it should never replace a real website. Sure it can augment it, add value to it. However replacing it is a bit no-no in my book.
As long as the website is the primary source of information I can care less what gets tweeted. -
Odd. I will give it another run tonight. Fort has been pulled so if I spot any odd buffing it will be from something else.
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I removed Fort from the healing mobs, however in testing I can not get any ambush mobs to cast it on the EB.
Are you sure it was Fort that you were seeing on the EB, or was it just the extra boosting of the patrol mobs that caused problems? I want to make sure I was not missing some other buffing going on. -
Thugs/Illusion Mastermind. Built one of these on extream for a test MA. Gang war, stacked Assaults, and decoys...OH MY!!!
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Quote:
You can't do that. Neither can anyone else.
Well, we can try to use the tools provided in as unique and entertaining fashion as possible. Sure we are not going to get the levels of a sewer trial but without attempting we will never get much past the "punch bad guy in face" methodology we all now enjoy in AE.
Quote:Recovery Aura is not the problem (it's just annoying). Fortitude is the problem. It's +15% ToHit and +25% damage per caster.
Quote:The player is supposed to be the focus of the action, not the NPCs
Thanks for the extra feedback -
I would like some feedback on the final mission of my arc from anybody who has played it.
The intent is to bring a bit of thinking to the missions. In that a problem is presented during the optional EB encounter. Drones with healing abilities spawn during the battles. 1-2 for a solo player depending on the difficulty level. If they get into melee range they like to fire off Recovery Aura and increase the difficulty of the encounter.
This mechanic is doubled against the final EB as well as having the healing mobs there at the start.
This presents a challenge to the player that I had hoped would inspire different strategies. The first being simply the targeting of the ambush before they reach the target. The other mobs in the ambush are intentionally weak to allow focusing on the healing mobs without too much danger.
There is a second option as well. You can gather allies to provide more damage along with some debuffing. This helps to break up the ambush as it arrives between the targets as well as reduce the +regen.
My question to those who have played the arc is if this is working as intended. Do the ambushes, along with hint text provided, create a different encounter and is this difference entertaining? -
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I give PK positive rep just out of spite. That Avatar HAS to go!!
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Yup. Noticed that in the AE forum. We can also delete our posts now. Very happy days.
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I went all the way to Creys Folly before remembering that they close that entrance to the Rikti crash site and opened the War Zone.
Yeah.....