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Posts
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I don't get those who are calling it a nerf.
Isn't it mathematically a buff to everybody who doesn't have double stacked dom? And even if you did you get like a tiny nerf solo but a huge buff if teamed with a kin.
The only powers that are less strong are PSW and some of elec melee? -
Will it make them THAT much more available? I'm not expecting supply to go up much.
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Patron powers are the most epic fail I can think of in game design.
Start with the bad idea of theming player powers into NPCs (with no alternative choice).
Make that an even worse idea when you realize story arc unlocked powers means no respecs.
Instead of changing your mind, get sillier by realizing that if people can't respec, you'd better make every set a clone of every other set.
Achieve this by not including any of the "uber" powers that are usually specific to a certain epic pool and justify getting it.
Include a tiny discount to endurance and tell the customers that the respec restriction is balanced by patrons being stronger.
EGADS!
Anyway, I would say that GR should include a lot of epic proliferation for obvious reasons, and that dark and elec elements are addressed by the patron pools hero ATs should be getting. The most sensible idea would be to include a hero arc that inbolves stealing tech from Arachnos, to explain why heroes would get those pools too (and they should, so that switching does not mean having to change powers). Alternatively, simply rename the mu pool while providing generic maces so that mace mastery is not Arachnos specific. -
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Suggestion for Vigilance: make it work as a discount based on the Defender's endurance bar. That's it. Yay. Now you can solo, and it provides a benefit for being active.
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This may be the answer. Unlike attempts to buff defenders into "corrs that emphasize buffs," it's still unique. -
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Sometimes I wish more players started out Redside, where AT "roles" are much more open to interpretation, and everybody's expected to contribute heavily to offense. Then, when confronted with Blueside ATs that seem to correspond closely to traditional MMORPG standards, they'd be able to more quickly recognize how much more potential and flexibility all ATs actually have.
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This is why I expect GR to impove the hero PUG experience. I hate those teams where everybody acts like a chicken, and I am often the one to get killed or considered "noob" while the rest of the team moves like molasses.
But then it took a while for even villains to learn. I once heard back that I was getting a bad rep in a SG because I was charging ahead as a MM, not "letting the stalkers scout," or asked for mez protection from a buffer who considered it absurd for me to ask "when we have a brute in the team." -
I've often heard that thugs leads in AoE power.
But hey, every set has its advantages, right? Bots get up to 12 defense from shield that are double stacked on 4 of their bots.
Then I talked to a Thugs/Dark who was attempting to get crazy tank stats and learned that enforcer maneuvers are actually stronger. And stack to EVERY thug. And in a team each thug set buffs every other thug set. And they can slot recharge sets to get 10% def and 20% res.
The only advantage I can think of that the "tank" set has over them is the occasional protector heal (plus cold/psi res), and that you get a personal shield of 12%.
But what about other sets that can debuff enemies? Oh, thugs can do that too? And they get +tohit as well?
Ninjas! They get an inherent defense bonus... which is less than enforcer maneuvers.
What about synergy? Dark is better at a distance but poison has a power that works in melee... oh they get both.
But what about that set that gets a tankish boss, scourge, and fury? Oh, that IS the thugs set.
So, am I not getting something here? Certainly theme is a strong reason to be some other set, but I'm talking about power advantages. -
If defenver vs. controller controversy is like this, it's going to be laughable to read the response to hero corruptors.
Though I would not be surprised if vigilance gets a buff first. -
This is what I want to get and there have been NONE for sale since i15 except at level 40, and that one sold within minutes.
Since Pool Cs come from bosses now... how successful might I be if I organized a level 15 farm to attempt to get one? Just how often do they come from bosses? -
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With the [presumed] disproportionate representation of Miracles in the rolls, twelve 40-45 rolls gives you considerably more than a 1/3 chance (I guess about 50%) of getting the Miracle ANYWAY, plus you have around a 1/2 chance of a Numie and a 1/2 chance of a LoTG. (I think the "weighting" goes from 1 to 5 depending on number of them slotted when they did the math, and I'm assuming that the average of those 66 recipes is about 2.5 because there's so much crap-that-nobody-slots there and the superjuicies are weighted at 5. No experiments have been done to support these assumptions. ) And if you figure the odds of an Impervium: Resist, an Obliteration Quad, a Blessing of the Zephyr: KB, and a bunch of "only" 20-million-inf items like Celerity: Stealth, it's lookin' pretty good to roll random./quote]
Where do you get that presumption? From Miracle being the only 20-40 recipe as listed at http://wiki.cohtitan.com/wiki/Random_Rare_Recipe_Roll ? -
I realize that it is quite likely nobody will want to answer this, and if they do it will probably cause a rush anyway, but what are some profitable recipes to flip? Most of the ones I've been doing are getting cheaper to sell and more expensive to buy. The high prices are leading more people to buy recipes instead of IO.
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Team Search:
Similar to player search, this simply restricts the search to team leaders.
The "status" icon would show what type of team it is. You would even be able to use exactly the same icons, with not looking becoming the icon that means not recruiting.
The team leader would be able to set the status and search text of a team just like any player does for themselves. -
No, because they have many powers. That was my point, that what you want to customize are subpowers of one power.
It would be a good addition to make but adding that ability would probably make the issue take longer. -
I think the only AT that would have serious competition issues would be the defender.
They need to get either stronger buffs that would be stronger than those of the other ATs in a meaningful way, or a dual purpose vigilance that boosts offense if the team's HP is high as well as boosting endurance if the team needs support. -
I'd guess it has to do with the fact that it would involve a LOT of costume data rather than just 2 color options per power.
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Isn't Naylor Jamaican or British?
Amusing. I don't get the Arbiter Sands one. -
Rikti dropships do give rewards (I was in one of those teams) but they are not much. Like lieutenant inf + an insp.
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Any ideas what Seraphim, Revelation, and Fear Factor are?
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LOL @ naysayers.
This is why I rarely post any ideas here. -
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To support MMs I'd consider the AoE immobs with KB protection as the most important. (Earth, Fire, Ice or Plant Control)
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This.
Plant can summon a lot of creepers so that may add to the madness of such a team.
For secondary probably Psi so that you can do lots of AoE.
Personally I would go with Plant/Psi and hover. -
Desdemona's story is awesome.
Maelstrom's sounds kinda like the Iron Man movie. :P (Joking, though the origin of the maelstrom certainly evoked it.) -
Why don't slows work in PVP? Is it because everybody has SS and there is, bizarrely, no more maxspeed, or something else?
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Are other powers with DDR enhanceable or just active defense?