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Quote:I hate the homeless--I would donate it to charity. There are so many homeless wandering around Paragon City!
--ness problem that plagues this city.
But yeah, I'd probably just kit out some toons I have with some amazing IO goodness too. I have a few up and coming toons that are looking pretty good so far, below 30. -
You could theoretically hunt down all the read-or-physically-cross-over badges in any zone at level 12 if you wanted to, thanks to that red-headed stepchild stealth mechanic; the one toon I've ever done any badge-hunting on (before it got too boring for me, thank you Toy Collector badge) was a stalker and I was glad it was.
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I have an FF/DP 'fender at something like 36th level. I found her kind of lackluster - bubble the team then try to not get killed while adding a little mitigation and weak damage.
I've had a Fire/Traps Corr and loved just about every second of playing him, and I'm guessing a lot of that was due to Traps (not that Fire is anything to sneeze at).
I'd vote for the Corr. -
The wiki is essential reading on just about any topic: http://paragonwiki.com/wiki/Main_Page
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Quote:I don't mind it too much myself, at least as long as they don't use it all the time. I look at it this way for these reasons:You get out of a jam because your future you shows up to tell you how to get out of the jam. Then, once out of the jam, you go back in time to tell yourself how to get out of the jam you were in order to prevent a paradox. Well, umm... there's still the paradox of reversing cause and effect in order to create the loop in the first place.
1) Take a good long look at my avatar. Learn it's lesson. It tells us humans don't know a whole lot about how time "actually works". (now if only Tennant's Doctor could have thought of a good way to explain to Sally in under 30 seconds!)
2) TimeLords obviously would know more than we do so they can occasionally "violate" what would seem to be "hard and fast rules".
3) It's made for some great script moments and it makes for amusing internet arguments from people (not including you) who need to remember the MST3K mantra. -
Quote:Welcome to my world.I never realized how much work it takes to get these missions to play out right. It's a lot of repetition and little tweaks here and there to get things to unfold the way you want. Even then I've had to change how I wanted the first mission to go quite a few times to get around the limitations of the system.
I've sometimes had to juggle the front/middle/back at random, just to see what I can finally get to work (or not). I've even resorted to changing up the order of the events on the list. I'm not 100%, but I'm pretty sure I heard/read that it does affect what happens where and when - and it seemed to help.
Like anything else, AE is one percent inspiration, ninety-nine percent perspiration. If it wasn't fun to have the final thing done I'd have quit messing about with it by now. -
Quote:While that's a good point, the devs can and will do what whatever they want - I'm not the first to feel like the whole Well thing was a step back to the lackey-ness of redside.Especially with so many people for so many years complaining about villain side making you a servant of arachnos when they wanted to be a villain on their own -- back-stepping and just replacing arachnos with cole seems the exact opposite of the current trend for story arcs.
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I just recently respec'ed my namesake stalker and found out he still had a Rock from who knows when. I carefully made sure it had a place in his trays for an occasion much like mentioned above, or maybe for a chance to show some chutzpa, such as at the beginning of an AV fight.
Hopefully I can come away with a story that great. -
That vet power Nemesis Staff. Invaluable at lower levels, I seem to end up leaning on it far too much, along with Sands OF Mu; it allows me to put off grabbing attack-chain powers and to go for controls, (de)buffs, etc. earlier. For example, my Bots/Dark MM still has it in her tray at 47th and uses it more often than her End bar appreciates. On toons with both of those powers, I've occasionally tired myself out with those two. Bad habit, I know.
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I quite enjoyed my Fire/Traps Corr in the day, the damage from Fire is pretty nice. I've heard that Fire/(anything) is pretty good on Corr's (and I'd imagine that to be true), but Traps is just all sorts of fun.
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Quote:This seems to pretty well describe my experiences with them. I've never been blown up by them though, I just run past/through and they don't seem to have any affect. I don't recall when I started seeing them.This is the only thing I can think of too.
Essentially, you will see very faint yellowish-white lines that form octagon-like shapes very near to the floor... on sewer maps, they move very slightly, but on most other maps, they remain motionless.
They are the bottom edge of the polygon used to "color" a space to make it appear lit. To my knowledge, they have absolutely no impact on the game world except for making an area brighter. -
I'd like to toss my latest arc, When The Words Stop, at you for some polishing, but I'm not sure which of yours would be the best fit for matching the style of my story. You can find mine described here.
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Quote:That would just be trading one "must have" "optional choice" for another. If it was AT-based, then that would be forcing team structure on us, "must have a healer/tank/mage/thief", not to mention killing/slowing solo play unless you were running said thief.I agree that the maps need work. Honestly, so do the power pools. Why not do both and introduce new power pool powers that deal with things on the maps. In other games they have things like traps, locked doors that players with specialized skills are required to access. So why not have a hacker/lockpick power pool to go along with new maps that have alternate(shorter) routes that are dangerously trapped or locked? Why not have a new detective power pool that makes glowing clues(like for example, foot prints) show up that leads to a side mission( would work great on outdoor maps).
Since The fitness pool has become inherent, that means everyone basically has three new powers. Why not give us something to do with those powers. One of my favorite parts of DDO is playing a rogue because I can deal with locked doors and traps, so its more tacticle than just running through and killing stuff. -
It's a little-known fact, but all moths are named Phil. Even the girls.
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Quote:This is why you should test with more than one character.Big problem for me is i test my arcs on a Mind/Kin who's fairly binary about the types of challenges she can handle. Either she destroys things with no effort, or it's too difficult. I'd like to be able to tweak enemies into a "challenge sweet-spot".
That said, I'm not sure you can set up a single foe to sit within that "challenge sweet spot" for all toons that might run an arc anyways, although you should be able to get close.
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I'm currently working on leveling up my namesake, an EM/SR stalker, so I can relate to what OP says as I do often seem to find myself swatting at corpses. Then again I do what I can to avoid targeting minions near the center of action (both melee and AoE-ville), or I just fire off those slow attacks and hope for the best. Sometimes my teammates miss and my attack gets through anyway. Toss in some "target the boss first" strategy and I do alright overall, I have yet to have anyone complaining about "the stalker's not contributing".
As I recall, the times I've run archery sets also made me feel like I was just making pincushions of the dead for fun half the time (Black Wand and Nem Staff also do this, across all ATs). I made my peace with it and kept playing.
Sure, I'd love to see the set sped-up, but it still does fine. If it bothers anyone that much, then maybe it's just not the set for them to play, sort of like Kin players who hate to spend "so much time" passing out SB. And be sure to avoid archery!
So I can relate, but not 100%. -
I'm so afraid to try one of these new-fangled things that I went on vacation haven't been home since.
Is it safe for me to go home yet? -
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Quote:We had a discussion about this some time back. I had my missions set at 1-54 back then too and even had players with toons at 7th level struggling through fairly tough ones - not because I forced them, mind you.I have a question: what's wrong with 1-54? Two of my arcs are 1-54 because I wanted people to be able to play them at their native level. Is it because you feel the difficulty varies too much based on what level you play them at?
After some thought about the comments posted as to why 1-54 was bad, I ended up setting my usual missions (meaning "non-lowbie targeted") to 23rd to 51st, as Stamina is usually going to be taken and three-slotted by 23rd, and lack of Stamina is often what held back lowbies (also, I'm assuming the player is an adult and knows not to take a defender into a mission with an AV at +2/x8 or something else ridiculous).
Now that Stamina is inherent, I might have to rethink this... -
Quote:I've done that one a few times, like when the team is standing back, taking stock of the next mob and you're targeting through them to see who's what. Then you get a little closer just to make sure no one's behind that crate and... the ranged attack goes off.But the biggest "oops" moment that comes to mind for me was when my main BS/DA Scrapper was in his 30's, and I'd just completed the mission that awards the Nemesis Staff temporary power, and I was reveling in the fact that I now had a ranged attack to play with. Soon after, I joined a small PuG. I was still feeling proud and wanted to show off my new toy to my teammates. So I hit the button to draw it between spawns in a mission to show it to them. Then my character turned around and fired it right into a pack of enemies. A teamwipe quickly followed. My lesson for that day; ranged attacks are ranged.
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You're going to sit through your cut scene for the umpteenth time and like it, mister!