Click_Beetle

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  1. That's odd. I go straight to it. Let me try again. If it doesn't work, I'll just cut and paste the thing in. It loses flavor that way, but it'll work.

    http://www.creyindustries.com/viewhero.php?id=11129
  2. I wrote up a bio for a new alt, First Lightning, that I found I really liked, so I decided I'd like to share it here and get opinions.
  3. Where will it be? Or is there someone people should contact in game?
  4. [ QUOTE ]
    What’s our goal? Simply put: if a player wants to do something solo, it should be CHOICE. Teaming shouldn’t be required, but rather encouraged. If a player gets a mission with an Arch Villain, he’ll be able to drop it and get another.

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    Best... developers... ever.
  5. Click_Beetle

    Boss Changes

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    Maybe most powersets DO have a power that drains endurance whether it be primary or secondary.

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    They do...?

    Claws... no. Super Strength... no. Illusion Control... no. Empathy... no. Ice Melee... no. Radiation Emission... no. Energy Blast... no. Mind Control... no. Martial Arts... Assault Rifle... no. Force Field... no. Earth Control... no. Broadsword... no. Stone Armor... no.

    I could keep doing this for a while.
  6. Click_Beetle

    Boss Changes

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    Herding goes way beyond what I am talking about. Even on impossible the typical spawn for a 6 player mission is trivial for a large number of builds.

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    Heh. Not mine.
  7. [ QUOTE ]
    Fly really is terrible for combat (due to the end usage and the accuracy debuff) and isn't all that great for travel either (it's sloooow).

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    I was curious about this. Do people fight with Fly running? I usually switch to Hover while attacking and then switch back to Fly only to change where I'm Hovering.
  8. Click_Beetle

    Boss Changes

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    The only changes I've found so far in the Hollows is some graphical changes to the Outcasts, some badges, and the caverns trial now has a level cap. In fact, one of the Hollows cave missions has even been made easier. There used to be a mission with two named bosses fighting in the last room, Greased Lightning and Redrum. Now poor Redrum has gone AWOL and Greased Lightning is forced to fight a lowly Gardvord. Go figure.

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    I did that mission last night with a team of 8. We ran into three named bosses that I recall in that mish. I was mostly there as an XP leech, unfortunately, since my mind controller could only get a third of her holds to hit.

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    I would be curious to see what the actual increase in boss status effect resistance was. I used to be able to use Blind by itself to chain-hold a boss with no problem using only 1 accuracy SO and perma-Hasten to bring down the recharge time. Now, a considerable percentage of my hold attacks seem to miss, and the ones that do hit don't seem to hold as long. Is that just me?

    Note: I know my Blind is underslotted! It's never been an issue up to now, that's all I'm saying.
  9. [ QUOTE ]
    2) Concept - Teleporter: Requiring commitment to three power pools. Minimum powers include Recall, TP (4 slots), and Swift. You are just too slow keeping up with the party unless you take Swift (and let's face it, everyone takes Fitness). To make this power less chaotic (ever tire to TP onto a roof you are standing at the base of?) you need to take Hover. Falling just starts way to soon for you to reorient, point and click. We all have war stories of not getting a TP locked before hitting the ground taking half your HPs only to land in the middle of a group of DE. Not to mention the end cost for crossing IP. Who wants to fall in the water because you are out of end? That's 3 power pools with TP getting most your slots and probably some thrown to Hover (would go 4-6).

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    I run one-slotted TP with no Hover and it gets me everywhere I want to go, and fast, too. If you have slotted out your Stamina, the end requirements for TP are a non-issue.
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    there isn't a travel power that offers protection from snipers.

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    I have yet to be sniped while using Teleport. I only exist every hundred or so yards, and then only for a couple of seconds. Skipping all that intervening space seems to help a lot with snipers.
  11. [ QUOTE ]
    Sure, you can leave the comp while flying without worrying, but that's the only advantage over Super Speed.

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    Try taking a superspeedster and racing someone with Fly from one end of Faultline to the other. You might detect a second advantage to Fly.
  12. Click_Beetle

    Boss Changes

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    One City. Two games.

    My concern is that tankers and scrappers are in many ways playing a whole different ball-game than defenders, blasters and controllers.

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    This is a very elegant way of summing up a basic divergence of views. I thought it bore repeating.
  13. Click_Beetle

    Boss Changes

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    Because of your feedback, I'll have someone on our team look at the number of bosses in missions from levels 1 to 50. I don't mind later missions perhaps including a greater % than earlier missions (if only because players are more powerful and have made friends with others), but your posts want me to doublecheck the exact numbers.

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    This is why we like you guys, right here.
  14. Click_Beetle

    Boss Changes

    Really, I don't mind that y'all made the bosses harder. In a way the challenge is fun because new tactics needed to be evolved, but in a way it's kind of tedious spending yet another 5 minutes taking down the 17th Paragon Protector in one door mission. It evens out, more or less.

    What I really mind is that it seems like a fair number of Bosses can lay out anyone with squishy-level HP in one hit. That's not really heroic. I don't mind being two-shotted, because if I react fast enough I can do something about it. One shot is , especially when combined with their now very, very good accuracy.

    One additional thing I would like to point out is that I'm not sure this change will have the intended effect for group gameplay. I'm actually more leery now about bringing along teammates in my door missions than I was previously. On Unyielding, if I solo a mission, it's comfortably filled with lts and minions. If I add one person, it's likely similar. When I hit 3 people, unnamed bosses appear. So I think very hard before I add that third person now.
  15. [ QUOTE ]
    I'm hopping on board the "bosses are too tough now" train. They just do too much damage and seriously hamper soloing.

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    Died four or so times today. Once by one-shot. First time in a while I've died like that. Some people will say that's good and brings excitement. Personally, I was annoyed.

    (I should add I usually die maybe once a week tops.)
  16. [ QUOTE ]
    To be exactly i don't even know a single mission telling you there is a boss in it.

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    Example of going in blind:
    I got a mission last night to rescue some scientists that had been kidnapped by the Devouring Earth. Well, it turns out that a scientist named Dr. Amadeo Giacomo was, in fact, a Devoured. I don't recall having seen that mentioned.

    Y'know, in addition to AT diversity being chomped, I bet origin diversity will decrease, too. I think it was already the case that Science is an unpopular origin because Science contacts assign Vahzilok and Devouring Earth missions. Now people are going to have to think seriously about which bosses they're going to be able to defeat before selecting a concept... not what origin is most suited to the character they want to make.
  17. [ QUOTE ]
    If a player sees a boss of his level, he should probably get help...

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    States, I gotta say... I'm not real fond of this here statement.
  18. [ QUOTE ]
    Your taking the fun out of the game for those who like to solo, who only play 1-2 hours a day (Thus not using up valuable bandwidth) these people are the bread and butter of the game. They are the majority.

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    Me, I worry that a lot of the sub-uber ATs are going to become even more scarce than they were before, especially in the controller lines. I think there's going to be considerably more shoehorning of people into the classes still able to handle bosses, which is going to give AT diversity a swift kick in the nads.
  19. [ QUOTE ]
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    Again, this is an art issue AND a design one. The changes to ALL the armors are coming in Update 4 at the latest.

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    Again? You have never said it was an art issue AND a design issue. You've only said it was an art issue in the past.

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    If they let armors stack, there'll be design issues, won't there?
  20. Lines of Force

    We range from single digits to 50s, and the vast majority of our membership is an illusion of many, many alts, lol. We only recruit people we've teamed with. No random invites at all; no walk-ins until we get a test drive.

    Colors: Dark Blue and White
    Symbol: Diamond made of dots
  21. [ QUOTE ]
    The thing is, you mentioned a handful of zones where SS is penalised. That is how Flight feels in EVERY OTHER ZONE. The zones that give SS/SJ problems are there to even out the problems when comparing Flight and SS/SJ, to give Flight an advantage in a handful of zones.

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    I don't get this. I've had flight on two characters now and never felt the least bit limited, unless you're talking about speedwise, and then a couple of slots will fix that easily. No amount of slotting will make Faultline a happy place for speedsters.
  22. [ QUOTE ]
    Everything about it says Trial Zone... except for the fact that there is no Trial in it. Why the proposed Trial was removed and Faultline's TZ status was not changed, I do not know. I do know though, that Faultline would likely see a surge in population if a trial (any trial) was put in there.

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    Besides, don't all the Hazard Zones have a monster in them? Perez has the Kraken, Boomtown has Babbage, Dark Astoria has Adamastor, etc. I don't think Faultline has such a critter.
  23. [ QUOTE ]
    The office buildings crack me up too. Paragon City University offers advanced degrees in anti-ergonomics.

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    The candy machine companies must lose money by the bucketful since you apparently have to have been raised by circus monkeys if you want to leave your office to buy a Snickers.
  24. [ QUOTE ]
    ...but players have to PAY for that. Super Speed gives you NO vertical movement capability, which means that getting around in zones that encourage three-dimensional movement with just SS is a pain. It encourages you to choose a different Travel power, or to invest in two. If the dev team were to "dumb down" their zones so that everywhere was as friendly to SS as they are to SJ, or made zones that penalize players for choosing a Travel power without Super Speed's mechanical advantages, there would be no reason to choose anything but SS. Hell, why not make the Oranbega tileset a flat plain and get rid of the Shadow Shard altogether? Let's make it City of Speedsters!

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    Doesn't it seem a bit odd, though, that in a city where regular people walk places and drive cars there should be so many places where two-dimensional movement is impractical? How exactly do they deliver packages or transport supplies in Terra Volta? By helicopter? I mean, this is a city.

    You don't realize how bizarrely laid out the streets are in the regular zones (like Skyway) until you've run them for a while, and then you think, "The guy who laid out the traffic patterns in this city must have been dropping acid. This whole place should be in perpetual gridlock." And then you find there are whole *sections* of the city where ground transport is totally impractical?

    Apparently Paragon City has a thriving market in hovercars.
  25. [ QUOTE ]
    Personally,
    I note there are now 8 zones (that I know of) that completely blow for runners: boomtown, faultline, Terra Volta, Rikti Crash Site (due to mob density and mob-level disparity of those clumps, not terrain), and the 4 SS zones.

    Where are the 8 zones that hose up leaping? How about the 8 zones that hose teleport? What about the 8 that hose flight? Let's keep it square. By 'hose up' I mean take 4-5 times as long to get around as when using those powers in other, non-problem zones.

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    Amen, brother.