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Posts
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Joined
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Quote:This is actually one statement given as fact that I'm tired of seeing misrepresented. As a percentage of population yes regular and even non regular forum posters are probably less than 1% of the games total population. The problem is that the statement assumes that only 1% of the many different types of gamers is represented. I am very sure that the more specific categories of gamers that the 1% of the general game population that posts here is comprised of is represented.Having us forum goers give a 'yes' / 'no' etc would be like sampling approx less than 1% of the whole player base (I think we are that low).
We have min/maxers and casuals on the forums. We even have "casually" purpled warshades. We have Content Police and we have What Stories? and even You read that stuff?!?. We have Spandex Lovers and we have Bulky Armor Lovers. We have Scifi fans and we have Medievil fans. We have Catgirls and we have Werewolves even "/e facepalm" Twilight Vamps. I could go on and on with the various differenet types of people that I've seen while lurking these forums for more than 5 years and I could go on and on with the more general groups I could fit them in.
The point is that in this 1% of the general population that posts here on the forums are a great many and varied voices from all walks of life that represent the general views of more than 1% of the general game population. -
My suggestion is a transparent ghost like face, head, and hair for hoods and helms head categories. Just to clarify only the face, head, and hair (including facial hair) are transparent. The rest of the costume, like the helmet/hood and everything below the neck would stay normal.
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I don't plan on name camping either. I was just saying that the possibility exists. Its why I'll be taking the day off to make sure I get my global.
Edit: Also taking the day off because I want to play a Beam rifle blaster and I am not a patient person. -
Does anyone else think there will be a name rush on the new VIP server when it opens up?
Think about it a brand new server with no names taken on it. I'm going to have to make a list of all the names I've wanted but never could get. That and make sure I have the day off so that I can insure that my global name doesnt get taken by anyone but me on that server. Actually thats a disturbing thought because I know there are some people who have taken the time to insure that their favorite character's name is taken by them on every server. Golden Girl for example could have be taken by someone wanting to ransom the name. Its childish but online anonymity gives some people the courage to act like jerks. -
On the PVP bit, I used to enjoy it back before the changes were made. If they would just roll it back to I12 pvp (I think thats the last issue that had good pvp) they could undo a lot of the damage that has been done. PVP used to be like going to Baskin Robbins 31 flavors and all. Now its like McDonald's vanilla softserve.
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It is probably a good thing user made voiceovers is not going to happen. I'd have to go through the effort of making every voice over in the game be a repeating track of Navi from Ocarina of Time going "Hey! Listen!" over and over again for about 10 seconds and then trick someone into using it.
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I don't know if this has been mentioned but this set will really make me wish we had the option to have it look like the weapon is strapped to our character's back when it isnt drawn, at least for the weapons that aren't so huge that they would clip with the ground.
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Thanks for pointing out what I missed. Here's the improved build. I used the touch of nictus set instead of theft of essence since it would have been the 6th 3% damage bonus. I gave up 1% damage to gain 70% recharge and a much better slotted drain psyche.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Subdual -- Empty(A)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
Level 10: Mind Probe -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dmg/Rchg(25)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(25)
Level 14: Telekinetic Thrust -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29)
Level 16: Concentration -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33)
Level 20: Assault -- EndRdx-I(A)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(31)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(34), Mantic-Acc/ActRdx/Rng(34), Mantic-Dmg/ActRdx/Rchg(34), Mantic-Dmg/EndRdx/Rchg(36)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Acc/Rchg(36), CoPers-Conf%(36), CoPers-Acc/Conf/Rchg(37), CoPers-Conf/EndRdx(37)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 35: Drain Psyche -- Nictus-Heal(A), Nictus-Acc/Heal(40), Nictus-Heal/HP/Regen/Rchg(48), Nictus-Acc/EndRdx/Heal/HP/Regen(48), Nictus-Acc/EndRdx/Rchg(48), RechRdx-I(50)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43), LkGmblr-Rchg+(46)
Level 44: Summon Spiderlings -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/Rchg(45), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Dmg/EndRdx(45)
Level 47: Hover -- LkGmblr-Rchg+(A)
Level 49: Fly -- Flight-I(A)
Level 50: Ion Total Core Judgement
Level 50: Reactive Total Radial Conversion
Level 50: Clockwork Total Core Improved Ally
Level 50: Ageless Partial Core Invocation
Level 50: Musculature Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc/Rchg(50), P'Shift-EndMod/Acc(50)
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Set Bonus Totals:- 40.5% DamageBuff(Smashing)
- 40.5% DamageBuff(Lethal)
- 40.5% DamageBuff(Fire)
- 40.5% DamageBuff(Cold)
- 40.5% DamageBuff(Energy)
- 40.5% DamageBuff(Negative)
- 40.5% DamageBuff(Toxic)
- 40.5% DamageBuff(Psionic)
- 0.938% Defense(Energy)
- 0.938% Defense(Negative)
- 1.875% Defense(Ranged)
- 2.25% Max End
- 95% Enhancement(RechargeTime)
- 60% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 4% Enhancement(Confused)
- 5% FlySpeed
- 207.82 HP (17.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 6.6%
- MezResist(Immobilize) 7.7%
- MezResist(Stun) 4.4%
- 15.5% (0.259 End/sec) Recovery
- 68% (3.421 HP/sec) Regeneration
- 6.93% Resistance(Fire)
- 6.93% Resistance(Cold)
- 5% RunSpeed
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One of the biggest problems with the current Incarnate content is that there is not enough of it. I have a large suggestion for this. Its time to create 3 full and complete (IE not Cimerora) zones. 1 for Heroes, 1 for Villains, 1 for both.
These zones need to be gated because in these zones all your incarnate abilities, including your incarnate shifts, are active. The other reason to gate these zones is to prevent the "PL meh" crowd from invading. These zones and the enemies in them are built for incarnates of various power so that sections of the zone can be handled by new incarnates and other sections are best left to the veteran incarnates. These zones should have full sets of contacts and multiple (>5) story arcs that can be followed as well repeatable generic missions. It would be nice if these zones are cosmic in scope.
The enemies should include some enemies that are lvl 54+. All of these enemies should have the chance to drop threads. Regular missions should reward an Astral merit for completion with the chance to earn additional ones if there are optional objectives in them. Story arcs should reward an Empyrean merit for completion, be replayable and be all be approximately the same length to prevent the power gamers from farming the "quickest" route to a merit. Stealthing any of these missions should be difficult but at the same time they should not be kill alls. Possibilities I've considered include a short escort to an objective point or sequential click objectives with long activation timers and mission timers that start after the first objective has been clicked (encourages the clearing of the path to and the area around the objectives before starting the process).
Its getting late and the hamster in the exercise wheel that powers my brain has gone to sleep. I'll probably add to this tomorrow.
Or look at it and wonder what I was thinking. -
For some reason it feels like this music would have fit better to me. Just my opinion. It is still an awesome trailer.
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One of the best examples of villainy that I can think of is Gary Oldman's character Carnegie in The Book of Eli. He is malicious, greedy, obsessive, and power hungry. He has one of the best villain lines I have heard.
***SPOILERS***
After he has shot the main character Eli in the stomach and taken his bible from him he leans down and asks Eli to "Pray for me." -
This thread gives me an idea. (that was not a euphemism)
It would be kind of awesome if CoH had a power with a very long IE >30 minutes recharge that let you forcibly turn someone else into a catgirl/boy for about a minute. Have special costume models similar to the ones used at halloween for it. Also so people will whine less let it grant a special version of shield charge (useable once per transformation) with a new animation called "Catgirl Glomp". I'm sure some people would love to be able to kill with cuteness. -
Hrm I know nothing about the coding difficulties but would it be possible to limit the proc activation check for all interface abilities to once every second in pseudopets and auras. That would limit Reactive's effectiveness in Rain powers while still leaving it more powerful than IO damage procs. In this case it will also still be capable of stacking the Dot. The nerf would only effect Rain powers since damage auras tick every 2 seconds. This would bring the Reactive enhanced Rain powers down from Inferno damage to Pyro Judgement damage over 15 seconds.
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Already have the reactive total radial and am working towards the flawless radial. I may give up fly just so that I can reach that ultimate mix of damage and recharge.
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Assault's 10.5% plus the 41.5% from IOs and the 30% that ignores ED from musculature core paragon adds up to 82% extra damage. The total damage buff for powers including enhancements is ~182%. The total for blasters with aim assuming SOs and fully slotted for damage is ~162.5%. The total for blasters with build up assuming SOs and fully slotted for damage is ~200%. The big difference is build up and aim only last for 10 seconds while my blaster is at that level of power all the time. Additionally he also has aim and build up so he can go as high as ~344.5% (244.5% not factoring in enhancements) before defiance.
Funny thing is I was looking at my build and I could if I wanted to give up flight I could pick up hasten, move 1 slot over from drain psyche, and have just 10 seconds downtime on it. That would put my recharge about equivalent with the build Postagulous posted while still maintaining my current damage output. -
My damage mitigation is the little bit of defense provided by scorpion shield and killing them before they kill me, which is a lot easier than it sounds. For those that aren't too good with numbers and might be reading this my blaster does more damage than if he had Aim on permanently and less damage than if he had build up on permanently. That and still has Build up and Aim.
The build above is expensive but doable with a dedicated effort. I work 40-60 hours a week and help with household chores. That build took me about 2 months to complete.
By the way Postagulous what do you think of my build? -
This discussion is interesting. Its not very often that people discuss further enhancing blaster damage. Most people go for soft-capped defense of some sort. Well since yall are tossing out builds that are similar to mine I guess I'll post mine. This is my current build for my main Crim the Cold on Freedom. With accolades he is hp capped as well as the bonuses listed here. Enjoy.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Subdual -- Empty(A)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
Level 10: Mind Probe -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dmg/Rchg(25)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50)
Level 14: Telekinetic Thrust -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29)
Level 16: Concentration -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33)
Level 20: Assault -- EndRdx-I(A)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Blazing Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(34), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(36)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Acc/Rchg(36), CoPers-Conf%(36), CoPers-Acc/Conf/Rchg(37), CoPers-Conf/EndRdx(37)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 35: Drain Psyche -- P'Shift-EndMod/Acc(A), Efficacy-EndMod/Acc(40)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43), LkGmblr-Rchg+(46)
Level 44: Summon Spiderlings -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/Rchg(45), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Dmg/EndRdx(45)
Level 47: Hover -- LkGmblr-Rchg+(A)
Level 49: Fly -- Flight-I(A)
Level 50: Ion Total Core Judgement
Level 50: Reactive Total Radial Conversion
Level 50: Clockwork Total Core Improved Ally
Level 50: Ageless Partial Core Invocation
Level 50: Musculature Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc/Rchg(50), P'Shift-EndMod/Acc(50)
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Set Bonus Totals:- 41.5% DamageBuff(Smashing)
- 41.5% DamageBuff(Lethal)
- 41.5% DamageBuff(Fire)
- 41.5% DamageBuff(Cold)
- 41.5% DamageBuff(Energy)
- 41.5% DamageBuff(Negative)
- 41.5% DamageBuff(Toxic)
- 41.5% DamageBuff(Psionic)
- 51% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 95% Enhancement(RechargeTime)
- 15% FlySpeed
- 257.52 HP (21.37%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 9.9%
- MezResist(Immobilize) 7.7%
- MezResist(Stun) 4.4%
- 20.5% (0.342 End/sec) Recovery
- 68% (3.421 HP/sec) Regeneration
- 6.93% Resistance(Fire)
- 6.93% Resistance(Cold)
- 15% RunSpeed
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Add me to the number of poeple having problems with this. Using windows 7 and IE. Problem started when I came home from a long business trip in Arlington, TX back to Lubbock, TX. In Arlington I had no problems connecting to this site specifically. Here in Lubbock I have to make anywhere between 5-20 attempts to get on before it will even load the forum's main page. Once I do get in I'm fine for about 5-30 minutes. After that it back to constant reload attempts till im allowed to access this page again. I am not a computer genius so I cant figure this out on my own. However, I can follow well written instructions if anyone has a solution.
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That is... Why didn't I... Wha... +1 and I'm using that next time I lead a Lamda.
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To passerby I thought the unbalance was being caused by the team as a whole. Its not like I didn't pay attention to their health bars. I would stop or slow up on attacking the AVs when they got out of balance but a lot of times the damage was already done and it was happening so fast that I didn't have the time to consider that I was the cause of it. I thought the whole team was just awesome. It wasn't until that one BAF where the league leader caught on that I was doing to much damage to fast that I knew. Now that I know I have adjusted depending on the team I'm running with. If I didn't adjust after I found out, through trial and error I might add, that I was causing the problem then I would be a bad player and need to lrn2play. I might have been unitentionally causing problems but I wasn't griefing which is a large part of what they accused me of.
So no in short I was not oblivious to the HPs of the AVs. I just had one of those sudden realizations. Something along the lines of, "Wait a second. I was the one doing that... Cool." I should also point out that it was happening fast enough that the others on that AV kept attacking after I stopped, compounding the problem. Those same others were also the ones who pointed that fact out to the two who were throwing a fit, who I might add were on the ambush team and both ended up getting the rare table at the end. The leader ended up kicking them since they wouldn't let it go, recruited some more, we ran another master run, and were very successful that time.
By the way I still shake my head at the idea of doing too much damage. I can't wait to show Tyrant, the Praetorian Hamidon, and the Coming Storm too much damage. -
Most of the BAF runs I've been on I've been on the ambush team at the helipad. So far its been rares<uncommons<commons. These have all been with my blaster.
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Just an update on the blaster I was talking about above.
I've gotten every slot to tier 3 except for judgment. Yesterday I ran into a problem. My best guess is that I do too much damage. I ran several BAF tirals yesterday. The ones I ran in the morning I was taking care of the ambushes during a few master run attempts(damn lag during the prisoner phase). In the afternoon during about 4 different master run attempts I was placed on one of the AVs during the final phase. Whichever AV I was placed on would get seriously out of balance, 15-25% less than the other, with the others health in about 20-40 seconds. Normally I would say that the whole team I was on was just awesome and the team on the other AV just needed improvement. However, the last run I did the leader asked me to switch AVs in an attempt to balance the damage being done to the AVs. As soon as I switched over to the other AV the same thing happenned again. It took about 30 seconds but the other AV caught up with and then got seriously out of balance very quickly. The other progressed at an average rate, about the same speed the other team was going when I wasn't over there. The AVs ended up repowering and we tried it again. Once again whichever AV I was on would have its health drop far faster than the other. The league leader caught on and sent me over to the ambush team. From there they had no problem balancing the AV's health and finishing the trial.
Anyways after the trial we were sitting around in Pocket D and some of the other players asked what the hell was happenning with AVs. The league leader explained that I did to much damage and that when I was moved over to the ambush team the balance problems disappeared. Most of the players were poking a little fun at me or congratulating me on for building such a damaging character. Two players exploded though. I don't keep chat logs so to summarize the paragraph they wrote in their outrage they asked why in the hell I couldnt see that the AV health was getting to low and slow up my attacking. Apparently I cause them to lose some very valuable minutes of their lives and they think I should lrn2play.
So am I a bad player because my blaster does too much damage and I didn't notice that fact until it was pointed out to me. That and as a Blaster shouldn't I be shaking my head disapprovingly at the concept of too much damage. -
Well you forgot to put a time of year on this so I'm going to say its May. I'm going to take a gamble. First I convince HR to hire on two unpaid interns for the summer from a university either graduating seniors or soon to be seniors who hopefully have played the game(big + but really only useful in case of equally qualified applicants always take the most qualified). This works out for both us and them. They get experience in their field of study. I get about 3 months, beginning to middle of May till beginning of August, of work out of them. They may need a little extra supervision at first but thats okay.
May: The entire powers team is focused on problem #1. The interns aka Code Monkeys are assigned to problem #1 as they are hired, working with 4 experienced people they should catch on quick. Last week of May the Lead Powers person moves on to problem #3 preparing it to be worked on next in June. Last to increase the perception of community interaction the Code Monkeys will start posting a weekly "Life inside the Studio" post in the forums describing their experiences each week. It will be posted every Monday after being reviewed to prevent any confidential information leaks for example that Shepherd's Crook is being nerfed. If the Code Monkeys do a good job they might earn praise, fritos, tab, and mountain dew.
June: Powers Lead and 1 other member of the power team work with the Code Monkeys on problem #3. Having a fresh pair of eyes on it might lead to inspiration which in turn could lead to an innovative solution to make the meekling power more interesting as well as more powerful. The other two power team members will start work on problem #2. Code Monkeys continue their weekly post with hints that they are working on a currently underperforming set.
July: Full Powers Team and Code Monkeys on problem #2. The goal is to either bunt with the nerf bat or take another popular powerset that has some underperforming powers and improve them so that Cannon of Justice is no longer seen as the only way to play. Giving players more options is always better than taking them away its just that taking them away is easier, more cost effective, and more likely to succeed. The Code Monkeys, unless one or both of them turn out to be indispensable, genius Mensa Monkeys, will finish up their time with the company with their last forum post being a goodbye post. -
So why not make this simpler and just say "+1 AT lft" or for those who have the new shifts "+2 AT lft" or "+3 AT lft." Its not like anyone except for Incarnates can have level shifts.
What why are you all looking at me like a mentally handicapped person at a Mensa convention...? I will be able to apply logic to an arguement on the internet someday.