Cuppa_Lux

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  1. It sounds interesting, but has anyone noticed that all the applications of these Skills are in fact for combat missions?

    IIRC, this was originally supposed to be a form of non-combat skill/XP enhancement. Now it sounds like the skills are going to enhance existing missions. I have no objection to that, because I like doing missions and would appreciate ways to enhance/expand missions, but some people might not see it that way.

    Of course, we don't really know yet how these skills will be acquired. It might be new forms of missions, like finding items in a city zone, or doing specialized missions in instanced zones, where no combat is required. Frankly, if learning the 'bomb' skill (for example) rerquires my finding 100 glowies in a large instanced map, I'm not sure I'd want to put up with the frustration.

    However, right now I will wait and see what happens.
  2. I just hope this event is more fun than the Rularuu invasion was.
  3. I don't define griefing as merely bad language. It's definitely annoying but it's not at the grief level. Plus /ignore works wonders against the "you teh suck, you [censored]" comment.

    I define griefing as uninvited actions by another player that result in my getting XP debt I would not have normally gotten. Debt happens, that's a part of the game. But debt that I didn't ask for and have no defense against -- that's griefing.

    Example: training a lvl 40 mob onto a lvl 10 toon.
  4. [ QUOTE ]
    I started 2 alts after the patch to check it out,yup its harder,and i died a few times but overall im enjoying the heck outta it :]

    [/ QUOTE ]

    I have been a longtime alt-aholic. I tend to focus on controllers and defenders, so soloing for me has always required tactics and patience, but after a while "hit and run" tactics with only 2 or 3 powers just gets boring, and Issue 2's early game changes have contributed to that. I suspect I'll be less of an alt-aholic in the future, concentrating more on the toons I already have.

    My lvl 20 Controller is having a blast post Issue 2, though, so that's some balance for you. She's having an easier time finding teams, soloed her cape mission the first try, and the 'nerf' to PA turned out to be much less of a nerf than originally feared. I'm looking foward to trying the respec mission in a couple of weeks with her, and hope to take her well up into the higher lvls now.

    Overall I am not unhappy, but I am a little concerned for newbies to the game and whether they'll come to love it as much as we longer-time players do. I vividly remember my first toons and how much of a struggle it was with them. If I'd had Issue 2 to contend with as well as my noobness then I might never have perservered.
  5. I saw one or two spawns in Skyway City, Steel Canyon, and King's Row, but I have to say it was overall rather a letdown.

    The even-con Rularuu killed me in about 2 hits. I took some debt and got over the thrill of being killed by the Rularuu pretty quickly.

    They are rather cool-looking though.
  6. [ QUOTE ]
    Jesus is comming to get his Freedom Badge.

    [/ QUOTE ]

    *coffee spit all over the screen*

    ROFLMAO!

    This gets Post of the Week award.
  7. I would like to hear a little more about the controller philosophy. Is it or is it not an AT able to deal damage?

    I have 2 controllers, one Earth one Illusion. I really enjoy the character concept behind my Earth controller but he is a real challenge to play as he is so group oriented. That's not a whine, just a fact. Some days I can have a lot of fun playing him if enough people from my SG are online of if I find a good pickup group but other days it's just painful to play him - a run of bad teams or no teams at all and I'll just be running around bored, because he simply cannot deal out enough damage to solo. I rolled my Illusion controller as a way to play a controller who could go solo at least some of the time. Soloing is a slow process for her but she can at least run missions and take on smaller street groups. She does tend to team a fair amount of the time because it's more fun but at least she is not forced to team all the time. I consider that a good example of balance, but I'm curious to hear what the devs think.

    I got Phantom Army on the live server earlier this week and have been comparing it on the live and test servers. At lvl 18, without any DOs or SOs and only one enhancement slot, it's not an alpha strike power either way, but I did notice that on the test server the healback of the damage my Decoys inflicts seems way out of proportion. I didn't jot down the exact numbers but my sense was that 50% to 75% of the damage inflicted heals back very rapidly. That basically makes the PA a form of hold more than anything else, IMO. And a not very useful one. Blind or Flash are more reliable.

    So the long and the short of it is I'd like to hear more about what the exact philosophy on why the changes were made to PA.