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That would be nice. I don't know the game's underlying code but in theory it should be doable if the player made the trigger a required objective.
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I totally agree that ambushes should be able to be made required objectives, and while most missions they aren't, there are some missions you can't finish without defeating the ambush, or ambush-like activity.
Here's another thought on the same line: Why can't ambushes be used as keys to spawn other objectives?
One last comment that's related, but different: I'd like to see them let Boss objectives be attached to other objectives, like if you attach a Boss Objective to an ally or hostage objective, the Boss is guarding the ally or hostage ... or if you attach it to an ambush, the Boss group IS the ambush. Etc.
Or you could just change those objectives so you can have specific characters doing the guarding instead of random characters.
Anyway, that's my rant. Hope someone who cares reads it. -
Okay, I didn't have the patience to read the whole thread, so I may be repeating something that's already been said, but while more unique maps would be nice, what I really want to see is the ability to daisy-chain at least one outdoor map to one indoor map in a single mission (vice versa wouldn't be bad either).
I mean, shouldn't you be able to start in a forest or on the city streets and then go into a cave or building to complete the mission? And not just the pre-set multi-map missions like office-to-cave? (Don't get rid of those though, they're cool). -
I've done a little testing of Defiance with my Blaster (E/E, 44), both in missions and the arena. To be honest, I see a little help in the field, but it doesn't seem to help much in the Arena, where everyone I'm likely to fight can either hold me or resist anything I can do to hold or stun them. What if, instead of making defiance boost your damage into the supposed stratosphere ... which still doesn't take down something if you can't hit it or it just has too many defenses (Like MoG for instance) ... why not have it start improving the Blasters resistance to such things and improve his chance of breaking through others defenses, and maybe bring down how much damage it does.
I've seen so many complaining about the nerfing of the regen scrapper ... well I've just seen that a regen still kicked two blasters around the Arena, and I couldn't see that defiance had much effect, especially since I still couldn't hit when he MoG'd.
Anyway, that's my suggestion. Instead of ramping up the damage so far, give some increasing protection from stuns, sleeps, holds, knockbacks, etc. and grant an increase in those effects getting through the enemy's resistances, and maybe a little damage increase. You're still about to die, and while I understand what Statesman is saying in his explanation, that's an awfully dificult way for a Blaster to fight ... since he has no way to stave off that last shot if he lets himself get that low. At least, that's been my experience so far.