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Okay, so a friend of mine has no official travel power. He has Swift, Sprint, Quickness, and Elude (spelling). I have no idea how he has them slotted but he is faster than my 42 flyer and I have 6 slots full of max SO speeds (yes i know it caps out at 4. consider the other 2 saftey systems incase one fails...)
now i've always been content with flights speed. sure i would like it to be faster, but i didn't have anything against it.
but this just makes it so worthless now. someone without a travel power can move faster than me and i am as fast as i can go.. i'm not demanding something be done, i just want to bring it up. i want to make sure the devs know that we can be slower than someone without a travel power..
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He may move faster on foot, but you can fly. Also, it took how many powers for him to be able to travel that fast? -
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There is already a bonus for doing missions, why not have a small XP bonus for hunting in Hazard zones? Hazard pay doesn't seem unreasonable. Just make it so people have to decide if the extra time and risk it takes to go to these places and hunt is worth the small xp bonus.
Maybe zone specific monsters like the Hydra in Perez?
Or, what if a security guard near the gate can turn a team into a 'patrol'. The team is locked togeather like a Task Force, only you don't get a long series of door missions. Maybe he just gives your patrol direction, or like a "Defeat 100 Clockwork" or "Defeat 25 Clockwork Bosses" that must be completed while in that zone, with a bonus for completion. Task Forces are far to long for the casual gamer, maybe something like a mini-task force, or patrol, would be better utilized?
I don't see how this could be exploited any more or faster than people doing missions who just skip the mission and search for hostages/flashy/boss. I've been on teams who scream through missions and just reap the XP bonus at the end. I guess there isn't an infinate supply of easy XP missions, but at least with this 'patrol' you would still have to do some work for your XP.
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I dig this idea a lot, I think this could work really well and encourage grouping in Hazzard/Trial Zones.
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Thanks. Someone actually liked one of my ideas. A strange day indeed.
In response to the guy who said, 'No one would go hunt Vahz in Faultline when you can go to Boom and hunt 5th" I say that people can already make that choice not to hunt Vahz. At least this way if you did decide to go to Faultline (usually because its more suitable for your level) you wouldn't then choose to skip Vahz in favor of, say, Clockwork. This is because the Security Guard would tell you which gang to hunt. The incentive would come in the form of a more structured 'street hunting' team who receives a bonus for teaming up in a Hazard/Trial zone for a certian amount of 'Defeats'.
It would encourage more teaming, and it would encourge people to visit these zones. It would also maybe give casual gamers something else to do for an hour or two. It would be a quick pick up team with a set goal that doesn't require a ton of traveling and finding teams for such patrols would seem easy because everyone who wants to join can just go to these zones, like people do for Task Forces. -
There is already a bonus for doing missions, why not have a small XP bonus for hunting in Hazard zones? Hazard pay doesn't seem unreasonable. Just make it so people have to decide if the extra time and risk it takes to go to these places and hunt is worth the small xp bonus.
Maybe zone specific monsters like the Hydra in Perez?
Or, what if a security guard near the gate can turn a team into a 'patrol'. The team is locked togeather like a Task Force, only you don't get a long series of door missions. Maybe he just gives your patrol direction, or like a "Defeat 100 Clockwork" or "Defeat 25 Clockwork Bosses" that must be completed while in that zone, with a bonus for completion. Task Forces are far to long for the casual gamer, maybe something like a mini-task force, or patrol, would be better utilized?
I don't see how this could be exploited any more or faster than people doing missions who just skip the mission and search for hostages/flashy/boss. I've been on teams who scream through missions and just reap the XP bonus at the end. I guess there isn't an infinate supply of easy XP missions, but at least with this 'patrol' you would still have to do some work for your XP. -
Anyone else think its interesting that the areas of the city that you would imagine to be more populated are actually the most populated by heroes? And that areas that should feel desolate, do feel desolate?
Sad as it may be that these zones are underutilized, the desolation does give these places a cool feel. -
I think all the Hazard and Trial zones are pretty much ghost towns. Few people go to these places just to look for teams and hunt around. They are usually hard to get around in, spawn larger groups with more bosses/lts, are far away from contacts and stores where you can sell enhancements and buy inspirations.
Most groups prefer the safety of the City where enemy groups can be taken down quickly. There isn't a need to take down nine enemies at once when you can just take down three groups of three, with less risk, in the same amount of time. All the while doing so while closer to contacts and stores.
There is no other real benefit from these zones. No extra special enhancements that you can only find in these places. No rare monsters, except Babbage which I have yet to see except in a Task Force. I mean, its like the developers were trying to make people not want to go to these areas.
I've been saying for a long time they should give these places some real incentive. These areas are the coolest in the game. Terra Volta, Dark Astoria, Faultline, these areas are awesome! They should be full of people, not ghost towns. But, maybe the developers felt like it makes more sense that the City is more populated and these high-danger areas have a feeling of desolation.
It just seems like a shame given how cool these areas are. -
I saw this going on in Perez on Liberty server last night. There was at least half a dozen 35+ heroes running around one-shotting groups of hellions and skulls, not a big deal since they respawn so quickly and are already so numerous.
However, there was also another hero running around the lake, where there also happened to be a lot of low level heroes getting some Hydra action. Well as a 26 defender I sometimes go there and help people out only I noticed some 36 controller running around defeating hydra spawns as soon as they would pop up, really limiting the number in the lake for the other groups.
Again, not a big deal. Then I saw a Kraken in the lake. Something that you just don't see that often (granted they have been appearing more often since the last update), and even when you see them they aren't usually in the lake. So I call out to the groups of level 12s and 14s, "Kraken in the lake". Two small groups came over and waited for more people, looking on in awe.
Then before anyone knew it that controller came over and killed it in about five seconds. All the lowbies were disappointed and said so verbally, and the rest that made it over there asking where he was also left in disappointment.
I sent a tell to the controller asking why he didn't leave it for the low guys to fight and he replyed, "back off, I'm trying to get a badge". So I replyed, "that's something to feel proud about earning".
His five seconds to further his badge at the expense of all those low levels players who will probably never find themselves again with a chance to fight a Kraken in the lake. -
If a tanker keeps getting more powerful as the fight goes on what ends the fight? I mean, in theory couldn't someone just keep herding enemies to the tanker who would take the enemies down with ever increasing ease?
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Some content is group only, other is solo available. Deal with it.
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Totally agree.
Never are you forced to do anything in the game, except the Tutorial. You CAN solo, its more about what content you are talking about doing solo that is in question. Even the weakest of heroes can still fight it out alone, but he is probably going to be limited to small groups of greens. If this is what you are doing are you making sure you build your hero accordingly, or are you picking a support class hero with support type powers then complaining that you can't play solo? -
Well my first hero was a DDD and I played him to level 22 before rerolling another DDD that is now at level 24.
I have some comments on the power sets.
First off I agree with the original post saying that Dark Miasma isn't all about debuffing accuracy, its also about control. My DDD has been very successful, especially when I am teamed with a controller or defender who has defense buffs because my defense buffs and control powers in combination with another defender's buffs makes for amazing defense. In fact yesterday I did Ind Port TF in a team of five - controller, defender, defender, scrapper, tanker - and so long as we didn't play sloppy we literally did not get hit by enemies (purples and reds) thanks to a total of five defense buffs plus my enemy debuffs. Upping team defense while lowering the enemies accuracy and damage is a sweet combination.
However control is also a huge part of my game as a DDD. I start off pretty much each battle with Tar Patch so that upon first aggro the enemy group does not get a chance to scatter. This also causes many enemies to not attack right away (slowed enemies generally have decreased attack rate because they won't attack until they reach their destination). Then I hit the group, which has stayed tight thx to Tar Patch, with Dark Pit. I have Dark Pit slotted with three accuracy DOs and it hits pretty much everything but bosses most of the time, now they are slowed and disoriented. Time for Tenticles, and boom they are now also immobilized. Then comes the icing on the cake. Now that they are all slowed, disoriented, and immobilized I hit them with Fear. This even further reduces their accuracy and makes some of them quit attacking. This also works as a save if the battle goes bad. Fear is a new power for me so I haven't got a good chance to feel it out yet.
If there is a boss in the group or a particular enemy I worry about I hit him with Darkest Night and of course I will run Shadow Fall so long as my endurace is up and I feel my team needs a defense boost.
I also slot my one heal power, Twilight Grasp, with accuracy SOs and recharge SOs and since doing this I have found that it rarely misses anymore, even when I target bosses to bounce it off. If it does miss it recharges quickly and thankfully this healing power has fairly good healing ability.
As for the other attack powers in the secondary set, well I skip most of them so far. My teammates do damage better than me and I don't plan to solo as a defender. All those powers will do is draw unnecessary aggro onto me and waste my endurance. I do have Dark Blast and Gloom, both of which have damage, accuracy and acc debuff enhancements and in a group I rotate my enemy target so I can debuff as many enemies as I can.
One thing to note about the Dark set is that the Dark Miasma seems to stack on itself somehow, not sure how it works. Like if I hit an enemy with Tenticles and the immobilize part of the power misses but then a few seconds later if I hit the enemy with another Miasma power those tenticles will jump up and grab the enemy even though it missed at first.