Fido1

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  1. All I have to say is ...oh man oh man! This is awesome!!!
  2. Do you know what this means?!?! I can finally play the game in an avalanche zone! YAY!!! *ominous Rumbling*.. Oh boy...


    :P
  3. Before you nerf shivan and nukes, you might want to
    consider making them less reliable.

    Like say making nukes affect everyone in their
    range. As for shivan, maybe a rad explosion when they die
    or their span runs out or even limiting their active time.

    Soloist like myself rely on these to take out the EBs. Nerfing
    them would hurt us and our gameplay style.
  4. Okay here's my opinions and suggestions for the Mayhem
    missions. haven't read the forum entirely so anything
    answered or covered I apologize or add my voice to
    accordingly((WARNING MISSION SPOILERS NEXT!!))







    Opinion: Excellant job! It was fun to vent off steam by
    blowing everything up. Also the temp powers were nice.
    I do admit , fighting the same hero over and over wasn't
    fun though. Kinda the same with the area villians.

    The bad:: Repeatativeness of it. Rob the same bank 3-5 times
    and you get rather bored. Also fighting same hero and area
    villians. plus maybe popping into the mission for the first time
    and having the cops with makeshift barracades waiting kinda
    seems odd.

    Suggestions: Mix up the heores ASAP. Widen out the area
    villians roster. Like maybe for KR: A group of Skulls robbing a
    jewlery store then a group of vahz kidnaping someone.
    First time into a zone lose the baracades though this one is
    optional. Lastly, try to mix up the Main mission. Instead of
    robbing a bank all the time try having a kidnapping or a
    jewerly store heist or blowing up a bulding or a rescue
    mission as the main. in order to mix up the feel of it.

    Well like it or hate it that is my opinion. Hope it helps.
  5. Fido1

    Changes to Rage

    you bring up some good point but I have to disagree on the
    aoe attack'handclap' It can be very effective slotted right
    unfortunately it's a 'soloist' power. Use it regularly in a team
    battle and eventually your blasters and/or controllers will
    read you the riot act on scattering those tightly knit groups.

    I do think that maybe a minor damage to go along with it
    might be a good idea though.

    S.Thug 47 invul/SS
    Pinnacle
    Quote: "I need reds. Lots and lots of reds!" too many
    missions to count.
  6. Fido1

    Changes to Rage

    I have a 47 invul/ss tank now and I use Rage on a regular
    basis. As far as I am concerned it is much more useful now
    than before even if the rpger in me is screaming that Rage
    doesn't feel like the way Rage should work.

    To me, Rage was the 'I am Majorly PO'ed at you and am
    going to do everything I can to pound you into paste no
    matter what the cost!' type of power. Now it feels like
    something you tap when you need a boost, a bonus and
    am out of insps. The post I3 fix, the end drop to zero,
    was more in line with how I felt Rage should work, even
    if I did hate it passionately.

    Anyway, the way it is now is an improvement but it could
    stand some tweaking like:

    1. an animation for the downtime to give others and yourself
    a the heads up that your rage has dropped.

    2.the ability to add damage enhancements to the slots so
    they can boost the damage as well as accuracy

    3.the ability to use taunt during the downtime. So you can
    get a 'Is *puff* that the *weeze* best you can do?' type of
    effect.

    Ultimately though, if you don't like Rage and find it useless,
    don't use it. No one is holding a gun to your head and
    saying:" YOU MUST USE THIS OR ELSE!!!!"

    That's it I'm done

    S.Thug 47 invul/SS
    Pinnacle
    Quote: "I need reds. Lots and lots of reds!" too many
    missions to count.
  7. I've read this and here's my take on it. Take it as just an
    opinion:

    "In the short term:

    • We will roll back the Boss changes. "


    Yes I agree. When a 41 tank has to make a concerted effort
    to take out a 33 boss, something isn't right.

    "• Team up XP bonuses will be increased."

    Also a good idea.

    "... Mission difficulty slider."

    I haven't used this but I think it is a good way to give player
    what they want without changing the fundementals for
    everyone.

    "In the mid-term:
    • There are... We will be making it so that a Boss will NEVER
    show up on the mission for a solo player at the lowest
    Reputation level (Hard-Boiled, though we’re changing that to
    Hero). Instead, any named villain will be a Lieutenant. That
    Lieutenant will have the same name, powers and costume as
    the Boss; his villain rank will simply be lessened. In this way,
    solo players won’t miss out on the flavor of the mission’s
    story. If a team or a player with a Reputation at Tenacious or
    higher enters that mission, the Lieutenant will become a
    Boss."

    This I disagree with. Before the 'Boss change' when I soloed
    a mission and saw a Boss I knew this was the fight I was
    looking for. It would be tough and I might not win but that's
    the risk I took when I put on my leather jacket and
    sunglasses and became a hero. Also I felt challenged in
    trying to find a way to get that victory over a 'superior'
    opponent. Now while this could be addressed with the MDS
    (Mission Difficulty Slider) that means everything will be
    tougher and with some groups, its tough enough as is without
    upward adjustment. For solo players, you could consider boss
    placement so that he doesn't aggro when you take the
    minions out around him, limit bosses to missions you don't
    have to fight him to complete, or make him the max on
    equal or one level lower than the solo hero he's up against.
    depending on the importance of the mission. Note that this
    doesn't apply to badge missions which should always be
    tough, even if you solo it.

    " Contacts give out another series of missions – story
    arcs...."

    The problem I see with this solution is that I usually mix
    story arc missions between soloing and teams. I start by
    soloing then when it starts getting tougher I call in a few
    friends and SG teammates then go from there. With this
    I'd have to go from square one either one way or another.
    My suggestion would be to leave it as is but be clearer which
    missions need a team and which don't. Also you might want
    to consider adding story arcs that don't requite team to do or
    even adding a whole set of contacts dedicated to 'solo'
    heroes.


    "Arch Villains, Elite Bosses and Giant Monsters will remain as
    they are; but, for the early and mid-levels, players will not
    need to defeat these foes to complete the mission. In the high
    levels, this is not the case."

    I see the logic behind this but I don't really like it. To me,
    having my back against the wall with the only way out
    being through the AV is the way a story arc should end.
    Giving an 'easy out' is too tempting. However, you could
    assign the lesser goal to accomplish and have it be worth
    a lesser xp bonus then give them a choice as to whether to
    go ahead after the AV and get a bigger bonus or quit with
    what you have. Once the choice is set though you have to
    go through with it. You quit and the missions completely
    resets.


    "In the long term:
    • A system will allow players to drop unwanted missions or
    do old missions that have been passed over (the
    infamous “flashback”)."


    This would be awesome! With picking your own missions you
    could even choose to only do certain groups alltogether and
    create a 'vendetta' type feud against said group.

    Well good luck with the changes and I hope this helped some.


    Fido1

    Pinnacle =S.Thug: 41 tank invul/ss

    " Another envoy mission? *whimper*.