Furio

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  1. Quote:
    Originally Posted by Melancton View Post
    I for one certainly do. Are we still at war with Oceania?

    It just gets so confusing. Is Supergirl now A) Kal-El's cousin B) Kal-El's babysitter C) A blob of protoplasm D) Who? Never existed! ??

    Definitely not a ret-con fan here. As for the Tyrant/Domanatrix relationship, I suspect it was an Emmert product, and it was certainly broadly hinted that it was improper, and confirmed as such by the comment about "not wanting to look under THAT rock" in the comics. If it is gone, good riddance, but it never should have been brought up in the first place. The mechanism for doing away with it, however, cannot completely bleach all traces away--Mr. Orwell is surely disappointed.

    As for the writers giving "differing weights," that is how you get Doctor Doom and a number of others soundly beaten by Squirrel Girl. Ridiculous.
    He's talking about same universe, different medium though. What happens in game is "more canon" than the comics. I don't remember them hinting about anything between the two in game so not really a ret-con. In a comic it'd be what happens in the comic is "more canon" than what happened on the animated tv show or the movie when the source and adaptation differ. You're talking about just what happens in a comic when the writing staff changes...two different things..
  2. Quote:
    Originally Posted by Nylonus View Post
    Because there are no donuts. Everyone knows that if you want people to come to your meetings, you need to provide donuts.
    No...it's cake and pie. and also put "Free Hat" on the poster.
  3. Quote:
    Originally Posted by The_Larker View Post
    He's a control freak and took the ***** way out on his powers showing he has no forethought and is a slave to the well.
    Unlike us, he didn't have the benefit of a time traveling fairy godfather from the distant future to clue him in on the actual nature of the Well before he took a sip. He may be a control freak, but you can't site that as an example of lacking foresight.
  4. Quote:
    Originally Posted by Chase_Arcanum View Post
    ... I could be wrong, but I didn't think it did change damage if you landed onto the same elevation (or higher) than what you started.. Its only when you land LOWER than where you lept that you take damage... and that damage is only calculated from the difference between those two points. At least, thats how I thought it worked...
    You're right. Land at your starting elevation or higher, no damage. Land lower, damage. Just like regular jumping, or falling.
  5. Quote:
    Originally Posted by UberGuy View Post
    Based on what? The woe of a small part of the forum population?

    None of this is new. What's the wake up call that you think is happening now?
    DOOOM!!! ....duh
  6. Furio

    Blaster Nukes

    Quote:
    Originally Posted by Samuel_Tow View Post
    So does Blaze.

    *edit*
    So does Char, come to think of it. Not kill outright, but equivalent nonetheless.
    Yeah, but Blaze doesn't do it before the sapper knows you're there.
  7. Furio

    Blaster Nukes

    Quote:
    Originally Posted by EU_Damz View Post
    Off topic but got to ask why snipes? Dont see anything wrong with them personally.
    Solo, they're only really useable to start a fight, unless you slot heavily for interrupt time redux. Otherwise, you'll just get hit and it won't go off. Of course, if you do that, it'll hit for crap damage, or miss alot, or rarely be up, relatively speaking. In a team setting I use mine as part of my chain against hard targets, no issue with em there, for me at least.
  8. Furio

    Blaster Nukes

    Quote:
    Originally Posted by Samuel_Tow View Post
    When multiple damage components hit and when you catch some AoE. But nukes don't always land all their damage components. In fact, you run a chance of only landing one. You only "win" if you use them to open a fight, and even then only if you actually kill everybody.

    Blaster nukes are a weird thing. They're balanced by really long recharge, they're balanced by highly unpredictable damage, they're balanced by a total drain and they used to be balanced by STUNNING you when you used them way back when, so they've already gotten at least one straight upgrade. To my eyes, Nukes as they are now, along with Snipes as they are now, are all leftovers from a very... Odd idea of balance that used to linger around the time of Launch. I don't want to cripple the powers, but I honestly don't feel they deserve ALL of those drawbacks.
    I'd forgotten about the stun...Although now that i do, I think that got swapped out for the -recovery. An upgrade to be sure, but not a straight up upgrade.
    And yeah they don't always land all the damage checks, but only landing 1 is like rolling 0s in a tabletop game. Most of the time, the big 1-2 will hit most of the mobs in the AoE....that's hardly "highly unpredictable damage"

    And yeah...opening a fight is a good time to use it, but better is after a teammate's gathered aggro a bit...clustered them nice and tight. It's really not that it's situational per se, but that that they're more of a team power. It can simply save the team time, or save the team a wipe

    All of the drawbacks can be mitigated to a large extent by power selection, slotting and preparedness; all of those are as much a part of the game as running around and blasting foolish NPCs. I really think that asking for more with out expecting to give something up is unrealistic.
  9. Furio

    Blaster Nukes

    Exactly. They're already absurdly powerful with just SO slotting. Inferno will outright kill almost every minion it hits, leave LTs around 25% or less from death and catch the attention of (the now very injured) bosses. The rest of the full nukes are also the relatively exotic damage types, as far as resistances go, and do the same thing with the side-grade (as opposed to upgrade) of secondary effect mitigation. Seriously, if there wasn't that downside of the crash they'd be practically an "I Win" button. As it is, they're an "I win with a modicum of preparedness" button.

    You may not like they way they're balanced but considering they've existed in the state that they have for as long as they have and are as popular as they are does say something.

    Honestly, the only time I've seen something in a game just get a straight out upgrade was when it was crap to begin with. The nukes are far from that.
  10. Furio

    Blaster Nukes

    But that's exactly what would happen, Sam. To quote Castle, "balance is as balance does, punk". I'm fairly certain there'd be a lessening of the nukes in some way to settle accounts for gaining that bit of blue bar, leaving even more to mop up, or taking even longer between uses...personally, I like it the way it is. Boom. Blue. Consume.


    edit- What Nether said. Insp combining means I pretty much always have a blue available, even though I'm in the habit of saving one, anyways.
  11. Furio

    Blaster Nukes

    Quote:
    Originally Posted by Slashman View Post
    Except that, from what people have been posting here, they don't get used in this fashion. They are used to insta-pwn a spawn so that the team can move forward that much faster. That's not a Last Tactical Solution. That's a preemptive strike solution so your team has one less speed bump on its steam roller route.

    This was kind of my point when I talked about them not matching up to the theme of how the game is played. These are powers that were put in the game during the 'dark ages' so to speak. They were supposed to get a team out of an impossible fight when you aggroed too many mobs etc.
    Eh. Maybe I'm a throw back. On a team that's settled into a rhythm, yeah, inferno's often a "boom, next spawn" power. Mine will be recharged a spawn or so later, and still does get fair mileage as an "oh crap"

    edit--And either way it's used, it wouldn't perform the way it does if it were a FA/RoA type power. Nukes act as an exclamation point. "This fight ends *now*!" (ok there's a bit of mopping up, but you get my meaning), and sure, sometimes the fight is over because I'm dead. The mini nukes, on the other hand, are commas.
  12. Furio

    Blaster Nukes

    Personally, I like the fact that my nuke feels like there should be 2 guys turning keys simultaneously in order to arm it. I've enough "use all the time" powers to murdalize spawns I think that the sets that have the mini-nukes need them the way they are (part of standard attack chain) to be balanced with the true nuke sets. .I like that the last power in my primary is a special ball o' death, Last Tactical Solution that can pull victory from the jaws of defeat

    As far as the Incarnate AoE possibly stepping on Blasters toes...I *highly* doubt it'll be an issue. Between (possibly unenhancable?) recharge time, AT damage scales, and the Blaster's own Incarnate AoE...yeah, not likely to be an issue.

    Double nuking does come in handy at times. I've *had* to nuke with no blues, got killed and used Rise, (granted, not a nuke, but between the damage and stun provides a temporary semblance of one) enough of the team'll survive to regroup. Also remember Incarnate content will be against purples. They tend to be less co-operative about falling down dead after a nuke.
  13. Furio

    Blaster Nukes

    Quote:
    Originally Posted by Slashman View Post
    Perhaps I'm missing something. I use my low yield nukes a lot both solo and on teams. On teams I'm either softening up the spawn to the point where a light breeze will finish the job(and taking out a lot of them outright), or I'm putting a lot of extra hurt on a tough spawn, or finishing up a spawn that the team has started on.

    If full nuke usefulness means that I have to run to the spawn to get there before the team, who will proceed to deal with the spawn in short order anyway...what is the point?

    That's like saying you fire off a nuke to try to prove to an already more than capable team that you can take a spawn by yourself. Correct me if I misinterpreted that. If I'm on a team that is already that efficient, then nuking is pointless. Its just a 'beat my chest' power to try to make myself seem more useful at that point.

    Number 1, it's fun. All sortsa things falling over dead instantly from one power is fun, and the reason I play an AoE blaster is cause they're fun...and a bit reckless.

    And Number 2, as far as usefulness goes, it's that much less time spent on a spawn.
  14. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Do you really think the devs would do that? Oh sure "the other mmo" balances things so that it's very hard to do content without gear from the content but I suspect the incarnate system will be considerably more lax in terms of difficulty. The new TFs pretty much require an alpha boost for completion but they aren't the only way to get an alpha boost and in fact given the low number of enemies they are actually a poor way to get shards compared to the ITF or LGTF. Will the new TFs become easier once the level shifting Alpha Boosts are unlocked? Definitely, but they are perfectly doable now and I fully expect that trend to continue with future content.

    Yeah. Beside the fact that the new TFs are one of the slower methods of actually filling the slot, (esp if you haven't filled it at least once before hand) I think my scenario fits more with the way *our* devs do things.
  15. Quote:
    Originally Posted by ShadowsBetween View Post
    Except, for me, the temp powers are mostly not a viable option. I refuse to even enter PVP zones. Not even for Shivans and Nukes. I can't properly express how much I dislike PVP, but the fact that it's even a *possibility* is enough to keep me out of those zones.

    That leaves the Vanguard Heavy. But if I buy the heavy, I won't have any Vanguard merits left to buy a Gray Matter. (I don't particularly like the RWZ, so I don't usually do missions there. And I've been on perhaps three ship raids in the two years I've been playing - I don't enjoy them.) I've never been on a Lady Grey Task Force, and didn't even know there was such a thing until a few weeks ago. For some players, 250 Vanguard Merits is trivial. For me, it's about a year's accumulation from just doing missions.

    That leaves the Backup Radio. My experience with that pet is that it's really not worth the effort. I've tried it repeatedly on my Necro/Dark Mastermind, and the idiot Crab Spider tends to manage to die before even a zombie every single time. Apparently officers are selected for that duty based on their incompetence and lack of intelligence.

    For what little it's worth, I wouldn't like it if the Alpha Slot was a Task Force reward only. The only Task Force that I've done more than once is the Imperious, and only because it has a unique costume set as a completion reward. (Meaning, I've done it once per character on more than one character.)

    Realistically though, it's a near certainty that I'm going to be locked out of some or all of the remaining Incarnate abilities. I haven't seen anything to indicate that they don't plan to copy pretty much every other MMO, and make all the remaining Incarnate slots the rewards of "end game" raids. My objection to that is that the Incarnate abilities themselves are something that I could play around with in normal missions. (It's hard to argue that in a level 50 mission, an Incarnate character is simply better than one that doesn't have the Alpha slot.)

    And it looks like Incarnates are what the devs are spending almost all of their effort on. (This issue had very little in it aside from the Incarnate content.) Until they make an official announcement about Issue 20, I have to assume that it's basically going to be several "Incarnate Trial" raids, with perhaps a token improvement or addition to some other part of the game. At the moment, I foresee that I'll probably spend the next several issues with nothing to look forward to.

    By the same token, I don't see why they wouldn't continue on the path they started. Story arc(s) to unlock the slot, and slot "gated" trials/tf/raids what have you to flex your muscles once you fill the slot.
  16. Quote:
    Originally Posted by Lycanus View Post
    You know, this amuses me greatly because I used to be able to get unwanted invites to go away by simply saying I'm a dark defender.

    "Can you help us team? We need a defender."
    "I'm a dark defender."
    "Oh, never mind."

    I wonder when dark finally got recognized
    Once people realized the power of debuffs.
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    What precedent are you referring to here?

    I'm going off what I know about the Incarnate system, and the officially stated goal of the Incarnate system has been to provide large-scale "events" and more difficult encounters. This is the reason that myself and others met the announcement of Incarnates with "I hope they don't turn out to be Task Forces only" way back when this was first announced. Back then we were told we simply didn't know and that the developers hadn't announced anything. Two Issues later, we've seen what the system looks like, and we've heard the announcement for the next thing which will be coming, which is "trials."

    Historically, the developers have held "end game" in special regard. It's never been much in terms of volume, consisting of essentially the Recluse Strike Force, Statesman Task Force, both versions of the Hamidon and potentially the Rikti mothership raid, but that has still always had its place in the game as the ultimate challenge. The problem is that now the entirety of the Incarnate system appears to have been designated an expansion to this kind of content.

    I honestly do in fact see NO reason to expect that anything BUT more Trials and TFs. I seen no precedent for it, as the only content this is "like" has been TF-exclusive so far, and the fact that such content does not appear to be part of a THIRD Issue since Incarnates have been announced leaves me beyond cold. We had I18, and what Incarnate content was originally suggested for it had no "regular" content in it. We have I19, and the only thing which Incarnates got that was repeatable was two TFs. We have I20 next, and the only thing announced about it has been "Trials."

    I could simply trust the developers and hope for the best, but I've learned that that simply doesn't work.
    That's what it boils down to. Do you trust the devs enough to continue paying your sub? Personally, I do. Every Issue thus far has had something I enjoy, so I continue to pay, even if there are times I don't log in for weeks at a time. I see no reason to believe that because they've said this early "Trials are coming" that that is *all* that is coming. That would be completely contrary to how they've handled every single update in the past.
  18. Quote:
    Originally Posted by Eiko-chan View Post
    The devs stated intent is to release "Trials". What Trials already in the game are solo?
    Yeah. They're going to release trials. And when in the 19 issues of updates have they *ever* produced an fully itemized list of planned additions this far in advance of a new Issue?
  19. Quote:
    Originally Posted by Eiko-chan View Post
    There is likewise zero reason to believe that things along those lines are coming. I can spout useless platitudes too, you see.
    Not a platitude. A combination of trusting the devs and not assuming the worst possible outcome is somehow the only possible one, despite a lack of evidence either way.
  20. Quote:
    Originally Posted by Samuel_Tow View Post

    *edit*
    You know what I'd LOVE? A bunch of arcs, say five or six, all to do with Incarnates, all dreadfully simple. Go to instance, defeat everyone, defeat boss, click glowie, report back to me. As long as they have a decently written story behind them and they're drawn up as Incarnate-specific content, I'll be happy. Sure, elaborate, high-production-value story arcs like the one from Vincent Ross are cool, but right now, the Incarnate system needs a body of content it doesn't have. And I'm willing to sacrifice quality for quantity for some time if it means not running out of content. Because I'll still take Unai Kemen's To Save a Thousand Worlds over NOTHING AT ALL.

    And as has been pointed out before, there's zero reason to believe that things along those lines aren't coming.
  21. Quote:
    Originally Posted by Eiko-chan View Post
    So, anyone want to post their PuG ITF success story that involves Masterminds? Because none of you have countered what was a central point I made: Don't Bring a Mastermind seems to be the operative strategy to winning the ITF.

    Haven't done it in a while, but that MM in my sig has never been on a failed ITF and 99% of my TF runs are PUGs.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    Considering that's what I've been asking for since day 1, I have to disagree.
    Level of lame-ness aside, making the End Game content (which has a separate sub team of devs devoted to it) the same as the rest of the game would missing the entire point. If it were to be just more of the same, there'd be no need to split the dev staff in such a manner. They'd just pump out some missions and stories and call it a day. It's going to be different, and it going to be harder, harder if for no other reason than it's going to assume the players are going to be Incarnate slotted. And it's also, like pretty much everything else in the game, going to be optional.

    Also, the reason I mentioned support chars in my previous post is because they're the ones that have to multi-task the most, not because you have or mentioned one, Sam.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    "Then come up with ideas?"

    1. Obviously, I'm talking about story arcs written with an Incarnate in mind, such as the arc to unlock the Alpha slot, only more of that.

    2. I ALREADY HAVE suggested this, back in GR Beta, back in I19 Beta, and have been suggesting that since the Issue went Live.

    3. Designing the game is not my job that I get paid for, and no-one listens to me either way.

    The solution to this "problem" is obvious and clear as day, and it's something many people have been asking for: Give us story arcs IN ADDITION to these TFs. But I get the idea that some people's view of "entire concept of it" is tantamount to typical EQ-style raid grind and that anything which isn't punishingly difficult and requiring time commitment, min-maxing, research, preparation, building and the ability to multitask isn't worthy, which is the central problem I have with both the system and the people who insist that brutal difficulty and forced teaming is the only way to go.
    Hyperbole, in this situation, does not help. None of the adjectives you've used
    apply to the new content. Sure, there should be story arcs, and I'd be surprised if they weren't coming in the future. But the new TF's are none of the of the things you've claimed. I personally have completed them both, (and seen enough similar anecdotes to know my case wasn't some once in a lifetime fluke) on my mildly IO'd blaster, with no experience with either of them, on PUGs assembled from the first 8 Alpha slotted people to respond. NO research, NOT brutally difficult (harder than things we've all experienced, but it's new...to be expected), no min-maxing, completed in under 90 minutes, and at best, dual-tasking, (attack, move) at least as a blaster. I'd think that someone playing a support class would have 50 levels of experience at supporting the team and keeping themselves alive...so they already can multi-task.
  24. Loading seems fine on my end...but I did get logged out twice yesterday
  25. Quote:
    Originally Posted by Bad_Influence View Post
    Sooooo.... how many inspirations drop when you are alone in a room with an EB whose health-bar is made of solid adamantium...? I know for my Def the answer was "zero," but perhaps you have secret techniques for getting insps to drop without NPC deaths involved.

    Being forced to leave a mission multiple times to restock on insps is the definition of "failure of design" to me, but whatever.
    I dunno. Soon as I come across an EB with a health bar like that, I'll keep track and let ya know.