-
Posts
1516 -
Joined
-
From the wiki: "There are three level brackets: Low-Level, Mid-Level, and High-Level. Low-Level invention salvage may be dropped by enemies from levels 4-25. Mid-Level salvage may be dropped by enemies level 20-39. High-Level salvage may be dropped by enemies level 35+"
I suggest we reduce the mid and high level salvage ranges to not start until 2-3 levels before you can start using them: Level 24 or 25 for mid-tier and level 39 or 40 for high-tier.
The low level already does this since 4th is 3 levels prior to 7th which is the earliest you can make a level 10 invention. I'm only suggesting the others get the same treatment.
I'm just tired of having level 23 or 38 characters without the salvage they need but plenty of the next tier I don't need yet. Maybe I'm the only one experiencing this but I really prefer to use IO's (especially 30+) than SO's. -
If Synapse wasn't working that was fixed. I ran two Synapse's last week and had no problems with the two talk-to's. They'll probably fix it eventually. I can definitely see Percy being a much lower priority than Synapse or any one of the other bugs that cropped up in i17.
Thanks for the explanation Tex! -
Did Percy tonight with a friend. Neither of us got the "Talk to Positron" mission.
Not that I minded... but thought I'd report it here for comment. I did not report it in-game. -
Justice Fencer got in on a Synapse Task Force over the Memorial Day weekend and I had a blast. I don't normally post about random PuG TF's but this one rocked and Protector never fails to deliver the TF's I want pretty much when I want them so I just had to say thanks.
I had to be quick with the pic because we dropped the Clockwork King like a dress on prom night.
Other members of the team were: Wello, Black Phoenix, Dark Lord Max, Acinomed, Kitty Bang-Bang, Gravi-tron, and Mystic Chill. Thanks!
Now I just need a Citadel -
I hate to derail this thrilling debate, but does anyone know if this patch went live with maintenance this morning? I'm really looking forward to several of the fixes listed.
Yeah, yeah, I can just wait until I get home and see if I get a patch but thought I'd ask and see if anyone already knows. -
Totally agree about hats & hair.
The number of hats for females that do not have male haircuts (or totally bald) is distressingly small. I'd love to have a secondary option on hats that lets you choose between 3 different hair styles (short/bald, medium (like some have now), and long).
What's good for the females is good for the males. We don't all have military-style haircuts under our hats. What about us long-haired country boys?
As for flowing skirts: never say never after what's been accomplished in the last year. Maybe someday but it is true that it doesn't seem likely. -
Correct. I didn't say it was a good work-around.
But I'm afraid I don't hold out much hope of a dev seeing this suggestion and acting on it. *shrug* -
I guess that's a workaround. I've never really used it before. I'll look into it so I can show her how to use it.
-
Thanks for the support Sam. You sound like my wife when she gets on a tear about it it
It all came to a head this weekend when she logged on with her level 42 stalker and complained she had no contacts except Serpent Drummer. I told her to do some newspapers and she blew up and logged off with a "I hate mayhems. No wonder she's been 42 for 2 months!" and stomped off into the living room to watch tv.
Makes me sad because the Contessa used to be her absolutely favorite character. If a Mayhem mission ALWAYS gave a contact, even if it has to be in a different zone, it would be a little better. She's convinced running a mayhem is no guarantee of getting a contact because it's happened to her way too many times (particularly in Port Oakes when she should have been running them in Cap). It isn't like the islands are labeled or there's any indication you've already done all the contacts in a particular zone. It is not like blue-side where any detective will give you any contact, so it isn't at all intuitive.
But really the better solution is for old contacts to give you leads on new contacts. The dialog could be written so it appears you are leaning on them to cough up an introduction. It can be done in fun way. -
Please do not force villains to run a Mayhem mission to get a new contact in an area. Make it more like blue-side where old contacts will give you new contacts as you level up. I.E. expand the contact trees significantly!
The multiple paper missions + Mayhem every 5-10 levels gets very old by the time you hit 35/40. For those who hate the Mayhem missions (my wife and others) it's a grind they just don't want to do. We have lots of villains in our SG stalled in the upper 30's and beyond because "I've run out of contacts and I'm sick of papers and mayhems."
Also fix the brokers so they give you a selection of appropriate contacts no matter what level you are, no matter what area you are in. Also make sure the contacts offered haven't already been outleveled (i.e. fix the multiple-of-five bug). -
In addition to that, I don't think Longbow are official US soldiers. They are part of Freedom Corps which has a world-wide clientele. Ms. Liberty is basically using them as mercenaries.
I think it is far more provacative for Arachnos troops to be active in Faultline and Siren's Call and any number of petty criminal acts including assault of a US prison facility.
It's best not to think too much about such things. It's just a comic book after all. -
-
Quote:"The trial will spawn enemies at the maximum level every time"It used to spawn at the level of the highest person on the team. If that person happened to be a lvl 50 helping out, then yes.. the foes would be very hard unless those people were EX'd before the start of the TF and never unEX'd the entire time. I remember several horror stories of that TF in the past as well.
That policy is outdated now with the SSK rules. It should spawn at the level of the person hosting the TF, then add that person's difficulty rating.
from the Trial Mission Wiki Page -
Quote:Doesn't the respec trial always spawn enemies at the full level? In my experience the players that most desperately want to run the trial are new players with severely gimped characters and they want to do it as soon as they qualify. Now imagine a whole group of people like that.Right now, it's a full 3 minutes between each wave, and the last two are 4 and 6 minutes each. Even a gimped team still has to wait for the next spawn.
That was our supergroup the first time we ran it. Not only had we made all the usual noob mistakes on our builds, we only barely understood the game. We were fighting red and purple-con enemies for the entire trial. The ambushes were overwhelming us and eventually one spawned on top of another and we team-wiped. I feel like we must have fought 20 ambushes before we died but I know that can't be right. I have no idea how far we made it but I think we were pretty close... just not close enough. If they had spawned faster then the second ambush would have been the end. I guess that would have saved us some time but that's cold comfort.
Granted a year later it was a breeze with SSK and only one person on the team was new and actually needed the respec... but I'd still prefer that final room was not made any harder than it already is. It's for gimped teams to get a desperately needed service. It doesn't have the same design goal as other tf-type content.
However, I wouldn't be against a mechanic that made each wave come 1 minute after everything in the previous ambush is defeated. It could even use the current timer as a maximum wait. But don't just reduce the time between ambushes.
I have never run a villain respec but I've heard some horror stories and I think that is sad. If true then someone lost sight of the purpose. -
-
-
I hated self-teleport when I first picked it up (the first real travel power I ever picked WAY back during my first month). The thing that set me free was finally realizing that the power includes several seconds of hover at the end of the teleport and I didn't have to click on the ground. Those two things together meant I could teleport safely into the sky and on to my mission, often teleporting right to the door long before anyone else was even close. Next to fly it is my favorite travel power now.
I used to put the teleport power into my first tray (6th slot) and I traveled by pressing 6 and clicking the location over and over but I use the shift+lbutton now and it is a lot faster. Definitely slot for endurance first, then range if you have the slots to spare.
Everyone I know that combines it with hover is slower getting places than I am because they use it as a crutch... but it is a nice safety net since lag during teleport can be a killer.
The mission teleporter is nice if you end up with a mission in (for example) Dark Astoria while you are in Crey's Folly. It's also good if you were just invited to a team and they are waiting for you several zones away. I save it for those BIG jumps since you really only get to use it once per game session. -
That's what I meant and you are correct that you can make up for the lack of accuracy and recharge in other, outside the power, ways. I just meant it is easy to nerf yourself, especially with 6-piece sets, if you don't keep your eyes wide open.
-
Sorry but it looks like I'm not going to be able to make enough Saturdays to give it a fair shot.
-
FYI - After a week, I can safely say my lag spikes have gone away and I assume it was indeed the patch that fixed it. Woohoo!
-
But be careful you don't tunnel vision on the set bonuses and gimp your power. The 6-piece sets *cough*Touch of Death*cough* may enhance important attributes less than you'd like with no leeway to fix it.
At least that's the way it looks to this IO noob. -
On my dark/dark tank I found 1 IO in one of my shields made a huge difference (and used the empowerment like Gavin vs some foes). I eventually put 2 more in Combat Jumping and another shield so I could do Hami raids. The only thing knocking me down now are npc energy blasters and even that is pretty rare.
I couldn't imagine trying to run Acrobatics on her... the endurance drain is bad enough as it is. -
Quote:And before that 2-4 weeks, like within days of release (or maybe within days of open beta), we will get the cries of "worst expansion ever" and "GR has killed the game". Rinse and repeat for issue 19... and 20... and 21...I fear it's worse - it's that time of between dev-content releases already.
We'll get these regularly until GR and then they'll abate for 2-4 weeks until we get hit by the doom about GR failing to meet someones expectations of 500k concurrent connections per server.
Tis the way of the MMO.
I'm pretty sure it is a federal requirement that large groups act that way. It's not just a state thing. -
Quote:Ditto. I never noticed the debuff display before issue 17. My speed is still the same, it just has the confusing negative numbers added to the list of modifiers.It may be you are right, and the speed cap is still the same, and it could all be that I just saw for the first time the actual debuff displaying in my movements window in game. I had never seen it before the other night. (Or perhaps I just didn't remember seeing it, old age and all that...)
-
The first time you click on the door an ambush is spawned that you have to clear before you can enter the door for real. It's a nasty one too. Both times my group has tried it we team wiped. The ambush appears to come out of the building but I don't think they are standing just inside and aggro out, I think it is a standard spawned ambush. If you can somehow enter the door at that point I think that's a bug.
Once that is clear everyone should enter simultaneously. The spawns inside the building are in the central circle in the middle of the room and another to the left where the day jobs person usually is. If the team stays with their back to the door I think it is possible not to aggro anything until you are ready but large groups or the invariable couple that end up in a pushing contest will draw the central group in pretty quick. Luckily it isn't a real transition and it's no worse than getting attacked on the other side of an elevator ride.
TLDR - I think it is working as intended (although I think the inital outside ambush could be toned down just a little).