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Quote:And at the same time helping twenty-three heroes gain the power they'd need to stop you. It's not a very good trick, at least not by itself. It's also a trick that players have to make up on their own - the game provides nothing of the sort, and precious little of "your own evil purposes" to follow up with.You're exploiting the help of Heroes to gain Incarnate power for your own evil purposes - that's the trick up your evil sleeve.
Let me give an example of what might be an improvement - adding a single reference at the end of the Magisterium trial, but which shows up only for villain characters, to keeping the Quills of Jocas. While the heroes celebrate their victory over tyranny and injustice, the villains sneak away with one of the few things in the multiverse that can give them an edge over any other Incarnate. Nothing else about the trial would need to change, but suddenly villains tagged along not just "for the greater good" nor even for self-preservation or a Hybrid slot, but because they knew any method they could find to defeat Cole would work at least as well against those chumps back on Primal Earth. -
Once again, this is the root complaint.
When the complaint is "villains are consistently swept aside in story content", replying "well, villains are consistently swept aside in story content" doesn't really make anyone less unhappy about it. -
Quote:Villains aren't, though.But we have no motivation to cause chaos in Praetoria - we're targeting the loyalists, not the people they've ensalved.
And again, even if villains are tagging along for the greater good, why must it always be on heroic terms? Doctor Doom has teamed up with heroes quite a few times, but usually with a trick up his sleeve so he can turn the situation against the heroes the very instant the threat ends. Doom doesn't grimace and suck it up to save the world - Doom grins and magnanimously offers his help to the desperate heroes, and the Fantastic Four squirm uncomfortably as they try to guess how he'll betray them. Even if Reed Richards eventually turns the tables on Doom, which he usually does, Doom doesn't have to do things totally inconsistent with his character for the story to work. -
Quote:...again, this is the root complaint.Well, that's the only was for co-op content to function properly - there couldn't be a co-op Trial where the goal was to cause chaos and destruction in Praetoria, as Heroes wouldn't join it.
Comic books and plenty of other mediums are filled with examples of heroes and villains teaming up. It does not always happen on the heroes' terms. Quite often, the heroes are the ones who have to suck it up and be uneasy about their actions because it's for "the greater good".
The way that basically all endgame content is co-op does not help, either. -
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Yes, if anyone at all was still present, the nuke definitely killed innocents. Not civilians, though.
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Unless the power of Tartarus can't reach more than fifteen seconds back, there's plenty of dead souls to go around in Praetoria, what with most of the human race being destroyed by Hamidon, before even considering the hundreds of IDF and Carnival that died a stone's throw away on the same day.
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ED is short for Enhancement Diversification, which is the fancy name for the diminishing returns on slotting several enhancements of the same type. Obligatory wiki link: http://paragonwiki.com/wiki/Enhancement_Diversification
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Aaaaah zombo-Psyche!
Just did the Founders Falls mayhem mission, and the hero who showed up at the end was Sister Psyche. Since she's supposed to be dead and removed now, I figure this is probably a bug and/or a sign of the zombie apocalypse. -
Remember that the regen bonus from Rebirth tapers off - 1600% at the start, but after ten seconds that drops to 600%, and twenty seconds after that it's down to 400%, and by the last half of its duration it's giving 200%. So Melee's bonus is not quite such a drop in the bucket as it may appear in Mids. Also, as Werner says, the resistance is nice.
Whether you should get Assault instead is a totally subjective question - any decent scrapper has "enough" offense and survivability for most purposes long before getting Hybrid, you don't really NEED more of either, it's just a question of which you want to get even better at. If you're really torn, you can just craft both and swap between them as desired. -
It's 4.5 PPM, rather than a flat 33% chance. In the Soul Mastery version of Gloom, that means 4.5*(12+1.1)/60=.9825= 98% chance to fire.
Sure, come i24 both versions will be PPM and the advantage will vanish, but if you're looking forward to Amplifiers, you're presumably not opposed to spending points for a non-permanent advantage. -
Apocalypse! I've actually been waiting on that one, silly though it may be.
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We have not one, but two new items this week, as discussed a few threads down the front page of this very forum. No announcement thread by 11am is a little unusual, though.
I forgot what your objection to the purple sets was because I was too busy thinking about how awesome a near-100% purple proc in Gloom is.
Edit: The announcement thread is up now. -
Well, technically Domination does not boost duration nor magnitude - your powers contain a second mez effect with the same magnitude and a longer base duration which only goes off when Domination is active. So when Dom is active, your hold power does a mag 3 hold with a 17.88s duration, and a second mag 3 hold with a 26.82s duration. Proportionally longer when you add in enhancements etc, of course. So the two holds stack and give mag 6 until the first one expires, and then mag 3 until the second one expires.
But yes, Wyatt_Earp is correct that it's not the same kind of increase as Power Boost. -
With the cce command, yes. Obligatory wiki link.
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That's still a pretty huge gap to leave open intentionally. You'd be better off tossing another attack in there, maybe a Spinning Strike right after the Uppercut so it doesn't eat your combo levels? I'm not sure of the best chains for Street Justice, but leaving a gap in a chain almost long enough for a complete attack is never a great choice.
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If you don't want the KB enhanced, you would presumably not slot these enhancements in those powers. It would be interesting for multi-function powers like Siphon Life, Chrono Shift, Crushing Uppercut, etc, that are currently difficult (although not impossible) to maximize multiple aspects of, is all I'm saying.
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Er... the suggestion is totally unconnected to Origins, other than the word Origin being part of the "normal" naming scheme for enhancement types.
The idea of an enhance-all-attributes enhancement is kind of interesting, although the bypassing-ED part is a whole can of worms preferably left unopened. -
Generally, the DoT interfaces are way way more useful than the debuff interfaces. So among the ones you've listed, I'd vote Degenerative, Reactive, or Spectral. The problem is that the enemies you'd most want to debuff (AVs, high-level foes) are the least affected by the debuffs, but DoTs work well against anything. You can always make two Interface powers and switch between them as desired, but if you only make one Interface, a DoT will usually give you the most mileage.
The ranged attacks in epic pools, like Dark Blast, are "real" attacks just like the ones in your primary, and sometimes can have a good place in a chain. Whether or not using another attack is better depends entirely on the chain.
Yes, you're basically correct about the math for calculating the chain, but you REALLY should not have a 2.5 second gap in a ~10-second chain. You don't need to set aside a quarter of your time for long-recharge click powers, and you probably don't need or particularly want to use Confront every 10 seconds. -
Quote:Psst... you should read those acronyms carefully.Who said that Apple's activity should cause Orange to change his desire to make an Apple character? Orange can "desire" anything he wants. That doesn't mean he's gonna get his desire satisfied unless Apple frees up the name and it's not taken first by another player desiring the same name.
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It really should list 6% in the detailed info, and then double that for pets, as its info says. The power as it is technically does what it says, but the info listed the way it is leads one to think "12% for players, 24% for pets". The actual behavior is the intended behavior, it's just the power info that is dumb.
I don't know what your Blaster friend was seeing; human error is always a possibility, but the power might also behave erratically in some situations. -
It says it gives double benefit to pets, which is only sort-of-true, because it actually gives its full listed bonus (12% in this case) to pets, and half that amount (6%) to players. It's terribly misleading.