InfamousBrad

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  1. InfamousBrad

    Worst Mobs Ever.

    Quote:
    Originally Posted by ReclusesPhantom View Post
    I think I might be the only CoH player who likes fighting Circle of Thorns
    You're not. But then, I'm a 42 month vet. I know that Spectral Daemon Lords are only a problem if you're a melee user who has no mez attack, and how many of those are there? I breathe a slight sigh of relief when I outlevel Earth Thorn Casters, but that's only laziness on my part. Succubi are annoying, but at least they don't hit all that hard.

    Here's my list:

    Crey "Tank" Bosses: Most of my characters only hate them for one reason: it takes forever to kill something that has superspeed that runs away at half health. Any of my characters that do lethal damage and have no -dmgres hate them for a second reason.

    Malta Ops Officers: But only in groups. One of them, mildly annoying. Two of them, okay, that's really annoying. Three of them: AoE stun everything but a granite brute or tanker ... ick.

    Nosferatu: The canonical over-powered elite boss villain (see previous thread).

    Positron: Auto-hit irresistable seriously crippling AoE debuffs, followed by AoE attacks at numbers inexcusable for a supposed defender.

    Other ones I hate are situational, only when soloed by specific characters. Tsoo Green Ink Men are annoying to my characters that have neither mez nor mez protection; four minions per spawn that have stun? really? this is reasonable? Scrapyarder Demolitionists are a trivial enemy for anybody except a mastermind, to whom they're the most annoying mob in the game; Soldiers of Rularuu in general are the same thing to controllers and dominators, no big deal to anybody else but indefensibly lethal even as minions to them.

    Three mobs' AoE debuff attacks have indefensibly long durations, in my opinion: the Night Widows' Smoke Grenade, the PPD SWAT Equalizer's Glue Grenade, and the PPD Ghost's Flashbang Grenade. Is there any good game mechanics reason to have a debuff last that long?
  2. It has that feature, konshu, they just almost never use it. If you look at the Longbow Wardens, you can see that there are really only something like 8 or 9 of them. (I made a list somewhere, but I've lost it.) They're just defined as 1-9, 10-19, whatever so that they gain powers as they go up.

    The sad side effect of how little they use this, though, is that even groups that have a ton of mobs, like the Circle of Thorns, only have maybe two lieutenants, two bosses, and three or so minions at any given level range. So no matter what level you are, every mission is roughly the same spawn over and over again.

    Of course, sometimes this is a relief, like when you level past Earth Thorn Casters or SWAT Equalizers and don't have to worry about them any more. But it's a relief I'd gladly forego if it made the game less repetitive. I mean, seriously: all of the non-robotic cops in Peregrine Island are Peacebringers? Come on, really? And yeah, back to the original post: the Circle of Thorns won the Mu/Oranbegan War by summoning ... mobs that only go up to level 40, and two or three elite bosses?
  3. Quote:
    Originally Posted by DumpleBerry View Post
    Please, no Resistance=Hero, Loyalist=Villain.
    Please, no Resistance=Hero, Loyalist=Villain.
    Please, no Resistance=Hero, Loyalist=Villain.
    Please, no Resistance=Hero, Loyalist=Villain.
    ...
    And now you know exactly how I felt about issues 6 and 7.

    Look, whatever their virtues, you cannot accuse the Paragon Studios writing team of having any subtlety to their politics, of handling shades of gray at all well, at least not to date. Look at how they've handled (or, to my taste, mis-handled) the entire Arachnos storyline so far. Plausible dictators and their lackeys don't gloat about how evil and corrupt and thieving they are, or about how they want to grind the whole world under their iron boot, not even among themselves; they talk about how corrupt and immoral and thieving and evil the other side are, and talk about themselves as the protectors and liberators of the common man.

    So, yeah, no. No matter how much they said at Herocon about how the Praetorians are no longer just the "goatee versions" of Freedom Phalanx and the Vindicators, once they set up Tyrant as a villain, and you can't deny that they have, it was pretty much inevitable that all of the writing will portray Tyrant and his lackeys as mustache-twirling melodrama villains; the only moral ambiguity will be in the matter of how long does it take your character to figure out that the Resistance are the good guys and the government superheroes and cops are the bad guys, and once you figure that out, do you choose to be a bad guy for the government or a good guy for the resistance?

    Like you, I would love to be wrong. It's much better writing and plotting that way, and much more interesting. But I don't expect to have been wrong about this.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    Did I miss something? Was it confirmed that Going Rogue will feature no 20+ content somewhere that I missed?
    On YouTube (here) you can see the full half-hour main presentation on Going Rogue that was given at Herocon, it's in there.

    To be precise, it doesn't say that there's no level 20+ content; it just says that at level 20, you have to go to Primal Earth. They said in a separate presentation (or so I'm told) that Going Rogue includes new super-hard content for people who are already maxed out level 50s, and that they would be releasing the first information on what that content would be around the time the beta begins. (Which ought to be in at most a couple of weeks, right? Right?) I speculate (and I want to stress that this is pure speculation on my part!) that this will involve either:
    • a Praetorian invasion of Primal Earth, a battle between the Heroes and the Resistance versus the Praetorians and the Villains, with Vigilantes and Rogues taking both sides as they feel their internal moral compass (or their pocketbook) guides them (my first guess), or ...
    • Heroes and Resistance invade Praetorian Earth to overthrow Tyrant, who is defended by Loyalists and Villains (with the same caveat about Vigilantes and Rogues), or (one last guess) ...
    • maybe separate or joint raids against Praetorian Super Mega Ultra Hamidon, the version of Hamidon that got started decades before Primal Hamidon, conquered all of Praetorian Earth except Praetorian (Paragon) City, and as a result has monopoly access to every source of super-heroic power outside of Rhode Island.
    In two of those three guesses, people who buy the expansion will be going to Praetorian Earth at level 50. Or else it's something else entirely.
  5. Aren't we about due for another Going Rogue teaser?

    I was thinking this afternoon about the Going Rogue storyline, and part of what we know about it (from Herocon) is that the native Praetorian storyline dead-ends at level 20. Both Loyalists and Resistance level from 1-19 in Praetoria, and then come to Primal Earth. (I hate that name, since there's no in-game reason to believe that Statesman's Earth is the one that all the others branched off from. I'll be deeply disappointed if it's what Tyrant and Antimatter call Statesman's dimension. But that's neither here nor there.)

    The Resistance go to Paragon City at level 20, and become heroes, or at least vigilantes. We don't know yet if this happens as an opportunity arises for them, or if it's a panicky escape from an all-out assault on the Resistance by the Praetorian PD and the Praetorian Clockwork, but either way it makes sense: level from 20 to 50 in a safer environment, try to make friends and recruit heroes from this new dimension to take home to try to overthrow Tyrant. All well and good.

    The Loyalists go to the Rogue Isles at level 20, and ... wait, what?

    As I've long complained, basically all of the villain content dictates that you are in Project Destiny, the swarm of low-level villains who were rescued from the Zig by Arachnos based on a prophesy of Kalinda's; the details of the prophesy are classified, but everybody in the Isles knows about this "new" faction called The Destined Ones, nominally aligned with Arachnos and protected (to some extent) by the Arachnos Arbiter corps. So at level 20, Praetorian Loyalists do what, again, when they get to the Rogue Isles? Infiltrate Project Destiny? How? That doesn't make any sense!

    It makes some tiny, tiny amount of sense for Tyrant to support Lord Recluse. The enemy of my enemy is, if not a friend, at the very least a useful tool. We know that Recluse is willing to negotiate with the Rikti Restructurists, you can see the Restructurist ambassador hanging out in the main entry hall of Recluse's Watchtower, the government headquarters in Grandville. If he's willing to negotiate technology transfer, if not mutual assistance, with the enemies of the entire human race against their common enemy, Freedom Phalanx, then it's not inconceivable that Recluse would welcome technological or economic or even just manpower assistance from Tyrant, especially if he perceives that his brother-in-law is getting reinforcements from the same dimension. The logic works the same way in reverse for Tyrant accepting help from Lord Recluse.

    But what I can't begin to imagine how they're going to write their way around is how this gets palmed off on the level 20 to 39 contacts. The reason why people from Vince Dubrowski and Lorenz Ansaldo up through Magus Mu'Drakhan and Johnny Sonata seek you out to hire you is that by level 20, you've got a reputation. By level 20, everybody in the Isles knows how you clawed your way up out of Darwin's Landing and made a name for yourself as a villain not to be trifled with, as a serious candidate to become The Destined One, whatever the heck they think that means. How's that going to be explained when you're a brand new immigrant at level 20 who's never been in the Zig, and who doesn't know Mercy Island from Coney Island?
  6. Quote:
    Originally Posted by Dark_Respite View Post
    thank you to the folks who are posting links to this on their Twitter and Facebook pages...
    You're entirely welcome. I couldn't not do so, not after laughing myself half to death all the way through it.
  7. Gods, I miss EChips.

    I've deleted a lot of my abandoned characters, but I do have one that keeps gathering dust, my second-created villain, a level 50 mercs/poison mastermind. It's hard for me to talk myself into deleting a 50, I'm still happy with the concept ... but dear gods, the thing solos worse than a corrupter. I had been keeping it as my PvP character, because it was just lovely in Arena PvP, and looks on paper like it might still be. *shrug* I log it in for a few minutes once or twice a year to update badges and such, but it's desperately in need of a respec.
  8. InfamousBrad

    Virtue Down?

    I'm in, too, even though the server status page still says it's down.
  9. InfamousBrad

    Virtue Down?

    The Server Status page currently reports both Virtue and Guardian down. I LCMSed three times in my last mission before getting ejected from the server while trying to exit it; at least I did manage to complete the mission (barring any rollbacks).
  10. St. Louis, Missouri, USA here. We had flurries the other day, there's still traces of it on some of the better-insulated roofs, other than that, nada. Depending on the storm track, we're either going to get an inch or two (a couple of centimeters) of snow the 23rd and 24th or just intermittent flurries. (Here in the middle of the continent, weather forecasting is something of a scientific challenge.) As much as I hate walking or riding in the stuff (I don't drive), some snow would improve my mood: once the leaves fall off the trees, St. Louis is a pathologically ugly city of bland, nearly featureless buildings of scab-red brick, and a covering of snow would only improve it.
  11. Actually, I strongly suspect that the resistance in Praetorian Earth is run by our dimension's Nemesis.
  12. Yeah, I'm a villain on Virtue, too, and add me to the list of people that think that having this even crop up every couple of hours is both annoying and pointless. There's no way to get two teams together in time to win it when nobody cares, and nobody feels any urgency to care (at least, not at the same time as each other) because it's going to come around again in another hour or two.

    I honestly wish they'd lower the odds on apocaplyses in general, so that it's something that happens maybe one fourth as often as it happens now, and slant it harder towards zombies than towards banners. It's not a major aggravation for me, because as a villain, I don't have that many street-sweeping missions to run, but it is (I say again) pointless and vaguely annoying.
  13. Quote:
    Originally Posted by Kiken View Post
    Sure, by entering a PvP zone I acknowledge and give my assent to the fact that I can get attacked. I don't agree that I have to actually stand there and fight if it happens, which is the original argument. If I go to a PvP zone just to get the temp powers, that's all I want, I'm not interested in fighting. If you do want to fight me, but you aren't good enough to beat me before I run away...tough.
    Actually, no, that isn't my original argument, by any stretch of the imagination. In no sense whatsoever did I either say or even imply that you have to fight back (case #1) or that you have to attack a target you could two-shot or maybe three-shot kill from outside their attack range (case #2). What I asked, precisely and in as many words, was, "why wouldn't you?" And more precisely, what do you gain from running away to the base and exiting the zone that you wouldn't gain more quickly and more efficiently by just fighting them, win or lose?

    And all that anybody can tell me that they gain when they do this is "I didn't PvP." OK. That's what, not why. Why is that so important? Seven humanoid mobs on the screen, one of which has a player behind the controls; why is it such an unimaginably awful thing that you'd give up on getting the Shivan, give up on whatever other badge you were there for, flee the zone altogether, rather than tab over to them and push a few buttons? "I don't want to." OK, I understood that as soon as they fled the zone. I didn't ask if they wanted to or not, I asked why not? "Because it's not fun" is an unresponsive answer; it doesn't explain what part of it is unfun or non-fun or anti-fun. By superspeeding away or stealthing up and flying away you've already decided not to have fun, you've given up for now on the fun you came to the zone to get. I'm asking about your plan B after your plan A (do whatever without seeing another player) has fallen through. Why is running away less unfun than either winning or losing?

    Some people have answered with things that they're actually afraid would happen, thank you. But even those left me scratching my head. Someone was afraid that they might hit the other person a few times and the person they hit would leave. Didn't you want them to leave, in the first place? Someone else was afraid that if they turned and fought, three or six or however many other people would materialize out of nowhere and fight them. If they were going to do that, wouldn't they have done that at the start of the fight, aren't you worrying about something that obviously isn't going to happen? Someone else was worried that they'd turn out to suck at PvP and lose, but they didn't explain why getting sent to the hospital that way is more painful or unpleasant or humiliating than going to (or by) the hospital the longer, slower way of running away.

    Which leaves it at "if I don't run away, I might fight another player, and that would be bad." And I remain as baffled as I ever was as to why that's so intolerable, so awful, that people would give up on what they obviously already wanted to do rather than risk it. *shrug* If I don't get an answer I can understand soon, I'll drop it and go back to thinking of it as one of life's mysteries.
  14. Minx would look so cute in a Santa's Helper suit.

    On a slighly more plausible note, even if they can't decorate every zone with snow and holiday lights for the winter, would it be such a deal breaker to have a holiday tree inside Paragon City Hall?
  15. Quote:
    Originally Posted by Ironblade View Post
    Okay, so there's another activity that doesn't fit YOUR NOTION of how to play the game.
    What "my notion"? I didn't design the game. I didn't make the rules.

    When they designed City of Villains and created the Bloody Bay zone, they put a valuable temp power mission in that zone specifically to create an incentive for casual PvP; that much is obvious, implicit in the design. Yes, you can have a temp power that gives you an elite boss level pet (for crying out loud!). No, you don't need it; it's not like they made the other content any harder when they introduced Shivan Shards. But yes, it does make it easier to solo elite bosses and such. If you want to do that, you can only do so if you expose yourself to the risk of fighting a player from the other side. Don't want that? Do without Shivans. That's how the game is designed.

    Now yes, by only doing your Shivan runs during seriously slow times, or on empty servers, you can maximize your chance of completing the mission without having to see another player. And yes, if you suck at PvP and hate PvP that much, I can see why you'd want to. But if your plan to do so fails, you have two choices: run away, or fight. Running away just wastes your time. No, really; it is even slower than losing a fight, and absolutely guarantees that you don't get the Shivan Shard temp power. But if you turn and fight, and lose, you lost nothing. If you turn and fight and win, all it cost you is 15 or so seconds' delay before you get your Shivan Shard, and you get paid back for that 15 seconds delay with a chance to win an extraordinarily valuable PvP enhancement recipe. So why wouldn't you?

    You wouldn't because you hate PvP? Look, you decided to PvP when you ignored the loud, shouting, blaring, flashing PvP alert siren. The decision to not PvP should have been made at that point; that's the way the game is set up, the way it's designed. After that, the only remaining decision is not whether to PvP or not, it's whether to try, succeed or fail, or to surrender and run away. I'm not asking why people would avoid Bloody Bay; I'm asking why, when confronted with a visibly obviously pathetically weak opponent, one no more dangerous to them than a +1 minion (because in both of the examples in the original posting, that is all I was, really, to them), they'd choose that moment to decide that they didn't want to PvP?

    Somebody brought up ERP. Unfair comparison, because I can give reasons why I don't think ERP is fun. But even if I accept the comparison, this would be like going into Pocket D during an announced ERP event, walking up to a crowd of people at the event, and then running away and fleeing Pocket D as soon as they typed something to you. Why would you do that?
  16. Quote:
    Originally Posted by Memphis_Bill View Post
    If they start running, and they're going after Shivans - send them a tell. Admittedly they may not have them turned on, but if they do have "see enemy tells" enabled, ask them if they're going after shivans. Nicely. I have, in the past, made deals - "I'll help you out, just duel me after you have it." (or if they don't have one, before.) I've seen more cross-side assistance than fights. (On my villains, I'll especially help lowbie controllers/defenders that may not have a lot of damage potential, if they want it but don't want to fight.)
    Ga-a-a-a-a-ahhhhchhh. That's the one thing I'll never do. Dueling in open PvP zones offends me the same way that the recipe/badge farmers taking oh-so-polite turns killing each other without fighting back do. They're both tremendously elaborate and badly improvised attempts to avoid actually playing the game the way it was designed. It's like playing chess against somebody but demanding that we prohibit castling and that we eliminate the mad queens rule (the rule that upgraded the queen from a spare king to the most powerful piece on the board) because "queens are stupidly overpowered, lol."

    If I were looking for duels, I'd be hanging out in Pocket D by the Arena terminals. (And if PvP gave XP, like it did in WAR, I might well be doing just that. But that's an argument for another day.) I have nothing inherently against dueling. But that's not what Bloody Bay and Siren's Call and Warburg and Recluse's Victory are for.

    - - - - -

    From what people are saying here, I'm getting the sense that I've stumbled upon the cure for the common gank: show no fear. Don't try to hide, and if you see someone, attack them. Since MMO players, by huge margins, are terrified of uncertainty and unpredictability and are unwilling to risk the possibility of the worst, doing so makes you just like that video I've seen on the Internet of a cat attacking and chasing off a bear. The bear knows that the cat is no harder to catch than a fish, and that it could bite the cat in half in one bite, but it runs away anyway, because it's thinking "the cat obviously thinks it could win this fight; it must know something I don't know"?

    The consequences of losing a fight in this game are so trivial that I can't imagine fearing it. Even if I was jumped by surprise by a stalker (and it's happened) and I feared that if I stood and fought them that six more stalkers would materialize out of the woodwork (why? if there were six more stalkers, why wouldn't they all attack at once?), so what? What's it hurt if I fight back and lose?

    You suck at PvP? Amazing coincidence; I'm not all that great at it, either. But some day I may suck less, because I'm not afraid to fight, lose, and send the person a tell afterwards saying, "good fight, I have no idea how you just did that, what did you DO to me?" Everything I know about PvP in any game I've played I've learned that way; half of 'em are happy to boast.

    And I'm mildly autistic. You can't tell me you fear surprise more than I do. You can't tell me that you fear uncertainty more than I do. You can't tell me that you fear disruption of your routine more than I do. But how can it count as a surprise that someone attacks you in a PvP zone? What's uncertain about it? How did you not know to plan it into your routine?

    Look, I'm not trying to troll here; I really am baffled. What I'm seeing is inexplicable to me, it's unimaginable the lengths I see people go to to avoid playing a game that they pay $15 a month to play. OK, I know what somebody's going to say to that: I don't pay to play that particular part of the game. So, okay, a fight threatens to break out and you run back to the base, passing the hospital on your way to the helicopter out. What did you just save? If the absolute worst had happened, if I were secretly on a level 50 fully kitted out with PvP and purple IOs and backed up by a covert strike squad of 25 other hidden stalkers, what can we do to you? Send you to the Longbow base you were already fleeing to, only faster. Taking the slower, scenic route to the helicopter out is that preferable to you? Why?
  17. So, they're getting Shivans. We're still talking "fight you can't lose" territory here, practically, in both cases. So what they're doing is putting off recharging their Shivan Shard for 24 hours or more so they don't have to put it off for 15 or so seconds? How does that make sense?

    And even if they did lose the first fight, they'd be out, what, another minute, tops, since neither of them had their first fragment yet? How is running away and setting themselves back many minutes, maybe hours, more time-efficient?

    But more to the point, didn't they sign up for this game to feel like superheroes? What kind of superhero runs away from a fight they can't lose?
  18. I don't spend a lot of time in PvP zones. If I'm there, I'm doing one of three things: grabbing badges, grabbing temp powers, or grinding a couple of missions rather than open up another story arc. More often than not, it's in Bloody Bay, grabbing that stealth temp power on a new character, or grinding my way the last 5% of a level from 19.95 to 20 or 24.95 to 25. I'm not there looking for a fight. On the other hand, if a fight happens, it happens; hazards of the course, I knew the job was dangerous when I took it, Fred.

    Twice in the last two weeks, though, something has happened to me that just completely and utterly baffled me: heroes much higher level than I am who should have been able to swat me like a bug, running away and fleeing the zone as soon as they find out there's a villain there, however low level and weak.

    I don't think the details matter, but here:

    First time: I'm on a level 19 spines/reflexes stalker. I come out of a mission, there's a hero right in front of me. I hit my keybind for "whoall" (shift+slash, aka question mark) and find out it's an upper-20s (28? 29? something like that) tanker. I follow him over to the nearest meteor, observe that he's willpower/strength; I also observe that he does not have the green glow that says he's carrying a meteor fragment. Still, I decide "what the heck? neither of us has anything to lose, let's play," build up and assassin-strike him. It peels about a third of his health off; no shock, he's got high lethal resist, and I'm only using DOs to his SOs or better. So I instantly figure, "well, I guess I won't need to fly back to the base," because he's going to turn around, hit me maybe three times, and put me in the hospital. That's not what happens. Instead, he toggles on Superspeed and runs away. I get curious, toggle on Ninja Run, chase him around a while. Because he keeps running away, I manage to get in two more assassin strikes. Neither of these does more than slightly inconvenience him. After the third one, he takes off for the Longbow base and exits the zone.

    Second time: I'm on a level 15 (!!!) fire/fire brute, looking to get the stealth temp power. I "whoall" as soon as I walk into the zone and see that the only other person in the zone is a level 24 peacebringer. I have no energy resist, no knockback protection; he has suppression-less flight; if he sees me, I'm toast. But what's the worst that can happen? I set out to do my patrol, but I'm nervously watching over my shoulder the whole time. Halfway through, I get a glimpse of him, and realize I'm even more screwed. He's done what I did with my PB, slotted +stealth into his Bright Nova power; I lose sight of him almost instantly. But he's not flying towards me; he's apparently dropped whatever he was doing as soon as he saw me and as I lose sight of him, he's flying towards the Longbow base. A minute or two later, "whoall" reports that he's either gone into /hide or fled the zone.

    Seriously, people: how heroic can you feel running away from a fight with a solo villain 2/3rds your level, when you have nothing at all to lose from at least trying to defeat him? When you're running away (if you are one of the people who runs away from lower level villains), what exactly are you running away from? What are you afraid is going to happen if you don't?
  19. Quote:
    Originally Posted by Mirai View Post
    Nossie shows up in an ambush in one of the Ouroboros TFs. I remember trying out that TF on the test server, and my stalker faceplanting before I even realized that an enemy had rushed up behind me.
    Not only is that an ambush, it's a player-targeted ambush. And not only is that a player-targeted ambush, it's something I've never seen anywhere else in City of Heroes: a player-targeted ambush that stays targeted on the player who clicked the glowie even if they leave the map and return. He stays aggroed on you, and will run the length of the map to meet you at the door if need be, until he has killed you at least once.

    This is not, to put it mildly, one of my favorite missions.
  20. I'm teaching myself to look at the particle effects instead of the color. They can be told apart, it just takes more learning.

    I say with an embarrassed grin that I learned this less the hard way the first week. I was on a level 2 character in Fort Darwin when a friendly */kineticist speed-boosted me, with an orange-tinted speed-boost. Which I mistook for Inertial Reduction, and tried instinctively to super-jump my way to my mission, right off of the top of Fort Darwin. I didn't die, but losing all but 1 hit point to an easily-caught mistake was all the reminder I needed to stop trusting buff colors.
  21. I've eaten enough purples to be at 60% def(all) or higher and still had that expletive-deleted damage aura of his hit me, every tick. On that same character, I was at 75% res(all), effectively, from bodyguard mode, and had him two-shot me with back-to-back melee attacks. And yes, this was with him as a +0 elite boss, in my case in the "Rise of the Council" arc in Ouroboros.

    I did finally solo him on the fourth try, but it took a Shivan and all three Warburg nukes. And it was still a close fight. Yes, in my opinion (and I submitted this as a bug report when Ouroboros was in open beta), Nosferatu is more than "a tad" over-powered.

    If I were doing it over again, I would skip the medium purple inspirations I was using and replace them with enough orange inspirations to hit the damage resistance cap; it's apparently flatly impossible for him to miss.
  22. I will be surprised if booster pack 5 isn't anthropomorphics.
  23. I don't know. I could see stalkers being popular on the hero side -- but only if they have Recall Friend and/or Assemble the Team. On the assumption that heroside isn't going to get our most experienced stalkers, it's going to take hero stalkers a while to learn that they actually can scrap, and that Demoralize is a heck of a debuff. Until then, all anybody's going to want them for is stealthing TFs.

    I'm pretty confident that no villain team will want a blaster. An aggro magnet with no self-preservation abilities, on a team that has no tanker and no healer? That'll be really unpopular. I also can't see any hero team willingly taking on a corruptor, who they'll see as a half-strength defender who's too busy firing his half-strength blaster attacks to actually heal, buff, or debuff. I also suspect that masterminds will be really unpopular on hero teams, because hero players with really cheap graphics cards have been able to get by until now, but the first time a thugs mastermind fires Gang War, or the first time a level 32+ roboticist's droids fire all their attacks at once, cheap graphics cards all over hero-side are going to explode.

    Tankers are going to be really popular on villain-side teams, though. Someone who can take a pounding even better than a brute can, who can even absorb an AoE pounding without losing all his damage resistance (unlike a mastermind), is going to be really popular for soaking alpha-strikes, a role that villains really don't have yet. And when stone tankers find out that about the level they get Granite Armor, */kinetics corruptors with Speed Boost are not uncommon, they're going to think they died and went to tanker heaven.
  24. I only managed to fit in one Lord Winter test: 13 villains, 11 of which were level 50, heavy on brutes, versus one Lord Winter. Result: humiliating fail for the villains; we barely made it past the first Winter Guardian. Lord Winter himself was merely annoying; the huge swarms of Northern Lights were killing us, focus-firing down anybody who attacked them, and healing him if we didn't.

    Suggestion: is it possible to cap the maximum number of these Lord Winter can have out at one time? Ideally to a low enough number that a single salvo from each of them won't insta-gib a Granite brute?
  25. Quote:
    Originally Posted by Scarlet Shocker View Post
    Team of 7 Damage dealers plus a tank not even denting the Winter Lord in Talos? Hmmmmmmmmm I think not WAI.
    Interesting. New. But not surprising, since if they did defeat it, they'd have exactly zero chance of defeating Lord Winter. Try it with two teams.