Iniscara

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  1. Another reason why Ice Melee hasn't been proliferated yet is because it's the worst powerset in the game.

    Ice Armor is pretty good and I'm sure a lot of knowledgeable Brute players would take it regardless of its effect on Fury but the devs are wary of allowing potentially sub-standard choices being available to new players.
  2. Words cannot convey my disgust with this development.
  3. Iniscara

    Base Bugs in I21

    Quote:
    Originally Posted by Xieveral View Post
    Oh how I hope they keep the items blank or offer a blank and emblem version of each.
    THIS!!!

    Preferably the second so people who want emblems can still have them, but if I had to choose I'd take the blank floor tiles in a second.
  4. The only way an AT/powerset respec could work would be if it dropped you back down to 0 xp (i.e. level 1) when you did it. That would essentially just make it a re-roll where you get to keep your name and badges (and progress on badges) and banked Influence and Prestige. Of course, if it worked like that, then 99% of the people asking for this would probably no longer want it.

    This form would really only be of use to old time players who want to switch their long-time mains to powersets that weren't available when they created the toons (e.g. a lot of Invulnerability tanks would respec to Willpower) while keeping their anniversary badges and SG prestige totals. I doubt enough players would want this to make it a reasonable use of dev time to implement, even if it proved to be a simple process.

    Or in other words... no, never going to happen.
  5. Have we received any developer acknowledgement of this issue yet?

    Are we expected to just eat the time and expense of fixing all these reverted power customizations without even an "oops!" from the devs? And more importantly an assurance that the cause has been identified and this won't happen again?

    Keep in mind that characters paid for most of these lost customization settings (the exceptions being those that were inherited from slot 0 when new costume slots were acquired). What happens if next time we lose actual costumes? Or slotted enhancements? An error in the character database is not a trivial issue.

    Also, is there anyone out there who hasn't been affected by this bug? We still have too small a reporting base in this thread for me to say it definitely affected everyone, but I've yet to hear from someone whose customization on slots past 0 was not reset.
  6. Quote:
    Originally Posted by Kosmos View Post
    Well, the server speculation seems to be a bust. I was just tossing it out there as a possibility as to why there seems to be so little outcry over this. I'd really have expected a LOT more noise if it was everyone, everywhere having the problem.
    I've also been wondering why there hasn't been more screaming about this. I'm guessing it's because a lot of players simply haven't noticed yet, and some of the ones who have don't realize that it's a database problem rather than a graphics problem (i.e. they haven't figured out how much time and Inf it's going to take them to fix everything).

    I'd really like some kind of acknowledgement of this issue from the devs, but I assume their focus is almost entirely on the auction house right now (and I don't blame them). I'm guessing there's a 99% chance that the final solution will be to offer another round of free costume tokens (and I'll accept that and move on).

    The only real concern for me is my shaken faith in the integrity of our character database. I'd like to know that the devs are taking this issue seriously in terms of investigating how it happened and what needs to be done to make sure something like this never happens again. What if next time it's actual costumes that get wiped? Or Influence? Or slotted enhancements ("Sorry about the purples, dude, but you can get more, right?")?
  7. I'm getting it too. It's not distinct enough for me to definitely identify it as a "train" sound (although it could be), but it's loud, jarring, and seems to happen every time I log in.
  8. Quote:
    Originally Posted by Kosmos View Post
    This is very unlikely to have anything to do with client versions or settings, it looks very much like a server-side database screw-up.
    This is my thinking as well. So far every toon I've checked has had power customization reset to defaults in every slot other than 0.
  9. Quote:
    Originally Posted by StratoNexus View Post
    If you're a blaster, Frozen Aura still deals as much damage as Rest. Which makes sense, since tankers are the AT all about damage and blasters are all about aggro control.
    It makes sense because Tankers get the power as part of their DAMAGE powerset, while Blasters get it as part of their Damage/Mitigation hybrid powerset.

    And while there's no specific power in it I want to call out, to me there's no doubt that Ice Melee is by far the worst (non-pool) powerset in the game. That discussion is outside the scope of this thread, however.
  10. My preferential slotting level is 32. That means I keep my set bonuses when doing lvl 25-29 flashbacks (including the lucrative first Croatoa arc, which always seems to drop tons of valuable arcane salvage for me, as well as having a decent merit reward). If I can get a set at 27, I'll sometimes do that as well (for the similar reason of keeping bonuses when doing lvl 20-24 flashbacks).

    I'm grooming a fire/fire tank for perma-lvl-32 farming. One because I'm familiar with the build, and two because of the multiple AOE potential. I actually tried a spines/fire scrapper, but although it certainly killed faster, I found it extremely squishy at lvl 32. I prefer the tank for mindlessly rolling through spawns.
  11. Quote:
    Originally Posted by Silverado View Post
    I think Lord Recluse's AI was recently'ish changed, when I soloed him on my MM he would only start summoning his Banes when he was at 25% health or less. A couple days ago I tried fighting him on my Brute and he'd pretty much had Summon Bane Spider as a part of his attack chain, right from the start.
    I had the same situation about a month ago. He opened by summoning Banes.

    I beat him by using Nectar (temp power) to turn a few Banes against him. They do mad damage.
  12. Iniscara

    Are we hated?

    Quote:
    Originally Posted by Captain_Wacky View Post
    One thing to keep in mind that a MM's pets are extensions of his own hitpoint total. As they die, the MM effectively 'takes damage'.
    As an addition to this excellent point, I would also state that the pets are not only an extention of the MMs hit points, but are an extension (and in many cases >all<) of the MMs offence.

    If you can't keep your pets in the fight, helping the team (by doing damage and absorbing aggro), then you might as well play a Corruptor for the better buff numbers and hit points.

    Masterminds are not your baby-sitters. It's the way redside is designed. Everyone is supposed to contribute to the offence while looking after themselves first. Then, if they have some attention/time/end to spare, they can help their teammates out. Even Corruptors aren't supposed to be there just to buff.
  13. Iniscara

    MM Bugs?

    Quote:
    Originally Posted by Spinomania View Post
    Plus, sometimes, when you use elvators in missions, you lose all control other them.

    REALLY annoying.
    I find this doesn't happen as long as I'm dismissing (at the end of) and resummoning (at the beginning of) every mission.

    Basically, the longer you hold on to a set of pets, the buggier they get.
  14. Sometime before Christmas, Jay posted that he'd already fixed this bug and was just waiting to get it slipped in with a patch.

    I guess he's still waiting...
  15. Thanks for running the raid, guys. That was awesome.
  16. I don't know if there's an official explanation, but I figure they need to do some serious body modification surgery to adjust your balance for all that weight on your back. Once you've become accustomed to that, you can't just shrug of the pack and start walking around normally. Besides, it's probably a permanent attachment with cybernetic controls hooked up directly to your brain and spine.

    Becoming a Crab is probably just as drastic (and permanent) as becoming a Tarantula.
  17. My old SG once had a running argument on our forums specifically about AR toons. To me, the underlying question is "What makes you super?"

    For example, a normal person with a normal gun can not take on demons and aliens and giant robots and super villains. So if you're playing an AR/Dev blaster (or AR/Traps Corruptor), you have to ask yourself "What is it that allows me to run with the supers?" It has to be one of the following:

    A) If it's because you have such exceptional ability to use your weapons and a phenomenal grasp of combat tactics, then you're a Natural.

    B) If it's because your weapon is so advanced that it can do things that normal weapons can't, then you're Tech.
  18. Quote:
    Originally Posted by BackAlleyBrawler View Post
    • Originally, the raid was designed to instance at 75 and cap at 100 players. That got lowered by programming to 40/50 for server performance reasons (particularly for Masterminds).
    Ah, Masterminds. Is there anything we can't blame on you?


    Quote:
    Originally Posted by BackAlleyBrawler View Post
    • Splitting the reward up using the soon to be added invention system, so that you had to be there for the whole raid to get all of the components to make an HO of your choice. Idea here was to discourage people from just showing up at the end for the reward. That got axed long before the details could be hashed out
    • More blooms than asked for. Technically, it's the maximum (I wrote down "2-3", they scripted 3 plus the starting bloom...so 4 total). Total time-wise, 4 blooms ended up being about where we wanted it to be but in a much more repetitive way.
    These are the two key points. In the old raids, I absolutely despised the "leechers", but nothing could be done about them. Less of a problem in the newer raids, I'm sure, but I'd still like to see a way to spread out the rewards so that players who run the entire raid would definitely receive more compensation than late arrivals.

    So perhaps some type of reward could be attached to each bloom? Even something token like 5 merits per bloom would make the repetitive process feel a little bit more satisfying.
  19. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Q/R here,

    Since Lord Recluse already has a foothold in the zone does anyone think it would be possible to give red-side a slightly revamped version of Faultline?

    Perhaps only allow them into the dam side first and unlock the rest piece by piece as they complete more of a story arc?

    (I might of missed a few posts here and there so I apologize if this has already been sugested.)

    [/ QUOTE ]
    You mean create a whole new "instance" of Faultline that is only accessible to villains, and has a villain-specific set of contacts and story arcs?

    That's not a bad idea, actually.

    And they could probably do the same for Striga, Croatoa, the Shards, etc...

    Of course, some will say it's yet another example of Villains only getting Heroes' "hand me downs", but if it's done right with new missions and story content, I believe the majority of villain players would be pleased.

    -Ini

    [/ QUOTE ]


    Some may be happy with that, but I know there are many who wouldn't be. They want (those who would not be happy) something all their own, that is not shared in any way. I don't understand this mentality, but its there. Thos who feel that way are unwilling to be swayed no matter how good the argument is.

    [/ QUOTE ]
    Just to be clear, I have no objection to the creation of a brand new zone in the Rogue Isles that's just for villains. They're more than due.

    But the suggestion I posted would also represent unique content for the villains. The only thing shared with the heroes would be the zone name and the general appearance of the map (the villain version would need a new physical map anyway, since all the spawn points would need to be adjusted).

    -Ini
  20. [ QUOTE ]
    Q/R here,

    Since Lord Recluse already has a foothold in the zone does anyone think it would be possible to give red-side a slightly revamped version of Faultline?

    Perhaps only allow them into the dam side first and unlock the rest piece by piece as they complete more of a story arc?

    (I might of missed a few posts here and there so I apologize if this has already been sugested.)

    [/ QUOTE ]
    You mean create a whole new "instance" of Faultline that is only accessible to villains, and has a villain-specific set of contacts and story arcs?

    That's not a bad idea, actually.

    And they could probably do the same for Striga, Croatoa, the Shards, etc...

    Of course, some will say it's yet another example of Villains only getting Heroes' "hand me downs", but if it's done right with new missions and story content, I believe the majority of villain players would be pleased.

    -Ini
  21. Are we really going to care about the lack of trainers in Pocket D a month from now when this event is over?

    Trainers and basic stores can be found very close to Pocket D entrances in both Paragon and the Rogue Isles. What kind of teams are you on that won't re-invite you after taking two minutes to pop outside to train and sell?

    I admit, having someone to buy back enhancements would have been a very nice touch, but like the trainers, I'm not sure how often that will be an issue after the current event ends.

    There are a lot of more important things the devs could be working on.
  22. There are two issues here. One is if Brutes/Scrappers should have the same def debuff in UY that Tankers get. The other is the def debuff itself.

    For the first one, I have to side with Jonyu. B/S UY is not supposed to be as good as the Tanker version. It's a secondary power. Like some people have said, you should be glad the debuff isn't higher.

    The second issue is more important. And here I'd like to state that NO DEFENSIVE POWER SHOULD HAVE ANY KIND OF DEFENCE DEBUFF IN IT IN ANY WAY, SHAPE, OR FORM! Not 5%, not 3.75%, not 2.5%, not even 0.0000001%. These applies even more to Tankers than it does to Brutes and Scrappers.

    As has been pointed out by several people in this thread, UY currently results in characters taking more damage, not less. Instead of being divided, all ATs should band together against this outrage.
  23. [ QUOTE ]
    Maybe a "China town" of some sort ... that would be a nice touch

    [/ QUOTE ]
    I've been lobbying for a new city zone in the space between Steel Canyon and Independance Port. One half of it would be "Little Italy" and the other would be "Chinatown", and the zone arc would feature a Family/Tsoo conflict. Ideally featuring lvl 15-25 mobs.
  24. [ QUOTE ]
    Glad you liked it! Be sure to let everyone on the boards know that there will be absolutely no difference between the Korean version and the US/EU version of the game .
    ~Awry

    [/ QUOTE ]
    If the Korean players are going to get exactly the same game as us, then isn't it somewhat misleading to create this very anime-looking promotional video?

    Also, while we've come to grips with the idea that important NPCs have access to unique costume items (e.g. Numina's jacket) and signature powers (e.g. Scirocco's sword), aren't they laying that stuff on a little thick with these new characters? Some of the Korean gamers might be a little distressed that they can't make characters even close to what they're being shown in the video.

    Frankly, if it's believed the Korean players would prefer a more anime-based setting to the standard superhero fare, then maybe they should get a modified version of the game. On the other hand, if they're going to be playing the same game as us set in Rhode Island, USA, then I think this advertising may backfire.

    Or... [conspiracytheoristmode]... maybe "no difference between the Korean and US/EU versions" really means that we will be the ones facing major changes, as I7 launches with an event that physically transports Paragon City to an island just off the Korean peninsula... [/conspiracytheoristmode]
  25. [ QUOTE ]
    I am not in denial, and I did not misrepresent your argument. I merely think your argument is inane since it basically is summed by saying: I want everything because it's coded and anyone who says otherwise is repressing me and trying to control me.

    And the making of broad generalized statements that demonize everyone who didn't think it was a good idea to have fully shared costume selections was quite silly.

    [/ QUOTE ]

    You are in denial, and you did misrepresent my arguments, and you continue to misrepresent your own. Because you think it's a good idea that Heroes and Villains be visually distinct, you are disappointed that the devs are no longer going to enforce a distinction. That's what you've said in every post you've made.

    I think I also need to point out that YOU are the one who has introduced all the hyperbolic vocabulary (repressed, demonized, control, etc..) into this discussion. It was probably a mistake on my part to allow this digression by using the same type of language in my responses. I should have called you on that immediately.

    As for "broad generalized statements", I made no such thing. I made a specific statement, however broad, that anyone who thinks CoH and CoV should have different costume options is in fact, supporting an artificial limit on player creativity (as opposed to the very real limit imposed by developer resources). If you consider this "demonizing", then feel free to fit yourself out with some ram horns and a tail. Fortunately, you can already do this in either game...

    BTW, to be clear... Yes, if it's already coded, we should have it. That's part of my argument. Keeping in mind that we're talking about costume items, which have no effect on gameplay or balance. To suggest the developers should create content and then not make it available to players is... well... inane and silly.