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Posts
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NOT when the soloer is going through Ouroboros, as I suggest. If they need help, they'd have to start over as well.
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Assuming you've got a stacked stealth (Cloaking Device + Super Speed or Stealth IO), grab Recall Friend and slap a single EndRedux in it.
Hasten's a must. I hear you can get by with L50 IOs and only a single extra slot.
Smoke Grenade with an Accuracy - every little bit of -ToHit helps, and it can even be used tactically when spawns are close together...
Combat Jumping or Hover (whichever you don't happen to have) for increased mobility in any situation (I prefer to hoverblast outside and in big rooms, but jump in corridors). -
It's a VERY low chance, however, if you're soloing and doing regular content. Be prepared to consider yourself lucky if you get a shard a day soloing (I know I get more shards faster when on a team of three than I do running solo at /x3).
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Quote:Hmm. I'd swear I'd posted suggestions here to add a L45-50 Ouroboros story arc weekly as a Strike Target (have both it and the weekly TF/SF announced by Ramiel) and have it drop a Notice as one of the end of arc rewards (which would be doubled, of course, under the same rules as the current Weekly Strike Target) if it was completed by a team of no more than 4 people.So far, the only other suggestion in this thread other than "Make Incarnate Salvage craftable from shards" (which they did, whether you like it or not) has been Eiko-chan saying they should add the same Incarnate salvage to mid-game story arcs as one gets from doing task forces. Since these story arcs are both incredibly easy and repeatable, this is not an answer. And since not everyone can solo every story arc (especially ones with EBs or AVs in them), that doesn't make Incarnate salvage and powers available for all.
It wouldn't be at all difficult to implement and balance, really. Those who love Task Forces would have theirs done in an hour or two, those who don't (or can't, for whatever reason) will have theirs done over the course of an evening with a small team or two (or more!) solo - at a far greater difficulty, especially given that they wouldn't be able to add people to help out once they got started! -
Meh. If Kinetic Melee favors Scrappers over Brutes because of how +damage% works, then so does every other melee set they share and therefore that aspect doesn't really need to be mentioned over and over and over whenever the subject comes up. Especially when it's a Stalker thread and thus having absolutely nothing to do with Scrappers or Brutes...
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WRONG. The whole idea is to socialize with other real, live people. That does not mean teaming should be the only way to progress your character beyond any arbitrary point (Alpha Uncommon, in this case) or that you should have an artificial speed penalty (lowered shard drop rate, no way to get Notices without TF/SFs, at least for now, or having to craft purely from those artificially rarer sub-components) imposed on you for not preferring large team or horde content.
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Haven't actually seen that - except from people such as you claiming it. What I have seen is objection to gating character progression behind large team-/horde-only content as it is in certain other games.
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You obviously haven't read what we were saying. Seriously, why should those who prefer to solo or run on small-team be artificially held back compared to those who prefer 8+ player content? Especially since those who prefer, and routinely participate in, large team/horde content already get greater rewards purely from the larger number of foes they face (and which, except for the AVs, they almost inevitably slaughter far easier than those of us on the lower ends)?
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No. However, I do object to it being deliberately made slower - it screams of "Do our large-team/horde content and leap forward, or else crawl to the finish and be glad we let you play at all."
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Quote:Yes, it is, despite the assurances that soloers/small-teamers will be able to build the components via shards. Remember: we don't matter - only those who like large-team/horde content. Anything we get will be a mere afterthought.I was talking to a friend who is big into Mr. T's favorite MMO and this sounds a LOT like what he was describing to me. So far, all of the "end-game" content has been team/raid oriented. So if you take a character through the levels doing mostly solo stuff you suddenly have to change the way you play to enjoy the high-level content? Is CoH gravitating toward the same mentality as that other game? If it is, wow, that sucks.
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Most likely for a very punitive cost, yes, and thus for an insane time investment given the low drop rate of shards during solo and small-team content.
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The only other real choices (other than RadEm & Kinetics) would be Storm or Sonic so that you could debuff foes' damage resistance to make up a little (just a little) for Electric Control's biggest weakness: very low damage.
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I've done that. Rarely more than 35%, and even then for only a few seconds at at a time before it goes back down to 10-20% for the next while (if not to 0% because I'm busy trying to find a suitable target rather than just the nearest minion). Defiance's damage boost isn't reliable and isn't really much of a factor, especially in groups, except maybe in the longest fights (ie, EBs, AVs. and GMs).
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Quote:Yada, yada, yada. Still requires an excessive amount of people and coordination to work together for a long time.Incarnate Trials are not Task Forces and Strike Forces with a different name, they are an opportunity for players to come together in a new way to team up as they ascend to power and overcome tremendous challenges.
Quote:I doubt any complex feature we add to City of... will be the perfect fit for every single players preference (even a feature as straightforward as Day Jobs had its detractors), but every player with a level 50 character and who has Going Rogue can get into this endgame and profit by it if they so choose.
Quote:You dont need a big group to play the Trialsthe first two Incarnate Trials only require 8 players (Lambda Sector) or 12 players (Behavioral Adjustment Facility)but you can also play them with up to double those numbers of players, each.
Quote:Rewarding
We also want you to feel rewarded for participation, and want everyone to have an equal chance at getting a reward, whether you are healing or buffing or debuffing or using pointy things to make moving things fall down. We also dont want to heavily reward people who dont contribute to the team effort. So when you help your team, you will get the good stuff. The more you help, the cooler the stuff will be, and/or the faster you will climb the Incarnate Abilities tree. But we also know everyone has a different level of investment, and persistence will pay off in the long run.
Quote:Powerful
We want you to feel powerful in City of Heroes.
Quote:You will need to experience the fights a few times to get a handle on the mechanics and figure out the best powers and the best strategies. But once you triumph, you will realize you had the power the whole time to defeat some of the most challenging content ever in City of Heroes.
Quote:Part of the power you experience will be in the Incarnate Abilities. Youll be able to do some truly impressive things to help you and your team, and we have gone to the next level with the visual and audio effects for many abilities, as well as their effect in the game.
Quote:About That Accessibility Thing
For our more casual players, we have added an option for you to continue to build your way up the Incarnate Tree by collecting Incarnate Shards without doing any Incarnate Trials--you will even get Incarnate Shards when you are exemplared down. It will take longer than it will take by participating in Incarnate Trials, and youll miss out on some epic storylines, but you will be able to claim your seat at the Incarnate table nevertheless.
Quote:For the long term, the Incarnate Trials will be part of every Issue release
Quote:As I said last month, we love you, man, and we will continue to provide lots of great content with every issue just as we always have -
The lower-level Praetorian Clockwork have it as well (as my Sonic/Traps Corr found when he started monitoring his regen after getting Triage Beacon; even at 1.54%/s those low-level PClockwork have no trouble getting me down to 0 regen, even if there's only 3 Minions). If the OP could handle it then, that component of their attacks should be no problem later.
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Quote:Doesn't really make calculation confusing since its value is displayed directly on the power. Well, no more confusing than manually calculating the effects of ED has always been, anyways.To clarify, Nerve does work here. Alpha Boosts are not actually globals. They're like an invisible 7th slot in your powers with an extra enhancement in them, that happens to be partially immune to ED. It does make calculation confusing, but luckily the Mids guys are on top of it!
My take on Nerve? Not everyone is IO'd out and uses Mids and/or spreadsheets to maximize their bonuses to Accuracy and Defense. They will definitely benefit from it. -
Happens regularly with me on missions where you have a fighting escort (such as the ImpCity Crusader arcs). Very annoying.
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Yes, but I was using "maintenance window" as a time-of-day reference for why I chose those numbers. (ie, that it'd happen when someone got in to work in the morning)
Not that it matters now, anyways, since it's definitely up.... -
That sucks. :/ Oh, well. Good luck with getting a new card.
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Quote:Concealment offers nothing. At level 20 the first thing you should do, after 5 radios and a bank job, is run 6 days of tips and three morality missions to get yourself an Alignment Merit and buy a stealth IO (since you're Leaping, an Unbounded Leap: Stealth for Combat Jumping would probably be best). Or save up and use 240 Reward Merits to get it, of course. That will give you enough stealth to go in and safely set up a Time Bomb or Trip Mine under most circumstances (see the link to know what to avoid trying to bomb), though you'll mostly do that solo. Expensive, yes, but definitely worth it.I had definitely considered super speed in lieu of the stealth line, but to be honest I'm a bit at a loss for what to do with power choices.
Quote:I suppose it might be worth taking some leadership or perhaps beanbag/taser.
Quote:I'd also tossed around the idea of medicine pool, but that seemed like a poor choice for a blaster. -
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I'd assume, if it didn't happen automatically at midnight or 3am Eastern (midnight Pacific), it would go instead at 9am Eastern/6am Pacific (37 minutes from now), at the end of the normal maintenance window.
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Quote:Elite Bosses aren't really considered solo content and, since it's not a TF, there's nothing really stopping you from hopping on a global and asking for help.I apparently could not hold enough inspirations to hold him off, and simply could not make a noticeable dent in his health.
And even if the inspiration technique would work, that is poor design. Shouldn't a hero be able to win by, say, using all those powers that the last 50 levels worth of adventuring were spent acquiring? -
Quote:Sure, if you compare 'em to dedicated melee archetypes they're going to come out behind (purely because of lack of defense). But their melee damage is outstanding, at least with a bit of recharge, and is augmented by good ranged attacks (and so what if they're ranged? There's no minimum distance away you have to be for them, after all) and a little bit of control.Okay, Blasters don't melee, "well". As opposed to Scrappers who do melee very well.
The Energy drain in the electrical attacks should be looked at as a nice *little* bonus rather than something to use strategically.