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This kinda thing is one of my few big problems with newer content. A character who's never seen Nemesis troops gets to RWZ and is informed that Nemesis is behind all the evils of the world, with the contact just sort of assuming you know who that is by now. Or you do the RWZ arcs then get Angus McQueen's arc to stop a second Rikti invasion. If you play a single character up, you no longer really get a coherent story with respect to a lot of villain groups.
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Very interested to see this one. It seems like the sweet spot between setting it too low and getting 'half of the people who stick with their 50s will get the new stuff on the first day' and setting it too high and getting 'casual players will never reasonably dedicate to this' is pretty small.
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Quote:Basically, a bunch of rogue cops who were working with a group of citizens who want mediporters to be available to everybody stole the experimental new model that was going to keep Praetorians from shutting off heroes' porters. Malta hired the Sky Raiders to try getting the same thing, since they were interested in it, themselves. Wacky chaos ensued.I didn't really understand what was going on in this arc. Granted, I did it through Ouroboros, so I missed the first page or two of dialogue, but I got the feeling of "Durr, the police stole the mediporter, go save it form the Praetorians, oh look some crazy Sky Raider guy." (Whom was hilarious, IMO, but then again I had absolutely no sense of mood during any mission other than the burning building one.)
Fun missions, but I didn't understand what was going on, really.
Reading this thread makes it make more sense, or what little there is to be made, it appears.
Quote:10. Why can't mediporters be made available to civilians? This is what this whole story is about, and yet the only reason we're given is "but I won't go into that." Why? This is legitimately interesting. What makes heroes any different from the ordinary folk when so many heroes are actually just ordinary folk, themselves? Roy mentions it's dangerous, but in what way? Is it bad for their health? I doubt it, considering they're enabling it for the sick and elderly, exact people for whom health-deteriorating effects would be the most dangerous. Is their some kind of extreme physical stress involved? Again, no, because we're talking sick and elderly here. Is the system somehow getting overloaded? We know there is some kind of bonding process involved with it, as Dr. Steffard explains in Praetoria's tutorial, but again - this doesn't explain why a cop on the force can't have a mediporter whereas a cop who has a super hero ID can. I can understand if the writer just didn't want to freehand what is essentially very important root canon, but someone has to, eventually. Isn't that what the story bible is for? -
As people have said, really, anything that involves killing lots of level 50s works for shards. Since the Alpha system was released, I've run maybe 10 TFs and 25 solo x5 tip missions on my Dominator, and she's gotten her Uncommon alpha and 37 additional shards.
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could be a contender. The one time I've ever actually gotten annoyed at knockback by itself (that is, just things flying away from me, not that they're flying over ledges or something) as a melee character was when I was duoing my brute with a Bots/Dark MM.
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Quote:And it would help resolve all those ongoing arguments I see between players about whether faction X or faction Y is harder. (Granted, tough vs. PCs and tough vs. other NPCs are two kinda separate things.)Remove the player control aspect and turn it into regularly scheduled, AI-run matches where players can bet on the outcome. Allow players to view the events as spectators and give tangible rewards for bettors - vanguard merits, reward merits, recipes, maybe even badges for the kids. Make the events low frequency to boost their significance and make attendance mandatory to be eligible for a reward (in other words, no dropping a bet and running off for an ITF).
SUNDAY SUNDAY SUNDAY!
COMING THIS SUNDAY NIGHT AT THE TALOS ARENA!
IT'S TEAM ARACHNOS VS THE CIRCLE OF PAAAAAIN!
SMOKE GRENADE! ABSORB PAIN! ALL THE PSYCHIC WAIL YOU CAN HANDLE!
DON'T MISS THE ACTION!
(I'm only half-joking about this idea. I don't see how this isn't ten times more interesting than day jobs.) -
Quote:Yeah, I've given up on random rolls except for when I really don't care if I make cash or not. 90% of the time, it results in disappointment.You received Devastation: Chance to hold (Recipe).
You received Unspeakable Terror: Acc/Fear/Rech (Recipe).
You received Luck of the Gambler: Def/End/Rech (Recipe).
You received Neuronic Shutdown: Acc/Hold/Rech (Recipe).
You received Impeded Swiftness: Chance for Smashing Damage (Recipe). -
Quote:And then take Whirlwind and put the chance for knockback IO in Thunder Clap.if you want OMG levels of knock-around...
make a storm summoning / energy blast / Electric mastery defender.
Storm Summoning has 4 powers that have a knock-effect: Gale, Hurricane, Tornado, Lightning Storm
Energy Blast has 8: Power Bolt, Power Blast, Energy Torrent, Power Burst, Sniper Blast, Power Push, Explosive Blast, and Nova
Electric Mastery's Thunder Strike also gives you a knock-effect power.
Total number of powers with knock effects: 13 -
Quote:Also, the set's hardest-hitting traditional AoE, Flamethrower, does its damage over 7.1 seconds, which really lowers its value on fast-paced teams or when hoping to wipe out minions so you have less incoming damage to worry about. Add the lack of a tier 3 blast, two AoEs that have a chance for knockback, Ignite being hard to get much damage out of (especially since casting any immobilize requires you to redraw your weapon afterward,) and Full Auto having a narrow cone, and I think that's all the major complaints I've heard about the set.Probably because much of its damage is lethal, it doesn't have Aim, and sentences the player to lots of redraw. The last point is the killer for me... I don't like having to constantly whip out my weapon in a fight, though that's more of an aesthetic complaint.
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This thread makes me uncertain if I'm glad or upset that we don't have an Ethics and Criminal Law board. Probably a little of both.
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Quote:And the other big problem I've run into: The gladiators just aren't balanced. When we first discovered the system, my friends and I spent a few days running fights with it, and we had fun for a while. Somebody would bring in a BP shaman to debuff accuracy and kill everything, so somebody else would bring a mezzer next time to take out the shaman, and then the first guy would bring a Raider Engineer to protect his shaman...reasons i dont do gladiator fights more is:
- poeple dont have very many gladiators to choose from
- poeple dont know what the system is
- large amount of poeple just plain dont care about them
- and the last and prolly biggest thing is there are basically no incentives to actually do gladiator matches aside from the 2 badges associated with them
After a handful of fights, though, we found that some things just won. Any team with Arch-Mage of Agony on it usually beat any other team, and Tank Smashers came in a close second. After spending a few fights trying to find ways around this and not making much progress, we mostly got bored and moved on to other things. -
My feelings on Eden of the East were kinda split... the art in the show was downright beautiful, and the general setup was interesting, but it didn't actually do that much with it. Great concept, mediocre execution. But maybe I was expecting to be wowed because of Kenji Kamiyama's involvement.
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Wait, people keep playing their characters once they hit level 50? I'm going to need this explained to me slowly.
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Quote:Rogue goes back and forth between the two. A lot of the missions where you get a villain/rogue choice are 'Villain: do something really evil. Rogue: do something vaguely good and get paid for it.' Some of them do have you still acting a bit villainous, but altogether, I think they work out pretty well. Rogue is right around where a lot of my established villains belong--they don't want to kidnap people for Arachnos for the hell of it or firebomb houses, and they're not against saving the day if they come out of it with a pocket full of cash.Most of the Rogue missions feel more like "amoral villain" missions, since you'll pretty much do anything as long as you're getting paid. Rather than, say, realizing that maybe you want to be a good guy.
Quote:The villain missions are all set to the tune of "puppy-eating-evil," and feel like they took copious notes from the totally successful and sane villains of Captain Planet and other Saturday morning cartoons. (IE, you're doing something for no better reason than to prove "how EVIL" you are, despite the fact that it's clearly a stupid thing to do.) -
Yeah, it's less of a squeeze now that we have inherent Fitness. From a pure mechanical perspective, I probably would take Ice over Mace, but I still stand by the opinion that Mace as a pool seems to get underrated a lot. It's kinda a mediocre choice if you're looking for damage, but that's something my /Fire dom has never been lacking in.
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Youmu is Yuyuko. Mind = blown.
Back on topic, though, I still like Mace Mastery. Scorpion Shield is nice (and slightly less ugly than the ice armor, if you ask me) and takes a LotG, PFF is one of those things most of my non-perma doms find very useful for those 'a patrol just stumbled upon me and all of my AOE controls are recharging' moments and a nice LotG mule for my perma-dom, and the spider isn't horrible and takes Expedient Reinforcement for another easy 6.25% Recharge bonus. -
Well, my first few 50s and what I think of their powersets currently:
Storm/Elec Defender: Storm remains good. Electric blast... eh. It's not a set I'll ever revisit on a Defender again, and I'm ambivalent toward it at best on Blasters.
Katana/Dark Scrapper: Katana remains good, Dark Armor remains good, but the combo itself is overshadowed in just about every way by my Fire/Shield Scrapper, thanks to the former being on a pre-i9 build and the latter being heavily IO'd. If I were willing to put that much cash into the Katana/Dark, she'd probably get amazing survivability... but with no Shield Charge, I don't see the fun in doing so.
Dark/Elec Defender: Dark is one of the few sets I'd like to revisit at some point. Elec... see my Storm/Elec for thoughts on it.
Stone/Energy Brute: lolEA. This combo, though, has decent survivability, thanks to the Stone end of things. Feels more like a Scrapper than my other Brutes do.
Thugs/Poison MM: Thugs remains great, even if Demons has reduced its popularity a little lately. Poison... I remain of the opinion that Poison is gimped Radiation, but it works nicely enough with Thugs. By some metrics, this is probably my single most powerful character.
And my most recent characters are an Ice/Rad Corruptor and a Katana/Invuln Scrapper, both of which were possible as soon as their respective ATs were introduced. So I guess I'm happy with most of the old sets. Actually, the newer sets tend to be moderately likely for me to avoid altogether--Dual Pistols, Willpower, and Demon Summoning are all ones that I just don't enjoy for one reason or another. -
You'd want an early-blooming build that can beat AVs, since you'd face your first at levels 11-16 with Dr. Vahzilok, then Clockwork King at 15-20. It sort of depends what you count as 'every TF along the way,' though. Including the STF probably bumps the requirements up a lot.
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I suppose part of it might be that people in the first few months were much more likely to stick to a single character to try seeing the high-level content, so the number of characters per account is likely lower. And every account had a lower hard limit on characters--what do we have right now, six times as many available characters per account per server as we did at launch?
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Interesting. That runs counter to my expectations--that the majority of people who have subscribed and subsequently left the game for good did so in the first few months, and that a lot of the really obvious names that are taken would have been snagged within the first few months, so a lot of inactive accounts would also have obvious names on them. I'd love to see the hard data on things related to this (percent of total accounts that were deactivated in the first few months and subsequently deactivated for good, percent of total characters held by accounts deactivated for over a certain threshold...), but I'm a fiend for statistics.
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Quote:Well, on my Traps/Dark, I drop Acid Mortar, jump in, drop PGT, hop back, hit the enemies with Tenebrous Tentacles and Night Fall... and between my defense and the ToHit debuffs, I'm now softcapped or within spitting distance, so I can usually sit in the middle of the group and toebomb with impunity. Helps the damage output nicely.To put it bluntly: I love the Traps/ half of the character. Love it to little, tiny pieces. I am very unhappy with the /Dark Blast half of the equation.
I know that Defenders have offensive attacks as a secondary for a reason, I don't expect blaster-level damage output from them. But I would like to be better able to solo mobs without spending a longish amount of time setting up trip mines or a couple mortars before every pull. -
Quote:Something around here is pretty much my viewpoint. Good names aren't particularly hard to get, but I also don't see any good reason to let people who likely will never touch the game again keep names. People who want weirder or more esoteric names can keep using them, and people who just want to be Captain Ice Guy will have a second chance at a lot of them.Here's my view on this. I can see both view points, those arguing for the availability of names opening up from extinct accounts, and those argueing that many good names are still out there just waiting for a player with enough imagination to find them. However what I DON"T see in this discussion is any good justification why there shouldn't be a much more extensive purge.
My suggestion is to create a script to purge all accounts older then 2 years inactivity, in addition all affected characters should have "*" added at the beginning and end of the effected character, and a rename token added to the character if they feel like trying to snag out the name again when they come back.
What do you think of that? What would the downside really be?