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Posts
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Now I'm curious if there is an AT with no confirmed AVs solo'd. The only AVs I don't remember ever hearing of soloing an AV are tanks and the four EATs, and I'm sure most of those can pull it off.
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I'd say something about you whining about whining about whining, but that would be whining about whining about whining about whining.
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I've gotten posts deleted and gotten into closed betas afterward, so I wouldn't worry about it too much. Unless the post was, like, threatening to kill a dev's dog or something.
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Apparently so, since recipes at levels that are multiples of five sell for a lot more. And the bit Meben mentioned about not having space to bid on ten different levels at once.
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I personally like Traps/ far more for a defender than a corruptor. Having it as a primary instead of a secondary means you can get all of the cornerstone powers by level 18... and Traps being Traps, that basically means you're prepared to deal with anything the game can throw at you. I'm going to add my support for Traps/Dark being an excellent team character. Soloing, it doesn't do the greatest damage, but there are some definite benefits to being able to combine FFG's +defense, and the -ToHit on your attacks to essentially softcap yourself.
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Quote:To all these "zone martyrs", I say: Try any other MMO and you'll come back to CoX thanking your lucky stars things aren't worse than they are now rather than quitting in nerdrage just because you had to zone once per mission.Quote:The thing about traveling is, it's not exactly exciting or all that fun. If you're a brand-new player getting to fly over the Rogue Isles or Paragon City might be fun for the first time, but after a year of playing, you saw it all and getting from A to B isn't an exciting sight-seeing tour anymore, it's just something to be done so you can get back to beating up more baddies, the actual meat of the game.
Frankly, I don't buy into the "back in my day, we had to go through the snow uphill both ways to get XP!" talk, either. Yeah, travel time is infinitely longer in other MMOs, and it used to be worse in CoH's early days, too, but so what? I chose this MMO for a reason. Not to mention that the devs' mission isn't to copy other MMO elements because that's what all the cool kids are doing, but to make a fun game.
So, when was the last time you were euphoric about taking the tram from Talos Island to Brickstown or flying over Sharkhead Isle? These simply don't get people excited about the game, and I dare say these aren't the reason people play this game. And the best part? The devs agree with this. All the starter-arcs now have much-reduced travel times and from what I've been told, since I17 blue-side contacts give their phone number much earlier, too.
Feel free to keep waving your walking cane at us and telling us to get off your lawn, but I personally quite like that the devs learn from their mistakes and questionable mechanics instead of desparately clinging to archaic MMO design decisions. -
Now for my villains to hoard all their money toward the future!
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Quote:Agreed. Maybe add 'get rid of some FedExes and street hunts while you're at it.' I can't stand grinding paper missions, but I'm not fond of running all over creation for outdated story arcs either, so I almost entirely avoid heroside these days.2 simple fixes and story arches wouldn't be annyoing at all, and far superior IMO to paper missions.
1. Keep the zoning to an absolote minium. Only zone if it makes since to do so. (IE, you need to speak to a contact in a different zone). Outside of that, keep them all in zone.
2. Give us the phone number right off the bat. Screw this trust thing. I get telemarketer calling me on my cell phone... phone numbers are not usually a big private trust earning deal, and if you trust me enough to put peoples lives in my hands by god you should trust me enough to give me your cell phone number...
You do that, and I'd never touch paper missions again. Frankly, i don't DO paper missions red side at all usually, cause the missions are all pretty much in the same zone, and you get the cell phone eairly. (though, IMO, you should just be giving it at the start like in the RWZ)
But hero side, where the contacts love to send me all over the map for each mission? Screw that. I'll run papers. (or i guess, scanners..) Hope the dev's do the new missions for the new zone more like CoV and a lot less like CoH. -
I like poison, but I can't think of many compelling PvE reasons to play it with /Radiation Emission available... Rad does most of the things Poison does and almost as strongly, but as AoE instead of single-target. A lot of it would come down to how Noxious Gas was ported over or what replaced it, though.
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Quote:This pretty well outlines why I avoid PUG mayhem missions when I can. Damn, do those things suck most of the time.1- The mission difficulty is still set insanely high.
2- When the team wipes in the first 2 or 3 mobs, the team gets stuck in jail due to massive amounts of Longbow and PPD eagerly waiting to fill their police brutality quota on us.
3- The leader doesn't clearly establish how they want to do the Mayhem, chaos ensues. See number 2.
4- The leader does say how they want to run the mission, but some Stalker or another player runs straight to the bank anyway. See number 2. -
I dunno, which part of the deep sea has the least aardvarks?
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Quote:It's not so much that I expect them to be able to make Recluse shake in his boots at level 35 as it is that I'd like to play villains. Not henchmen or mercenaries, but the things the box promises. Characters who have their own schemes and plots to sow (terror/chaos/despair - circle one) across Paragon, not beating up ghosts because Black Scorpion wants to pimp out his armor. By the late game, at least, it would be nice if characters had a chance to be powerful in their own right, instead of 'well, maybe if I work for Powerful Guy #36, I can learn something! If that fails, I'll work for the exterminator, I guess.'Lord Recluse is a end game character, do you really expect your underdeveloped character to have any pull at lv35?
Quote:Since when is learning secrets and stealing power not a good reason?
I realize none of this will ever happen and it's just a big pile of kvetching, but still. I came into CoV wanting to play Doctor Doom or Lex Luthor and mostly got to start gang wars for clowns, get pushed around by punks, and help people collect interesting rocks. -
That's the one thing I came in here to add. Corner-herding with Snowstorm is the safest way to take alphas for a stormy a lot of the time, especially on teams.
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It's the approach I'd take. There are just entirely too many variables to consider with debuffs and mezzes to really get meaningful numbers out of it, apart from highly-controlled situations like fighting a single target... and more esoteric powers get even worse. How much damage resistance is taking the alpha strike with Seeker Drones equivalent to? The answer is a resounding 'lol, I dunno.'
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But if you miss with your AoE control, you can smack the ones you missed with single-target controls. You don't necessarily need to, but a mezz-based character can achieve >95% damage mitigation versus single spawns that way. On the other hand, they also have much bigger problems with things like adds and scattered mobs than a character with straight-up resistance would. And then you get into things like -recharge in /Ice Assault and my brain starts hurting.
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Quote:And from an RP standpoint, there's no good reason for many of my characters to start working for a patron in the first place. By level 40, you can have robbed dozens of banks, potentially made an army of clones of yourself, beaten up members of the Freedom Phalanx and the Vindicators, stolen gazillions of artifacts and technological doodads, gotten in on the ground floor of freeing an alien god, and gotten cruise missiles to your name. Why do you suddenly need to turn around and play second fiddle to one of Recluse's lieutenants for five levels?It's been mentioned several times already, but I'll put I'll down again.
At the completion of your patron's entire arc you will have:
- Betrayed your Patron and foiled the plans they hold dearest.
- Defeated your patron in combat.
- Defeated future Lord Recluse in combat, and brought him back his own helment as proof of your power and stature.
From an RP standpoint, not completing the arcs sees you as remaining a lackey forever.
As an aside, I hate how you finally get Recluse to admit that you're no longer under his heel... around level 49, just in time for the canonical game to end. I'd really prefer that it happen around level 35, and the higher-level content show you starting to grow in power enough to be a world-shaking villain in your own right.
I'd also point out that when you betray your patron, it's by order of Arachnos. Of course, since you're strong enough to beat up any of the patrons by that point, it doesn't really make much sense why Arachnos is able to strong-arm you into doing that, but hey. -
Quote:Seriously. If I had a dollar for every civilian I'd accidentally attacked while trying to fry a security guard, I'd have... well, a lot of dollars. The same goes for inanimate objects on mayhem missions. ("Mwahaha, now you shall feel the sting of my energy r...--ARGH, DAMNABLE PARKING METERS!") I can at least understand why objects are targetable, as opposed to civilians, which are essentially scenery.I just wish they didnt act as a target when you hit the tab key. Its Immensely irritating to be trying to hit that Guard Boss who's stood in the lobby, when all you can actually target are the damn civies. And, oh, look, grenade to the face. Never mind, eh? *sigh*
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Level 45+ villain arcs are some of the only content in the game good enough to actually keep me interested long enough to solo it. The 40-45 stuff is... a bit more hit-or-miss. I'm not fond of patron arcs. Most of my characters want to be villains in their own right, not prove themselves in Arachnos.
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Quote:Gasp! Is... is this what it's like to feel joy?For as long as I can recall paper/scanner missions the only way to get a different set of 3 mission offers was to zone. However with I17, you can take a scanner/paper mission you don't want, abandon it and then when you check the scanner again its a new set of 3 to choose from. Now you don't have to zone to play mission roulette.
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Quote:This is what drives me nuts. If I want to make a giant Hulk-style character and set them to seven and a half feet tall, they end up about the same height as half of the just-a-normal-guy characters. And about eye level with civilians.The problem with scaling yourself relative to the NPCs instead of the height measurement is that others won't do that.
So one person scales their character to the NPCs and decides that they're all 6ft tall, so they make their guy what they perceive to be 6ft tall to match.
Another person decides to use the creation window height measurement to put his character at exactly 6ft as indicated.
Both of your characters are supposed to be 6 feet tall, but one character ends up noticeably taller than the other. I think this would drive people like us (OCD maniacs who can't stand discrepancies like these(and yes, I'm one of them!)) mad.
"I'm 6 feet tall!"
"I'm 6 feet tall too!"
"But you're a whole head shorter than me."
"... Crap." -
Yeah, this is one I'd like to see too. As I pointed out in that thread, there actually are a few currently in the game, like lava, but most of them only affect the players, not enemies.
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Now you just need to get your robotic villains from slicking back their hair and cracking their knuckles and we're all set!
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A lot of my characters are frankenslotted and stay there... I find that there's a pretty big price gulf between an SO build and a dream IO build, and that's more time and money than I usually have any inclination to sink into a character... especially when there's nothing hugely effective that they need IO bonuses for. For characters like that, I tend to just frankenslot them out well and leave them there.
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Quote:1. About 95% of the time. My global friends list is split about 80/20 between people who no longer regularly play the game and people who don't actually run missions on groups outside of their SG or solo.In an average gaming week:
1) How often do you PuG instead of grouping within your SG or friends?
2) How often do you group with friends and fill the rest of the group with PuGs?
3) How often do your PuG members do what you feel needs to be done without being told to do so?
4) How often do you find yourself telling PuG members what you feel they should be doing (for the good of the current team/session)?
5) How often do you find yourself adding PuG members to your friends/global friends, and if those lists are full, using other methods of remembering them?
6) How often do you group with complete jerks in a PuG?
2. Pretty much never. See #1.
3. A majority of the time. Let's say 80%. The game's not that complicated.
4. Very rarely. Only really in missions and TFs that are more complicated than the baseline--things like the final mission of the ITF, when a strategy of 'hit the bad guys a lot' won't necessarily work. In any situations like that, I tend to give as comprehensive of an explanation as I can.
5. Pretty much never, but I don't, as a rule, friend people unless I've talked with them quite a bit.
6. Jerks? Rarely, maybe 10% of the time. Idiots? About 60% of the time.
I should probably add the caveat that I run about half the PUGs I'm on, and I do have some standards for recruiting people. Bad spelling and such is okay, but I'll avoid really dumb search comments... and I do go for people flagged as LFT first, which tends to be a more experienced group. When joining, I'm far more likely to go for an informative, full sentence than 'grp lfm pst.'
Hah. I think you could practically make a supergroup of all the people who are annoyed with him for that stuff by now...