Kelenar

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  1. Kelenar

    Worst Mobs Ever.

    Quote:
    Originally Posted by Elfis_Presley View Post
    Detoggling - Once again, this can just suddenly one-shot you if it detoggles something you were depending on to live, like mez protection. Not satisfying.
    Does anything in PvE still have detoggle powers? I remember something about Ballistas having it early on, but I thought it got removed.
  2. Quote:
    Originally Posted by Westley View Post
    Multiple? You can have only three missions at a time. And KNOWING this, and KNOWING how easy it is to level past an arc... why would you knowingly start three different arcs at the same time?
    Occasionally, because I'm on a mid/high-level hero and like having three contacts going to maximize my chances of having an option that isn't halfway across the world for my next mission. This is especially my strategy when I'm trying to run non-scanner PUGs, since PUG haet travel.

    Most commonly, though, it's more like this:

    Pick up Arc 1. Get halfway through it before I get a team invite. Team. Arc 1 is now grey.
    Go 'eh, I have more arc slots.' Pick up Arc 2 from a current-level contact. Get halfway through it before I get a team invite. Team. Arc 2 is now grey.
    Go 'eh, I have more arc slots.' Pick up Arc 3 from a current-level contact. Get halfway through it before I get a team invite. Team. Arc 3 is now grey. I finally have to just bite the bullet and do some old junk.

    I'd love getting an arc drop button. I don't even want rewards for it, I just want the option to start running a normal contact when I know I may team later on in the night without worrying about getting stuck with an arc.
  3. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Good news everyone, I think I have figured out a way to bypass weapon redraw in combat.
    Awwwww yeah.
  4. Kelenar

    Tornado & Procs

    Quote:
    Originally Posted by Tired Angel View Post
    Although, how would a damage proc work in Lightening Storm, would it be the same as in tornado?
    As a pseudopet, I believe that any knockback or attack set procs would have a chance to fire each time it blasted.
  5. Quote:
    Originally Posted by Westley View Post
    Good thing for those that are leveling "too fast for the content" that every actual ARC that they are worried about missing can be played again anytime they want to in Ouroboros.
    My problem with it is tying up multiple arc slots with the outlevelled junk. I want to level. I'm fine with missing the last half of arcs I've done fifty times. But when doing so leaves me having to run multiple arcs at -6, it's annoying.
  6. Quote:
    Originally Posted by Socorro View Post
    I play a Human PB alot, so let's just say I know all about KB, and how to control it.

    But man do I get aggravated by *having* to control it.

    ...

    I know...these aren't real fights, but dangit we're not playing Chess either. Yeah, herding and grouping is more 'efficient' - who cares? It's also the most boring way to play. Charge in, let the Bodies Fly, that's what I say. Oh, and in case anyone feels I'm not being kind to the Meleers. I have a lvl 50 Tank, 50 Brute, and 50 Scrapper... and I still say let 'em fly!
    The thing is, I've been in situation where it's not the difference between 'efficient' and 'inefficient,' it's 'living' versus 'team wipe.' Scattering some enemies with Energy Torrent when the team is doing fine isn't too bad. Scattering some enemies with Energy Torrent when the team is struggling and you knock my RI/EF anchor away from his buddies is not.

    I generally agree that there is much too much whining about knockback, particularly well-controlled knockback, but it only really takes one or two of them to scatter enemies enough to cut down the power of debuff toggles by quite a lot. It also annoys me when I'm the one playing an Energy/ blaster and I have to waste time moving around to KB my enemies into the ground where I could just be cracking skulls if I had more control over it.
  7. Quote:
    Originally Posted by Captain_Photon View Post
    In terms of suspension of disbelief, there's also the small and inconvenient fact that loading a heavy crossbow takes a couple of minutes' work with a small winch, which is not something most superheroes are going to have the time to do in a fighting-with-villains situation.
    Yeah, but I don't think that'd be much of a problem for us, since we have crossbow-toting enemies who have no problem rapid-firing them.
  8. It feels a bit too fast to me on teams and moderately too slow for a lot of characters solo, but that's a lot better than the old curve, which was 'just don't bother' on my slow soloers. The big change for me was the new difficulty settings... those have made the spread of my characters' leveling speeds way broader. The ones who can handle things like x8 level up pretty darn fast, while those who can't crawl by comparison.

    ... and then if I team, I end up gaining 10 levels in one night and outlevelling every arc I'm halfway through and having no active contacts.
  9. Quote:
    Originally Posted by Fusion_7 View Post
    I once teamed with a guy who was the lead tank and he said for me not to use my Pets for my Controller. No Pets,..lol, my pets are my main attack powers and without them, i was just throwing darts and not doing any damage at all. Needless to say I quit that team.
    I teamed with a tank who forbid me from using Freezing Rain on my Storm/ Defender, because he didn't want to deal with the scatter. I can't team with anybody that stupid, just in case it's infectious.
  10. Kelenar

    Worst Mobs Ever.

    Quote:
    Originally Posted by Futurias View Post
    The thing that I'm getting from the developers is that these super-annoying mobs is that they are 'working as intended.'

    And that's sad, because it means unless you've picked the right AT-combo, having fun is secondary to challenge.

    IOW, haves and have nots yet again.
    Except that depending on your powerset, most everybody is a 'have' versus a few of these and a 'have not' versus others.
  11. Quote:
    Originally Posted by Rubberlad View Post
    My concern is that a lot of what he's discussing for Aion was at some either flagged or requested for City of Heroes originally - including:
    • New underwater zone (plus swimming abilities)

    ...

    And why are these features going to Aion first before City of Heroes?
    Aion's using up all the water! Quick, get a bucket!
  12. Kelenar

    Worst Mobs Ever.

    Quote:
    Originally Posted by Moderator 08 View Post
    In the mid 20's red side, slag beasts are awful if you are teamed. Solo I'll fight them no problem, but teamed they are the PUG killer. Awful awful awful.
    I forgot these guys. Mostly because they're essentially a group entirely consisting of reskinned warwolves with defense debuffs. And all warwolves was bad enough to begin with.
  13. A simple one: It's always annoyed me that my Ice/ blaster is as vulnerable to ice as every other schmuck. Adding minor resistance to their own damage type would be a good once for every elemental primary, though I can see where there would be balance concerns... and things like elec/elec brutes who really aren't hurting for another 10% energy resistance.
  14. Same for some pets, too. You get the summon power, then half a second of the pet standing around before it goes through the animation again.
  15. Quote:
    Originally Posted by EmperorSteele View Post
    My only complaint about KB comes as a player who plays 3 Kins. That is, I'm trying to heal you/an ally/myself, but before the heal goes off, someone changes their target to MINE, knocks my target away, and the heal gets wasted. Normally not too terrible, just annoying... worse case scenario is that the person who needed the heal gets hit more and dies. And that's happened a couple times, once even on a MoSTF run that subsiquently failed due to this.

    However, most of the time this is mearly an annoyance orchestrated by a simply good player... that is, they see a target next to someone who's low on health, and they instantly try to help by tossing that enemy away... and good on them! However, a BETTER player will know there's a target-based heal aoe waiting to go off and trust me to do my job. And THEN they can get rid of the foe once they've outlived their usefulness.

    It just takes a bit of forethought to use effectively. KB is a powerful weapon, one which gets misued a lot, which has led to people griping about it.
    I liked the guy who shoved my Ennervating Field anchor off of a high ledge in Oranbega with Energy Torrent. It would have been annoying even if he were just shoving some random enemies we were fighting off the ledge, but no, he picked my anchor to launch. Into a group below. Couldn't have done it more perfectly if he'd tried. My defender doesn't take kindly to suddenly having three Death Mages jump up next to her and start attacking.
  16. Quote:
    Originally Posted by HeroJunkie View Post
    It's not so much that some ATs will be avoided when forming teams, it's that some ATs might be created less, I think.
    This is about my opinion. If it's easy to switch sides, I'll never personally have much of a reason to create a new Scrapper again if I can get the same powersets on a Brute (unless the concept just 100% doesn't mesh with Fury, I guess.) At the same time, I'm sure that there's somebody out there who hates Brutes and is looking eagerly toward being able to play a Scrapper through villain content. Forming a team, I'm happy as long as I can get some semblance of a functional combination of ATs.
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, I'm still lobying for a cheaper, instant Combat Teleport that only works at a distance of 10-20 feet. Just enough to be manoeuvrable in combat, but not enough to travel with. And no Hover time. So I guess that would count for Teleport.
    I'd love this. It'd be useful for a lot of my characters... one of my biggest problems with TP is that it has little utility for some characters. Particularly those with powers that can't be used while flying.
  18. Quote:
    Originally Posted by KingSnake View Post
    Defender *may* be effect a bit when people relise that Corruptors are just as effect most times in teams for support as defenders but a bunch easier to solo.
    Meanwhile, I'll be sticking with Defenders because I'd rather get debuffs, which are usually pretty interesting, early rather than Single Target Blast #4: This One Is A Bit Slower Recharging But Hits Kind Of Harder.
  19. Quote:
    Originally Posted by CaptSammy View Post
    Once the event gets into full swing, the supply of candy canes will increase, the best time to sell is right at the start of an event, for the BUYITNAO crowd. So I felt they would sell well last night and for the next couple days till the even starts back. So I tried to grab as many as I could. Sold most last night for 250k to 300k. Kept a few just in case the price goes up further. But I was dual boxing WL runs so I made 50 million last night alone off canes. Thats not counting what I will eventually roll with the mertis.
    Yeah, I'd like to thank that crowd for giving my new stalker 12 million inf last night from an hour of casual present hunting with a fight with Lord Winter at the end. And here I was afraid I wasn't going to be able to afford SOs.
  20. Quote:
    Originally Posted by Dispari View Post
    6) All the cool combinations of colors that Phantom Army can have
    I'm planning to make an Illusion/ controller sometime soon just so I can have red and white PA. They look very, very similar to Longbow soldiers.
  21. Kelenar

    Worst Mobs Ever.

    Quote:
    Originally Posted by UberGuy View Post
    Arachnos are some of the most effective troops in the game short of Vanguard and Rularuu. I consider them more dangerous than Longbow.

    The thing about them is that they have something for everyone. They deal exotic damage all over the place (Toxic, Psi, Energy and Fire are all highly represented). They have a wide variety of resistances. Mu are strongly resistant to cold, fire, energy and negative. Fortunatas are resistant to Psi and some have mez protections. Tarantula Mistresses have have good resistance to all damage types, high resistance to Psi and a hideous toHit and defense debuff. Mu are dangerous end drainers, and the Mu bosses are insane about it. Fortunata Mistresses attack with non-positional Psi attacks. Bane Scouts and Executioners deal really hideous amounts of smashing and toxic damage if you let them, and even the Bane minions hit pretty hard.
    Night Widows and Huntsman and Crab Spider bosses also have some mezz protection. Widow darts do -regen. Defense debuffs are sprinkled liberally through their powers, too. They really do have something for just about everybody.

    My /Elec brute was the closest I've had to having no problems with them. As long as I beat Toxic Tarantulas into a hole very quickly and didn't get swamped by too many Banes, I was usually alright. Even still, Arachnos is one of the very few factions that make me regularly rely on my end drain as protection.
  22. Anything to make Longbow more interesting. Always annoyed me now villains have to fight them almost constantly, but they're one of the least varied groups around.
  23. Kelenar

    Worst Mobs Ever.

    Quote:
    Originally Posted by Seldom View Post
    Oh, and I hate to say it but vahz are ridiculously easy to pull. Many of the steamroller teams may dislike this, but if you can't take the heat, adjust your strategy, and you'll do fine.
    Not even just pulls, either. The zombies have such a short aggro range that you can often 'sneak' past them with a reasonable jog.
  24. Kelenar

    Worst Mobs Ever.

    Fortunatas and Widows. Defense and/or mezz protection is a mean combo for my dominators to face down that regularly. Smoke grenades are just an extra boot to the face.

    Chief Plasma Scientists vs. MMs. These guys spawn super-rarely, since I think they're only around for like a 5-level period where you don't fight many Crey, but my memories of running into one on my Merc/ MM can be summed up as 'flamethrower god.'
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    Let's look at an example from the game already - Mercedes Sheldon's third hero arc, the Crown of WhatWasIt. The final mission has you square off not against an AV, or even an elite boss. Instead, it's one boss, who calls in two more bosses, and when he dies, another boss arrives, who calls in two more bosses. It's an ungodly hard fight, especially since the Warriors are THE heaviest hitters at that level, but it actually has the right idea. I'm the boss of the level. I'm the strong one, the unstoppable one. I don't need to bring together seven of my friends to just hope to take on one guy. The bad guys had to bring out six of their best just to take on ME. The game's balance isn't really different, but the fight is more epic AND it feels so much more satisfying. For once, the AI is working hard to kill me, rather than crouching behind a mountain of hit points and offensive stats for me to chip through.
    This is one of the many reasons I keep my brute moving constantly so that I'm never below the aggro cap. As an added bonus, with the way aggro priority works, you can end up with yourself facing off against several bosses while a bunch of minions just form a ring around you watching passively. It's like a kung-fu movie!