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Posts
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Joined
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Quote:I think Positron's biggest problem nowadays is that, as far as I've seen, if you start it anywhere within the valid level range, you will be 16 before the end of the TF. This is actually my problem with a lot of low-level hero content now. The arcs and such are so long that I don't even bother running them, since I know it will just result in my outlevelling them 2/3 of the way through and fighting grey mobs if I don't solely focus on that arc or I do something wacky like team.The signature TFs are the ones that spring to mind here. Positron is the worst offender by far. Do we really need to defeat THAT many CoT, Vahz, and Clockwork to get the idea that they are interested in the dam? You really can make that point in the space of 4 missions: 1) Fight Vahz and find out they are interested in the dam 2) Fight Clocks and find out they are interested in the dam 3) Fight CoT and find out they are interested in the dam 4) Save the dam.
A little filler isn't always a bad thing, but do we really need 12 missions worth of filler? Especially seeing as how a lot of them are redundant. -
Quote:Pretty much this, with the caveat that I do plan out specific goals for some characters--'I want this one to be a permadom' or 'I want to get as much damage as I can.' Unless there's a specific goal like that, though, I just throw on what sounds fun. My /elec brute has lots of regen bonuses. Why'd I pick regen? Because it sounded fun. I can run the numbers when I want, and I understand all the formulas for how things like recharge work, but usually I go with the route that sounds fun over the efficient one.Not very far at all.
All of my characters start with a concept- how much I play them depends almost entirely on how well I am able to realize that concept.
I do enjoy messing around with IOs, but I don't pay any attention to the #'s.
The extent of my planning is "dang, my fire/rad REALLY burns endurance....I wonder what sets will give me +rec?" On the Goat I went for +damage, just because it sounded fun. On my kat/regen I went for regen, even though defense would have made more sense from the 'powergamer' perspective.
Perhaps I'm the odd one out here, but I actually dislike characters (and have deleted characters for) being too easy. I enjoy active mitigation, keeping myself alive through mezzes and debuffs. If I can just stick up a bunch of toggles and know that I'll have X% mitigation no matter what I do or where I stand in relation to my enemies, it bores me to tears. If the character has no problems at all against a broad range of enemies, that's even more boring. As such, soft capping and such usually aren't very high on my list of goals at all.
I have a rather long list of horribly specific requirements I need to really enjoy a character... -
Storm/Rad Defender. The two sexiest-looking sets out there.
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1-11: No slotting other than the TOs that drop for me.
12-21: DOs. If the character gets a jackpot, I'll craft normal IOs at level 12, but otherwise I'm usually levelling too fast to really care about doing so. If they're levelling really fast (particularly on TFs), I'll skip enhancements altogether until 17 or 22.
22-31: SOs.
32+: Full IO builds for everybody. If the character's having problems in a certain area, I'll usually frankenslot cheap set IOs to patch that area up. As they get the cash to do so, I'll slot good set IOs for bonuses. -
This. Adding some actual story arcs to give something to do other than endlessly repeating missions and TFs would definitely help, too. And it'd be a nice way to give more IC info on Rularuu.
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Yeah, you can sort of do mezz/debuff meleer with existing stuff. I've got...
Katana/Dark Scrapper (mezzes and acc debuffs)
Stone/EA Brute (knockdowns, end drains, and stuns/holds)
Dark/Elec Brute (fear, end drains, and acc debuffs)
Dual Blade/Fire Scrapper (knockdowns and then some more knockdowns followed by knockdowns)
Going full-out with debuffs as a sole means of mitigation, though, is something I can mostly only dream about. -
Anything melee/anything debuff. The first side to get debuff-based melee classes wins my eternal loyalty.
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I very, very rarely make characters with tragic backstories/bios. Most of mine have parents that are alive and well and all that and took up heroism to help people instead of revenge or anything (except for my villains, who just want lots of money or to rule the world.) That said, the two I do have...
Aurie - A world-renowned dollmaker was, way long ago, commissioned to make a wind-up doll that could think and talk for the king's daughter. He worked at it for months, but despite his skill, he just couldn't find any way to make the thing intelligent, even as his deadline drew near. Fearing for his life, the man turned to mystics to help him, which they did--by binding a young girl's soul to the doll to give it intelligence. This, thankfully, was hard enough on her mind that she didn't remember ever being human, and the dollmaker groomed her in preparation for being presented to the king.
... and then he died before finishing her. The king didn't want to present the not-entirely-finished doll to the princess, so she was stuck in a cellar and ignored for hundreds of years, until she was found in the present day by an archaeologist, the first person to wind her up since then. She's not in very good shape, thanks to centuries of corrosion, leading to her having occasional huge memory problems or body part failures. And the best engineers can't figure out just how to fix her, because they can't figure out how she works in the first place... mostly because the only reason she's still operational at all is that her bound spirit is animating some parts now. So, every day, she's a little less reliable and has a little harder time putting her thoughts together, with a strong implication that it couldn't be more than a few months before she finally grinds to a stop altogether...
Silead the Lament - Silead's a reverse empath--whatever emotions people around her feel, she feels the opposite. This was just a minor quirk when she was young, since her parents could shelter her, but that was before they died. She was put up for adoption and ended up in the hands of a mercenary company, who thought that her mutation would make her a compliant assassin. It sort of did, except for the fact that killing people gave her such a rush of pleasure that it completely threw her hormonal balance out of whack. As such, it essentially acts as an opiate for her, so when she goes too long without hurting somebody too badly, she goes into withdrawl, her body getting super-sensitive to pain and making her pretty thoroughly miserable. And, of course, the reverse empathy thing makes it a bit hard to be around people who are in a good mood, which basically precludes any chance of her getting to socialize with people. She actually wants to be nice and all of that, but it's a bit hard when you have to stab people on a daily basis just to keep from going into mind-numbing pain and being around happy people puts you in the foulest mood ever. -
I didn't know you could have more than one of a given enhancement in a power until I'd played for a few months. Up until that point, my scrapper's (MC Smackdown, white rapper/nuclear engineer who gained his powers when trying to invent the nuclear-powered microphone. I don't think I made a non-joke character until about my ninth month of playing.) attacks were slotted 1 acc/1 dam/1 rech/1 defense debuff/1 endredux in the high 20s. I also thought that the defense debuff SO made my attacks do more damage and spent a few days trying to figure out why they weren't.
Funny enough, a few weeks ago, I found myself slotting a low-level brute's attacks 1 acc/1 dam/1 rech/2end, so my slotting has sort of come full circle. -
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Quote:This is about the distinction I make, but I'm well aware that it's not particularly widespread.To me, farming is any repetitious action that you perform solely for the reward. Want to keep clearing the war wall in Cimerora because you get purple drops? Farming. Have an AE Boss mission you run over and over again for tickets? Farming.
Keep in mind that I'm not making a statement for or against farming, I'm just answering the OP's question of what my own opinion of farming is. I've done the argument before with people who state that simply playing the game is farming because you engage in combat repeatedly for fun (meaning you have a repetitious action with fun being the reward). Whatever. I won't argue semantics. I farm on occasion, not very often, and usually when I get bored.
Of course, if I'm already bored and resort to farming, I usually just wind up increasing my boredom and log off shortly afterwards, but that's just me.
I personally think i16 is going to blur the lines a lot. A lot of people (including myself) like soloing huge mobs of enemies for the challenge. If you do that on a single map and keep resetting it, a lot of people call it farming. What happens when you can do it while playing through a story arc, almost exactly like you would playing the game 'normally'? -
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Base editing upgrades. Actually, anything that has to do with SGs, particularly if it has to do with bases, I am 'meh' toward.
End-game content. Unless I can get new powers out of it, not interested. -
I like the general idea, but I also think i16 is going to end most reasonable perceived purple supply problems by luring farmers back into normal missions.
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Pretty sure they did it with the taunt powers in tanks' secondaries to swap them with the attack above them. This was probably only in Issue 3 or 4, but still.
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I prefer option 3: At the start or the end of the fight, whichever point you're hitting that thing that needs to die NOW. Particularly if it has high defense or to-hit debuffs.
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Given that it's villainside, I think every third character is a carnivorous mutant. My personal kitten-eater eats anything that's not shooting at her. ... and it if is shooting at her, she just makes it stop before she eats it.
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I like the idea in general, since I'm in the same camp--I'm on the TF because I want to slaughter things for hours. Making it Defeat All might be a bit far (or complicated in the case of things like the Ice Mistral SF, since I'm not sure if they could make you not have to blow up every little crystal), but still, rewarding some strategy other than stealthing at max speed would be nice. Always felt a little weird to me that beating down villains instead of sneaking in and out with the bare minimum effort was basically counterproductive merit-wise.
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From the patch notes:
The issue involving random characters appearing in the chat line has been fixed. For example, players should now no longer see "asdawasdsawdsLevel 10 Scrapper LFT"
Rejoice, my people, and say stuff! -
Gotta be way, way, way more than that. I know of at least a few dozen in game, and that's on a single server and not limited to people I met 4+ years ago at all.
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Yeah, I've seen Freakshow in missions doing that 'play dead' bit they like to do in Brickstown. I like to think they're not trying to lure me in, they're trying to convince me to stop the beatings.
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Quote:Ballistas. They are pretty annoying on unprepared characters, but I don't think I've ever played anything that couldn't take one down by stopping by the store and stocking up on a pile of purple inspirations.Anytime I see that ForceField based Longbow Elite Boss! I've never seen a baddie kill MM pets so quickly!
Now, Silver Mantis, on the other hand...