Lazarillo

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  1. Because I still don't have an answer:
    The writeup mentions an ascot. I do not see an ascot anywhere. Was this left out by accident, or am I just blind?
  2. Cool stuff. Thanks for making such a worthwhile pack. Can't find the Ascot listed on the description page, though.
  3. Kind of an "Oh crap! It's the 31st!" feeling, there.
    Not really much to discuss other than the fact that there's nothing to discuss.
  4. Quote:
    Originally Posted by EnigmaBlack View Post
    Although I feel slightly hosed for spending time/salvage collecting the current Lore pets (Looking at you Diviner!), I'm also excited that the new ones appear to be much better than the originals.
    This is kinda my beef, and why I'm generally indifferent to whatever turn up. Already wasted so much time grinding the originals, that I'm not going to take any of my current Incarnates back through the raids, and I've no interest whatsoever in starting a new one.

    I do think it's interesting they're including Heavies, though. Weren't they originally going to have War Walkers, but replaced them with Vicky because they were too big? Have they fixed that problem, or are these just miniature equivalents?
  5. Quote:
    Originally Posted by IanTheM1 View Post
    Outside of Incarnate Trial mobs, which were given a to-hit bonus to begin with (and therefore technically not "buffed"), what enemies got better accuracy or to-hit? I'm not a fan of enemies being given arbitrary advantages, but I'm also not a fan of hyperbole.
    A lot of the low-level Praetorian enemies have accuracy buffs in at least one attack. This tends to be made more painful by the fact that, at low levels, all that cool soft-capping stuff isn't available. IIRC, the newly-diversified high level Devouring Earth enemies also have something like a 1.2-base accuracy as well.
  6. Quote:
    Originally Posted by Ironblade View Post
    I remember one guy who was complaining about his expenses. He listed them and he actually had a line item in his budget for pornography.
    Now see, that's priceless.
  7. Quote:
    Originally Posted by Golden Girl View Post
    The devs have hinted at the possibility of more proliferation in I21
    Also said during i20 beta that they considered themselves done with proliferation. Even if the general "What?" reactions got them to rethink that, I seriously doubt they'd fix it that quickly.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    New powersets don't come along very frequently at all, and I won't be expecting any new ones until at LEAST issue 23.
    I'll be surprised if we even see any proliferations before that point, let alone entirely new sets.
  9. Quote:
    Originally Posted by Blue Rabbit View Post
    In my opinion, we don't get heroic MM in the game because , well, I can't think of any in the comic book universe.
    Nick Fury?
    Commissioner Gordon?
    Professor X?
  10. Quote:
    Originally Posted by Blue Rabbit View Post
    Heroic Masterminds: because nothing screams heroism like sending lower level people to do the work for you and more than likely die in the process!
    To be fair, no matter what side of the submarine you fall on, you're putting yourself right out there with your henchmen. We don't have any "true" comic-style masterminds playable in this game, mostly because the way it's set up, they wouldn't be very fun to play.
  11. Quote:
    Originally Posted by StratoNexus View Post
    Other than it looks cool? Of course not.
    Yeah, but on the other hand, "it looks cool" is a pretty darned good reason. And Stone Spears looks really, really cool.
  12. It'll never happen, but if it did, lessee...

    ~The various Striga Island arcs seem like they'd work pretty well for any alignment. Striga's sort of a seedy place anyway, reminds me a lot of Madripoor in the Marvel Universe. I think most Rogues would fit in well there, and I doubt its citizens are picky. Plus, Ernesto Hess on his own is basically proof that certain redside elements are already taking an interest in what's going on there.

    ~Mercedes Sheldon already demonstrates herself as hiring anyone who can serve her purposes. It seems like it'd be easy to open all her arcs to anyone who could do them.

    ~Hardcase is already basically a hero contact for villains. Seems like he'd get along pretty well with other vigilantes. Most of the contacts in the Giza in St. Martial might be happy to hire on a vigilante-type, provided said vigilante wasn't already bombing their casino.

    ~Some of the late-game hero arcs involve...stretching legal procedure a little already. Particularly, the Crey and Malta arcs, and though some of the Crey-contacts are aligned with law enforcement anyway and probably not too keen on hiring mercenaries, I don't see Indigo or Crimson minding as much.
  13. I admit, I enjoyed BS's "fancy armor" bit.
  14. Quote:
    Originally Posted by Teeko View Post
    NOW youre telling me I have to choose one or the other or grind for a long time.
    "Now"? They've been telling you to grind these trials 'til your eyes bleed since April 5, 2011.
  15. Quote:
    Originally Posted by Dromio View Post
    Small BAF with no one else to take aggro. I'm a Tanker and there's was no one that can or will take aggro from me. I retreat, get sequestered, return to combat, swing my axe twice, and have to retreat again because I'm back at two warnings (and then I get sequestered because still no one takes the aggro). No exaggeration, two attacks (axe). I might even have the logs from that one and it's not the only time that's happened.
    Sometimes, the AVs just wanna kill ya. Back off, move to ranged attacks or fight the ambushes. If no one in the League is making an effort to support you, then that can be their problem.
  16. Quote:
    Originally Posted by ZephyrWind View Post
    Handing it to another character hardly qualifies it for being a "solo path". It's a "I dont' want to do a trial on this character" path.
    It's not even that. It's an "I don't want to do anything on this character" path. Because that's the part that really wants me to track down that head-tilted confused beagle image. Unlocking the Alpha slot is the one part of the system that already has a legitimate solo path. So they're giving us a "solo option", which requires a League, and billing at as a viable solo alternative to something we can already solo.

    Seriously, where's that dog?
  17. One new trial, a few costume pieces locked behind an "Incarnate Store", and one QoL update do not an issue make. i20 was a bit light for my liking initially, I'd say the "20.5" release may actually be enough to put in the level of a more substantial issue in the first place.
  18. Quote:
    Originally Posted by Jophiel View Post
    I don't care about lvl 50 costume unlocks on a "that's just horrible" basis but, by the time I hit 50, my characters' identities are well established in my mind that I don't typically change their costumes. So a 50-unlock costume to me is just... pointless. I'm not upset about it but I can't feel excited about it either.
    This is essentially my beef. It's the same reason I don't use the Roman parts, or even some of the other unlockable costume pieces: by the time I can get them, I already have a character conceptualized. I don't make characters in the first place that have to wait 35 levels to get a costume that fits who they are, so why would I do it for one where I have to wait 50? It's compounded by the fact that the Ascension Armor is pretty elaborate and specific. It's not like, say, the Vanguard gloves, where you can fit it easily into a more elaborate costume.

    There is also the issue of an "Incarnate Uniform" in the first place, though, too. It sorta highlights a general problem I have with the whole Incarnate League system in the first place, that being the "BEHOLD! Thou hast been personally granted the power of the deities from the source of all the infinite energy of the universe......just like those 30 other dudes." If being an Incarnate is supposed to be all about stepping beyond the normal limits and whatnot, then why the encouragement to have everyone look the same?
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    Zwillinger has already confirmed that the endurance cost of the AoE buffs is remaining the same as it was when they were single target.

    Someone quoted his exact response earlier in the thread. So it's a huge overall buff.
    Yep, saw that. Makes me a happy panda.
  20. Here's my Bane's build. The main focus is crush skulls with a spiky stick, but as mentioned, it's got around 40% defense, which soft-caps permanently with a VR Barrier.

    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(40)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45)
    Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 6: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def/Rchg(9), RedFtn-EndRdx(9)
    Level 8: Combat Training: Offensive -- Acc-I(A)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def/Rchg(13), RedFtn-EndRdx(13)
    Level 12: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), C'ngImp-Acc/Dmg/EndRdx(17)
    Level 14: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(19), Achilles-DefDeb(21), Achilles-DefDeb/Rchg(21), Achilles-ResDeb%(23)
    Level 16: Combat Jumping -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def/Rchg(25), RedFtn-EndRdx(27)
    Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31)
    Level 20: Tactical Training: Assault -- EndRdx-I(A)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Cloaking Device -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def/Rchg(33)
    Level 26: Placate -- RechRdx-I(A)
    Level 28: Surveillance -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg/EndRdx(33), AnWeak-Acc/Rchg(34), AnWeak-DefDeb/EndRdx/Rchg(34)
    Level 30: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Build%(36), GSFC-ToHit/Rchg(36), GSFC-ToHit(36), GSFC-ToHit/EndRdx(37)
    Level 32: Crowd Control -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39)
    Level 35: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(39)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Acc/Dmg/Rchg(42), C'Arms-EndRdx/Dmg/Rchg(42), C'Arms-Acc/Dmg/Rchg(42)
    Level 41: Mace Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(43), Ruin-Dmg/Rchg(43), Ruin-Acc/EndRdx/Rchg(43), Ruin-Acc/Dmg/Rchg(45)
    Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(48)
    Level 47: Summon Blaster -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg(50), C'Arms-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
    Level 49: Assault -- EndRdx-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Musculature Radial Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Diamagnetic Radial Flawless Interface
    Level 50: Warworks Core Superior Ally
    Level 50: Barrier Core Epiphany
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(46)
    ------------
  21. Quote:
    Originally Posted by MajorDecoy View Post
    I'm also certain that endurance won't be a concern because they can scale endurance cost to the number of targets hit by the buff, which should never be higher than 8 (but probably won't be higher than 7)

    Edit: Oh, right... pets. Yeah.. that could get expensive.
    I actually hadn't thought of that. Yeah, if they use the same code they use for Blaster nukes and the like where you're charged per target you hit, that'd serve nicely as a "best of both worlds" scenario. Maybe they could cap the total cost so you don't accidentally bottom out your blue bar, and to encourage people to do more buffing in the raids, since anecdotal evidence seems to suggest that participation scores are doing the opposite, balancing things out a bit.
  22. Quote:
    Originally Posted by Golden Girl View Post
    You could always organize one of those loyalist rallies in Nova Praetoria.
    It has less to do with any potential affiliations as it does with the fact that forum gripeyness aside, I play the game to have fun, and joining a massive lag event with a level 1 character for no real benefit isn't particularly fun. I've avoided the event on the servers I do play on thusfar, as well, and Freedom's won't be any different, except if enough people show up, there'll be an event badge enabled this weekend.

    Tell ya what, if ya'll get 2499 people and the badge doesn't happen entirely because I don't want to suffer for it, I'll............






    ............have a massive ego boost.
  23. Quote:
    Originally Posted by MajorDecoy View Post
    If it does allow the caster to get the buffs, of which I'm not certain, because it does specify eligible, it won't help solo players, because they'll still need to target someone else to cast the AoE buff.
    It would still, hypothetically, help Controllers, Masterminds, and anyone with pets that they can summon either through PPPs, temp powers, or Lore.
    ...but I really, really, really, really, really, sincerely, truly doubt that they'll allow the caster to be affected anyway, so the point is really moot.
  24. Lazarillo

    I'll be damned

    Quote:
    Originally Posted by SinisterDirge View Post
    Really, you already have the option of excluding people. You are forgeting they are giving extra rewards to those that actually use the LFG Turnstile, and Open Leagues. Subtle way to get the playerbase to use content it has decided is subpar.
    Subtle? Subtle like a jackhammer. Though I dunno...4 Threads doesn't really seem to offer much encouragement to sit around and do nothing not even know if your league is actually building or not, and the buff seems more to just balance for the fact that PuG leagues don't tend to have the organization (or, in some cases, the numbers) to do as well.
  25. Quote:
    Originally Posted by BrandX View Post
    Well, some of the new Lore Pets are generic enough people may beable to fit them into their concepts. Could be worth it for you if you care about your concept.
    In my case, pets are pretty much a concept break regardless, but hey, if folks want to re-grind 'em out for that, then more power to 'em!

    Quote:
    But, I don't get the impression that the buffs will have an increased RCH/END cost. If it is indeed a QoL adjustment, I suspect instead we'll see people going around to popular hangout spots and AOEing the people, then watching them run off.
    I think it's unlikely they'll get an increased cost, but hope for the best, expect the worst...