Lokana

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  1. Lokana

    Is it confirmed?

    Can someone sticky, "Yes, Heroes can go bad and Villains can go good so stop making a new thread asking this same question every damn day and learn how to use the search button."

    Hmm, that might be too long to fit in a thread title though.
  2. I was playing a Illusion/Storm Controller. Stalkers were insanely easy to spot and kill. Half the time I just stood there and laughed as I saw them run up behind me and get tossed away by my Hurricane. I loaded it up with -Acc buffs and had 5 Brutes surrounding me a couple times, attacking. I was running the first couple times it happened, then after a while, as none of them could hit me, I just ignored them until they got bored and ran away.

    The lag was so bad though, that I couldn't summon my Decoys. also, I didn't realize Group Invis was teammate only, and finding a team that stayed and fought together without running in all different directions, was impossible. So sadly, I went with a team friendly build, but ended up solo most the time.
  3. [ QUOTE ]
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    Newspapers? For heroes?

    [/ QUOTE ]

    I don't see the newspaper working quite so well for us...

    [/ QUOTE ]

    Maybe, maybe not. I can think up a few. Like, "ACME Labs plan to unviel their new, low cost jetpack proto type at the Advanced Technology Expo this weekend. Hmm, Tech Expo? Better make sure Sky Raiders don't show up to steal it."

    Or, "Secluded mystery star witness plans to testify against Family boss leader, Montonio Malone. Hmm, I know where the Feds have the witness in protection. Better make sure Malone's goons don't try and pay a visit."

    Or, "'Has Lord Recluse Gone Soft? story by Ellie Fine.' Hmm, Ms Fine might get in a lot of trouble over that article. Maybe I could swing by her neighborhood to make sure no Arachnos are planning on kidnapping her."

    Or, "'Mysterious Artifact Auctioned Off to Wealthy Duchess.' Wait a minute, I recognize that woman! She's one of the Carnival of Shadows! But why would she want the Artifact? Better do some snooping."
  4. [ QUOTE ]
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    I'm partial to this one:

    Have phase cut out at 45/60 seconds and leave the rest of the power (the stealth/travel part) intact and working till toggled off. Recharge of 60 seconds after power is toggled off.

    [/ QUOTE ]

    You know i like that suggestion as well.

    [/ QUOTE ]

    My favorite suggestion would be to put QFly back the way it was. So Positron said Phase Shift got nerfed cause people were clicking blinkies and bypassing content. So the day the QFly nerf hit live, I respec'ed out of it, got Stealth and Super Speed, and now I can stealth to blinkies and bypass content(That anyone with a lvl 50 character has proabably experienced the first time anyways).

    Super Speed is a much better panic button. Unlike QFly, it activates instantly and can get you the hell away from danger fast. With QFly, you activate it and the hold some mob was starting, hits you, dropping you out of QFly and thus meaning your death. With Super Speed, you can atleast get pretty darn far away by the time the hold hits you.

    So I guess, I'm ultimately glad the Devs turned QFly into an all around useless, slot hungry power, so I can use better alternatives.

    As for Photon Seekers, did they somehow get dumber? They're Ashley Simpson kinda dumb. Now that I have the SS+Stealth combo(way better than QFly), I can walk right up to a void and summon seekers right on him, and stay invisible until they detonate. Much easier/safer than trying to unshift and do it.

    If you're *right* next to a foe, the Seekers will generally go off right after being summoned. But I remember, atleast back in Issue 3, I used to be able to summon them and run up to a void, and they'd follow me and strike the void within a few seconds. The knock back from the attack usually gave me just enough time to survive getting chain stunned and finish off the void.

    But it seems like Seekers, unless you summon them right on a foe, will wander around doing nothing until they expire. What I think would be cool is if they follow you for a while(if they're not right next to a target), then after 5 seconds or so, immediately go right to the closest target(or what you have targeted), and detonate.

    I think I disagree with most of what everyone else has said here. Voids should not be easier or give more xp. They're our downside for being(at least the Devs seem to think we are..) so "powerful."

    Then again, I think the -30% Resistance should come back, but double the bonuses that Cosmic Balance gives(like how damage has been doubled) so +20% resists from the right AT teammate. And much better mez protection from controller friends. Though no knockback resistance. Getting knocked down constantly is the only real challenge we have to deal with in a full team.

    I'd really like to see Khelds suck when solo in human form, but be total monsters in a full team. But I think I'm hopelessly outvoted on this.
  5. [ QUOTE ]
    The unnamed person was Jim Lowder, who is editing the novel line. He's had a lot of experience as both a writer and editor.

    [/ QUOTE ]

    I thought the name sounded familiar, so I took a little peek, and noticed that he's the author of a Ravenloft book I have--Knight of the Black Rose.

    I'm guessing Cryptic must be a regular D&D convention over there.
  6. Unless you have a really good SG, it's hard to consistantly have the exact teammates you need for this.

    But there are a few of us that can attest to the over whelming power that an all Defender team can muster. Sonic Defenders are going to make this even more true.
  7. The sounds aren't annoying enough. This is the one set where people have already accepted there going to be annoying, but they're not. Dark Armor Scrappers just laugh at us Sonic heroes. Sonic Blasters have to get Targeting Drone before they can near the "Annoying Sounds," caps.

    Also, like others have mentioned, female heroes should have higher pitched attacks.
  8. Excellent to see some things confirmed with others debunked. I guess I had assumed that teleporters would teleport you to your base to defend it. That, of course could make it very difficult for base raiders who thought they had finally cleared out the defenders only to find several more popping in.

    If there's a limit on how crushing you can make your base defenses, and if people can't just teleport home to defend it, then I would say that shifts advantage back to the raiders instead.

    I mean, after all, the raiders can say, "ok, in 2 weeks, we're going to raid someone's base at such and such time. Everyone clear your schedule." Meanwhile, even with the defenders getting 24 hour notice, they're less likely to be able to muster as many people to defend.

    Like a lot of us, I have several alts, even when I am playing. Also, like all of us, I have work and stuff to do. So even 24 hours notice isn't always enough for me since I don't play every day.

    But if I'm on the raiding side and I'm given 2 weeks notice, I'm more likely to be ready for it, especially if I log in and the SG message of the day is "Reminder, we're raiding someone at this time"

    I'll usually vote for realism over balance any day, but I have to admit, now that we're hearing inherent base defenses aren't going to be this strong and teleporters won't work how I assumed, without notice, defenders will get crushed almost every time unless they camp their bases every day during the "raidable window." And that doesn't sound like a lot of fun.

    It would be cool if somehow smaller, less powerful raiders were able to somehow plan sneak attacks.
  9. What we know.

    - You cannot get raided unless you have an item of power. So you can easily make it so your base cannot be raided. If you *want* to get raided, just go get an item.

    - There's only a small window of a few hours that your base can be raided, and you get to set when that is.

    - Only one raid attempt can be made within that time. That means you could have your buddy, raid your base each day with his 1st level healer, fail miserably, but be able to block anyone else from raiding you.

    - We also know that each base will have teleporters, objects that can block phase shift and stealth, turrets, and tons of other defenses. Meaning, it could be very possible that a 10 team party of heroes could raid you at 4am, find no one, but get killed from the base defenses before getting to the item of power.

    - Since bases can have teleporters, there's really no need to gaurd your base. You can do missions or whatever, and have your super computer notify you and teleport to your base to defend it on the fly. *No need for camping*

    - A base raiding team of 10, might find a once empty base now filled with 40 heroes.

    Now for my opinion part, I think the deck is stacked so heavily on the base defender side, that giving them notice on top of it, is just over kill. Especially if base raiders are thinking, "Well, we can either fight 40 heroes, 30 turrets, 20 End/Health sapping crystals, 50 trip mines, and 10 proximity bombs--all attacking us while we're trying to break through the 10 force walls, 20 armored doors, and naivgating through the 10 dead end decoy hallways....OR...we can just go on the mission and get our *own* item of power.

    I think forcing people to notify their enemy of the attack is going to be the straw that kills all interest in base raiding.
  10. I think Defenders are fine. Storm Defenders are lucky since they don't have to get stuck with Gale like Storm Controllers do.
  11. Lokana

    Mean Characters

    The meanest thing I've ever done...so I joined a puppy farming team(night wolves way back before it got nerfed). And the mission holder was inviting all kinds of people, even like level 5 people in Atlas and was like, "Wait for everyone." So I sat, and waited...and waited. I was getting bored and annoyed, but he kept asking everyone to wait.

    So finally, everyone's there but one newbie friend of his that's still in Atlas asking people in the team to come give him infl. So we start the mission and the mission holder(a tanker) starts herding stuff and jumps in the dumpster. I, being a damage dealer, start using my AoE attacks, and he says, "Everyone stop fighting. Let me do all the damage. I want to get on the Punisher rank on the Kisco Terminals."

    So the one level 5 newbie still in Atlas Park asks again for infl and the tanker says, "Ok, omw," leaves the wolves he's hearded after killing about 3 of them, and starts heading to Atlas Park. He tells everyone to leave the mission while he's gone so he can come back and reset it.

    Needless to say, I was mad. Everyone left the mission but me. I quit the team while still in the mission and went and got all the blinkies, thus completing the mission making it so he could never farm it again. He sent me some angry tells as I logged off.
  12. [ QUOTE ]
    Sure. Now if you can explain to me how you'll get to the top of that nice tall building without yourself having a travel power...

    That's really the only thing I can consider to be a problem. Even if the "No Travel Powers" option is selected, a hero and villain each with Teleport Foe could find a way to use their powers cooperatively and leapfrog-teleport each other somewhere they would otherwise be incapable of reaching.

    [/ QUOTE ]

    You guys do realize this is for PvP inside the arenas only. I seriously doubt there's going to be skyscapers crammed into the arena just so heroes can fight around them.
  13. Amazing. No one here is "screwed" by the no travel power rule if they don't select it as an option. I think some people just aren't happy unless they're complaining about something. Must be a lot of things going well if people have to pick an option that may or may not change down the road, as something to complain about.

    I think most people hitting the arena will be lvl 50 and respec'ed for PvP(since they have nothing else to do with that character). I'm not sure if I'm going to PvP, but I've got a respec banked on my lvl 50 scrapper. I'll wait and see how it all lays out and maybe respec for PvP along with everyone else.
  14. Lokana

    Changes to Rage

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    Thats funny....Regen pretty much undermines the Scrapper Primaries and Makes a scrapper a tank......

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    Yeah, that must be why you see so many regens that herd puppies :/
  15. Lokana

    Kheldian changes

    [ QUOTE ]
    I'd be much happier with my Warshade if I could shift forms faster.
    The animation times for both Dwarf and Nova are really long.
    This discourages me from trying to do clever stuff like knocking down something in Dwarf then shifting to Nova and blasting it.
    It would more fun to play if these animations were just removed and the shift from Human to Nova was the same as from Nova to Human.

    [/ QUOTE ]

    The quaking and all that is really cool at first, but it does get annoying after a while. Especially when I want to switch between forms a lot and not annoy the crap out of my teammates with my over the top form shifting.
  16. I'm somewhat in the middle. I find that I really outshine everyone on my team if it's a pick up team(I only play on pick up teams) of bad players or badly put together ATs. I love being able to fill out what roles we're missing which is pretty helpful especially in a TF when people quit and I have to pick up the slack.

    However, in good teams, I'm more of a liability. The knockback on my attacks are not appriciated by the blasters that do more damage AoE and are not happy about me scattering mobs. With 2 good tankers and/or controllers, my mediocre crowd control abilities aren't needed, and my healing ability is too slight to really make me dependable as a healer. I can survive pretty well in human form though. So atleast I can follow a good party around without getting killed too many times unless I see a quantum. Which is one thing I notice when on good teams, my teammates get apathetic towards me and don't bother attacking the quantum/voids, since they stop caring if I die or not.

    Now, my kheld isn't the only time I've ever felt non useful. Even my really powerful scrapper has felt useless once when on a team with lots of Nova happy blasters and pet happy controllers. My controller, who focuses more on debuffing has felt useless when teamed with a controller that had better holds.

    But I think I feel useless more often with my Peace Bringer. She's 28th now, and I think maybe I'm just starting to see the light though. I don't think she's nearly as fun as my alts though(of which I have many), but I'm willing to stick it out. Hopefully the Devs will change a few things here and there to make us more powerful.
  17. I haven't done this mission yet in Issue 3 so maybe it's been changed, but there's a train mission were you have to stop 5th Column from killing hostages. And one of the Nazi Bosses last name is Cheyne. I was not really happy about that.
  18. Lokana

    Infernal

    [ QUOTE ]
    Man what a bummer. That is one of the nastiest most fun AV fights with that alter spitting out demons left and right. My only recomendation when doing it is get a mid-sized team. 2-3 is usually too small, and 7-8 will get you way to many bosses summoned from the portal.

    THz

    [/ QUOTE ]

    That's why you pull him, and kill him away from the portal so nothing spawns til you've killed him.
  19. The ability to look up other SGs up in the Hall of Records to see which groups you might want to petition to join. Make it so you can read the info and themes, and be able to send email to the contact person.

    Rather than SG colors(which no one really uses to try and match everyone else), an extra costume slot designed by the group founder. Make some of it override-able. Like someone can still pick their own face, skin color, and hair. Make Aura's possible in this form too.

    Siskos could rank the top SGs based on total combined level of all members and most currently active members(currently online).

    Give SGs power options with power disadvantages so as to help out themes even more. Like...

    Undead Hunters: +5% damage to Undead/-1% damage with all other attacks

    Fire Heroes: +5% damage boost to fire attacks/-5% resists to Cold damage

    Robots: +1 Mag sleep, stun protection/-5% resists to lightning

    Shadow Heroes: +5% resis to Dark energy/-5% resis to Energy
  20. [ QUOTE ]
    Greetings heroes!

    Yes, the cape mission has been adjusted in Issue 3. We wanted this particular mission to be enjoyed by all, but we found that in its previous iteration, it was much too difficult for the casual players and soloÂ’ers. We want everyone to get a chance at the cape, and we want it to be fun. For more of a challenge, try grouping up with a large group, or contact your local Hero Corp Field Agent.

    [/ QUOTE ]

    Yeah, I definately noticed this. It was even hard for my scrapper to solo back when she was 20th when Issue 2 came out. But post Issue 3, I tried solo'ing it with my Peace Bringer and it wasn't even a challange--more like an annoyance.

    I liked it better when it was hard.
  21. If having 75 characters in a base at the same time is such a heavy load for the server, there could always be a cap. Maybe only ___ of the highest level characters could be there and only ___ amount of villians could attack at any one time
  22. I think one of the problems with having your character fight like an NPC when you're logged out is the AI isn't designed to run every type of power and character. Imagine watching your offline buddy's blaster do a huge attack, then run up to the villian and start using brawl. That's what the bad guys do now.

    Now maybe this could work if the Devs made an AI program for each arch type and the NPC versions were more loosely based on the actual characters, rather than being the real characters down to every last power. Blasters hang back and use the first and second attack powers in their primaries(even if they only picked one of them) and fly away if engaged in melee(even if they don't have flight). Scrappers and Tankers charge in and do their thing, and each have a blanket amount of defense and resistance now matter what their defensive powers are(which increases with level). Controllers use holds, and run away if in melee, and like Denfenders, use one Buff/debuff power appropriate to their set. Empaths use Heal other, Stormies use Hurricane, FF use FF, etc.

    Defeated offline heroes suffer no xp loss or anything if defeated(since it wasn't really their character anyways), and are not even notified if they are defeated upon logging in. They only get a message that their base was attacked and the outcome.

    That way, an offline 50th level Tanker is still a big threat, and the only sure way to attack a base is to stalk it and wait for him to leave before attacking.