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I'm sure they aren't going to integrate a TF that isn't possible to defeat (regardless of what J_B says) with the current balance, however I must say I'm glad if they really are ratcheting the difficulty curve up... particularly before GR for the villains used to more difficulty.
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That would be a nice change of pace and it seems their (devs) end content is starting to go the WoW route with scripted end bosses, which I think is a step in the right direction. Makes the end fights memorable and unique.
I'm still bend over the way they nerfed the Terra Volta Trial .... had a great end encounter originally which they turned into Sesame Street.
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The TF won't be difficult for PuGs, unless they're easily bored. They'll be able to fly through the first four missions, but the final battle has 5 AVs and a couple hundred thousand extra hitpoints thrown in to draw it out. -
The Hero TF has a lot of non-sensical interactions and giant plot holes. The structure of the last version on Test makes it trivially easy to sprint through. If that hasn't changed between last week and today... yikes.
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Ran this last week on Test.
There is no wind up as I recall. It definitely just hits like a thunderbolt and knocks everything offensive off. There's no stopping it. You just deal.
We never had a single team wipe because of it. It sucked, but it was manageable, and it was off me in 5-10 seconds. We had a couple buffers, but nothing you wouldn't get on a regular PuG.
Never got a chance to see what kind of attack it was, if typed def could help resist it.
And for once I agree with Johnny. The TF is poorly conceived. I myself posted several pages of logical gaps, confusing plotlines, ill-conceived character interactions and dialogue, etc, along with everyone else that ran the latest iteration. No changes have gone through that I know of, though there was a small stealth patch this weekend. It's a fun TF if you don't care about story and just want to bust skulls. But if you do it'll leave you scratching your head. -
Leap into a pack of enemies, then leap into another pack of enemies, then bring them all together into one tight knit bunch of hate while I or my team whittles them down to scraps.
Take the hits for my team, let them deal the damage, so we can operate at peak efficiency.
Push the envelope. Jump ahead to the next spawn as the last few from this one drop. And again. And again. Keep up a breakneck pace, with my teammates dashing in my wake, laughing like crazed toddlers.
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Don't give up just yet. There was a small patch over the weekend, and we don't know what was in it. I'd guess, though, that text changes in the TF could easily have been what was in there, since it was so small, and since text changes are so unlikely to cause major problems that the Devs could go ahead with a Monday live launch.
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I would be happy to be proven wrong -
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So, those pages and pages of discussion of how the hero side TF makes no sense...
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I expected this to happen. I gues it's useless to reason with them on some things
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I expected it too, but I still had a glimmer of hope.
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So, those pages and pages of discussion of how the hero side TF makes no sense...
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while the idea is interesting, what would you do for villian side travel like this? they don't have bus stops.
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ARACHNAPULTS!!!!
Like grav geysers in the Shard, you step on and they launch you to the next point. FWOOOOSHH!!!!!
On topic: Travel in this game is now so trivialized, I don't see need to make it more so. Even though this is a cool idea. -
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Every single one of my heroes starts and ends their career with Ms. Liberty.
My favorite is Castle, if only because we went so long without a trainer in PI
And I'll echo the fact that Talos is the center of the CoH universe
Red side it hardly matters, because the Arbiters have no personality. -
I like most of D_R's thoughts (as usual), but I'd offer another option for the meshing of the powers. Sonic and Kinetics can both be explained by molecular manipulation. Sound waves are vibrations of air molecules. Speed boost is just accelerating the natural motion of the allies' own molecular structure. Call it vibration, call it resonance, whatever you like.
And as to writing shorter bios: practice practice practiceLimited bio space teaches you to distill your thoughts into one short entry, which usually gets the point across much better because it forces you to say only the most fundamental things about your character. Use a thesaurus to find shorter words, or words that can replace phrases.
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If a character, that can afford purple IOs, needs to rez every 5 minutes, it's time to rethink strategies
Interesting idea, but I definitely think the cooldown should be much longer. Look at said 300 second recharge (which is the same as the self-rez for Fiery and Dark) in light of temps like:
Renewal of Light - 1800 seconds
Resuscitation - 3600 seconds
Anything bought should be equivalently as high. -
Very cool to see the work in progress. I have next to no artistic ability, so I find this fascinating.
Douglas Schuler is admittedly beyond good, but just because Einstein rocked so hard doesn't mean the rest of us physicists have taken our balls and gone homeDon't worry about it.
You're rocking this piece, and I can't wait to see more of it -
Not sure what the Purple Problem is, and I can't believe I'm saying this, but: keep up your ebil marketeering ways, you crazy cats. Never bought a single purple, never intend to, and the higher you jack the prices, the more I can sell my few drops for. Then I can IO out the characters I want with regular sets, give the rest to alts and SG mates, and continue to ignore market PvP and the insane price of common salvage
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What if, seeing as we are the only AT with a Self Defense primary, we got a scaling, minor, resistance to the unresistable? Hami Damage, Crystal Titan Damage, PvP (Blasters unresistable damage, scrappers unresistable crits, defenders unresisable debuffs.......). Basically anything in the game, that is either unresistable or untyped, we'd get a scaling, minor resist to it.
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I like the spirit of this more than anything else I've ever heard as an addition to Gauntlet. It demonstrates that the Tanker is the absolute best at absorbing punishment, by shrugging off things that no other archetype in the game can shrug off.
The only issue there is: how much of the damage in game is untyped or unresistable? Those three examples are all I can think of, and it's not something Joe Blow Tanker encounters every fight. So while I like the concept, it's not terribly practical.
An endurance reduction for every enemy in range, like an inverse Vigilance, would make sense. Or even a +tohit for each enemy in range would rock. Everyone's around you, they're easier to hitMight make up for those psychotic pbaoe tohit debuffs that CoT and the like get, that drop me into negative tohit
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Not only can you get the ST immobilize with Earth, Stone Prison is mag 4 while Chilblain is mag 3. Allows you to immobilize a boss/AV in one application.
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Exactly this. My Fire/Stone/Earth leverages Fault+Stalagmites, Tremor+Burn+Fault, Burn+Quicksand, and Seismic Smash+Stone Prison+Burn to great effect. The enemy spends all their time bouncing, drunk walking, or slow rolling, all while getting toasted.
The mitigation has helped quite a bit with survivability (crotchety old Tanker refuses to take Tough), and the -def is a nice bonus. Don't have sets in most of the epics yet, but they're perfectly serviceable with regular IOs. -
The Posi TF has needed revamped for years, but I see no change in sight. I know none of my characters have run it in probably 2 years, since my badger got it for TF Commander. But, there are people who still run it apparently, so more power to them.
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Is there a column for "Rolls his eyes at you depending on the Thread Subject, but otherwise is amused with you"?
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If not, there should be. Though I guess we could fall under Neutral. -
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alot of level 50 heros hang out under atlas as well.
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This was my thought. Even ignoring the drones, Ms. Liberty, the City Rep (whom I've always suspected of being some sort of secret hero), and all of the origin contacts in the immediate vicinity, the platform under Atlas is always rife with bored 50s lording it over younger heroes. City Hall would be filled to capacity within about 14 seconds of everyone being told there were Villains to maul inside -
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it's the texts that was tripping me up, it seems.
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Same here. The OP just shows \text\, but the wiki entry Zombie_Man posted has the correct \texts\. After I found that, it works like a charm. Got all the teleporters, all the sprints, and all the accolades on popmenu buttons. Pretty groovy stuff. Masterminds next. Things look so much cleaner -
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See, this is the third time I've heard you say that Fault is the cornerstone of Stone Melee.
I consider it the most skippable power in SM. And that's with using it on a migitation needed primary (Will Power). Fault just tends to be overkill in most circumstances. Useful certainly ... far from defining or a corner stone.
P.S. - As we've done this circle a number of times ... Math doesn't accurately describe how the game should be played. Not an attack and not interpreting yours as one. Just tired of debating the game from the point of view of a calculator.
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Ok, going on your wish to talk about subjective interpretations of powers and how they feel: I completely agree with Sarrate's assessment of Fault's place within SM, and I find your interpretation to be that of a crazy person. It is not the only good thing about SM, to be sure, but it is an essential tool, especially on a "mitigation needed primary", as you say. I'll see your Willpower and raise you a Fire.
I've never considered Fault to be "overkill" in any situation I've ever encountered. I consider it a must have, must use power that keeps me and my team alive, whether that is achieved through the popcorn kD chain or the stacking stuns. I in fact credit Stone itself, and Fault in particular, with being the main reason that my Fire/Stone ever made it as far as he did without resorting to Tough to cover his mediocre resistances.
This seems to be where the disagreement about whether giving Handclap KD instead of KB would overpower it or not stems from. My experience has shown me that Fault is an immensely powerful, spawn altering tool. Handclap's KB is "balanced" if you want to call it that by Footstomp's greater damage (as demonstrated by Sarrate), when compared to the Fault/Tremor combination, not to mention faster cast times. Giving Handclap KD would give SS two relatively quick activating spawn jugglers, with greater damage thrown in. On top of Rage.
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Do you have skill?
Open book test, one question. This is the book.
A solo SR scrapper, out of Elude, with all secondary powers (no tough/weave/combat jump, just the secondary) slotted to ED levels (call it 55% enhancement) is being attacked by a +2 Council Archon just after being shot with a Machine Gun (7.5% Defense Debuff).
What is the critter's chance to hit?
Bonus question: The scrapper takes a shot back with Crane Kick, slotted for 33% Accuracy, on a standard Council Archon. What is the scrapper's chance to hit?
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Arcanaville's classes would count for AP credit in most school districts. -
I haven't played with many. I have one at 33, but I don't really count her because I plan on deleting her. While the powers are fun, my heart is still in Storm. After shielding and slowing, my Cold def has nothing to protect herself but blasts. Storm lets me defend myself and the other squishies with Gale and of course Hurricane. Cold has no "get away from me" power. Between that and the shields, though they look cool, it just isn't my play style.
But if you're looking for something that isn't FOTM, then yea, Cold will do just fine. -
CoX is less "skill" based (i.e. physical hand-eye coordination, twitch reflexes, etc) than it is tactics based, for me. A monkey could hit the buttons and move the mouse, but it takes the ability to plan ahead a little and also to adapt to a changing situation to know when to use what power so as to maximize the effect of yours or your teammates' assault.
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Aren't all the Giant Monsters in the game a part of the Canon of the game? If they are, shouldn't they all be fought?
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Yes, they're canon.
Shouldn't they all be fought? If you're asking from a philosophical heroic standpoint, then yes, of course they should.
If you're asking from a gamer standpoint... you'll fight the ones you want to fight, or the ones that are easiest, or the ones that happen to spawn while you're online, or none at all, depending on your disposition -
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I suppose you are refering to the GMs in Croatoa? That is because they are the easiest to spot and a team can do both in one play session.
The add up to 4 easy merits, plus they are needed for an accolade Geas of the Kind One, so that is the additional incentive, I'd bet.
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He may also be referring to Adamastor, Babbage, Jurassik, the Kraken, Lusca, Paladin, Deathsurge, Caleb, Ghost of Scrapyard, the Arachnos Flier... and those are just the ones that spawn normally without external triggers -
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I'd like to seem them remove the crash and make perma-rage impossible, or leave the perma-bility as is and increase the effects of the crash.
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Ever since Strength of Will debuted, to be followed by One with the Shield, I've been wondering when Rage would get the "unenhanceable recharge" type.