-
Posts
10557 -
Joined
-
-
Quote:... touching on this to reinforce the last reply, and to go with another powerset pairing:BTW, Ice/FF and Ice/Sonic have considerable synergy as both of them patch Ice's major weakness, which is getting mezzed. If you could solve Sonic's endurance issues and find a way to self heal, it would be a great pairing. Force Field is great with anything, but especially with Ice, because the FF has very low slotting requirements, which allows you to 6 slot everything else with no loss in effectiveness.
How does AA help FF?
Buffing: I know from experience that bubbling everyone can take quite a bit of END. (Earth/FF to 50, as well.
Plus a FF MM that's in the mid-20s, so I've always got a "team" to buff there. ) While you're buffing, you don't need AA running. Looking at the other powers:
PFF - AA won't affect anything else anyway.
Force bolt - knocks back.
Detention field - AA won't affect whatever's in there.
Repulsion field - again, nothing in AA.
Repulsion Bomb - Ranged, knockdown. I suppose you could use it at your feet, but... eh.
Force bubble - FAR larger radius than AA.
How effective is taking AA on this character? I'd have to say "Not very." Things either aren't going to stay in range or aren't going to be affected unless you ignore much of your secondary. And yes, Dispersion bubble provides some hold, stun, and immob protection - but sleeps (also very prevelant) will gut that. It's not overall "mez protection," it just covers three categories. (Health will reduce sleep *duration,* but by then you've already been detoggled.)
It's another powerset combination that, really, is perfectly effective *at range,* and AA would be (IMO) completely optional with - either that, or ignore much of your secondary, which (again IMO) is just as ineffective, if not moreso. -
Quote:Not, IMHO, a great comparison - heck, we dont' even have to go outside Ice for a similar statement ("What if I take Ice Slick but always place it where no enemies are standing?") The difference, of course, is that both are placed, ranged powers which Arctic Air is not. I can stay at range and have every single spot in a large radius available to place those powers in. AA, by comparison, (a) is constantly draining END, and (b) requires me to place me somewhere - I can't place AA around a corner, or in a doorway waiting to "collect" sniped aggroed mobs chasing someone, grouping them nicely for AOEs.I see your point, but to me this is like asking "What if I take Volcanic Gasses but always deliberately place it where no enemies are standing? How much more effective is it making me?" If you decide to place a power where its not useful, then its not useful. I dont think this speaks to anything unique about Arctic Air.
Actually, the "every-fight control powers" also include the holds (which I'm busy stacking on a boss) and immobilizes, as well. Yes, including the AOE immobilize - it only requires a functioning brain to not put the immob on ice slick (barring the occasional accident.) Not exactly sure why you're not considering those. As a controller - I'm not going for damage, I'm going for *control.*Quote:My feeling about an Ice/Emp specifically is that standing at range is not an optimal strategy, most of the time. The radius on AA is the same as the PBAoE heal, so getting that close shouldn't be an issue. But the larger problem is that the only every-fight control powers available to an Ice/Emp are AA, Ice Slick, and Shiver. Shiver is in the same class as Snow Storm, and barely registers as a control (see below). Skipping AA or standing at range robs the combo of a significant source of mitigation. What you are basically working with is an Empathy Defender with slightly weaker heals, much less damage, a knockdown zone, and a pet.
Again... depending on usefulness to the build.Quote:I'm skeptical about using Shiver as a replacement for Arctic Air. To me, Shiver is in a class with other slowing powers like Quicksand or Snow Storm--useful but hardly game changing. I would not advise skipping Arctic Air for Shiver for the same reason I would not advise skipping Freezing Rain for Snow Storm. Shiver is from Mars, Arctic Air is from Planet of the Lusty Busty Bikini Babes. Luckily, we are from Earth and can take both in the same build.
Plus, Shiver has an advantage in not being an always-on END drain. Shiver also slows recharge time more (81% vs 60-some %) at a longer range (60ft) without needing to always be on, and if you must have damage with it, there are slow set procs to throw in.
You're making an assumption that the team's damage (and my heal/buffing) is why I'm running out of END. Dont' forget, I'm not an Emp defender, I'm an Ice/Emp Controller. If I'm just spamming heals, I'm a "healor" and should be replaced with something useful - like a potted plant or a cheeseburger. Control *itself,* barring dealing with purple triangles making life interesting, is going to make healing less of a task - which means, of course, that I *can* stand back and still be effective. (And not need AA running, draining my END for doing nothing.)Quote:The critical part of this argument to me is the "...while I'm sitting back there" portion. My question is, if the team is taking so much damage that you are running out of endurance trying to heal and buff, why are you standing back from the fight when you could be putting an end to the crazy by turning on AA? I'm not saying that this is *always* a good idea, but it frequently is. Especially since, in this scenario, you could stand with your AA radius overlapping your heal and accomplish both tasks at once.
That's not the same argument. "Kinetics" is not a single power, for starters. Here -Quote:I think this is a matter of degree. You seem to be arguing that strategy always rises above available power selections. I think it works both ways. Sometimes available power selections have a large impact on strategy. Do you think that it is "narrow minded" to say a character with Kinetics is more effective up close?
Your statement:
This despite the majority of powers (looking SOLELY at the primary, here) being ranged.Quote:IMO, an Ice troller without Arctic Air is not pulling his or her weight.
Kinetics, while the powers *themselves* are ranged, the *effect* of those (non-direct buff) powers (for the most part) are centered around the enemy, not the caster (or in the case of fulcrum shift, split.) A kinetics' heal and END recovery powers affect those around their target. By default, they'll be in melee if they need to heal or buff *themselves* (plus to get full effect of fulcrum shift.) Of course, this is why I said earlier:
The same is not true of Empathy. Yes, the RAs are caster-centered. Heal Other, Absorb Pain, Fort, Clarity, and AB are all directly applied, *at range,* to your target. Player-centered? ABs and Healing Aura.Quote:My 50 Ice/Psy Dom, on the other hand, is almost *always* in melee, and so the cost of Arctic Air makes far more sense. (Setting up a second build for her with stamina. >.> ) My Ice/Kin controller will likely take it.
Again - *pointing at the last quote of mine* - the usefulness of AA is directly related to the character *as a whole* and how both powersets (and selections) influence it.
Kinetics - darn right I'm taking it, I'll be in melee, and want the mititgation.
Ice/Psy dom - again, I'd be a fool to skip it, I'll be hopping in for PSW, Drain Psyche and the like.
Emp - Eh, not so much.
(Edit: Or as lacrimosa just said:Sums it up decently. If the secondary really requires you to be close to the enemy - consider putting more importance on grabbing AA. If it doesn't, put AA in as "far more optional.")Quote:I wasn't really saying anything about overall synergy so much as I was about direct synergy between Arctic Air and different secondaries.
The one power, AA, and whether I have it or not is not (to get back to the original point) the sole, or even major consideration on if my character is effective. How I, as a player, leverage my primary and secondary and work with the team, is.
In other words, when it comes to inviting (or reinviting) a character to a team, player notes > arctic air.
-
I don't believe he's in MA. He's really "just" a trainer in-game. (Sunstorm is (a) used in missions, and (b) a Peacebringer, which they already have NPCs of, so there's no powerset to create.)
-
Second question first -
ALL your account info (characters, boosters, etc.) are stored on the servers. They won't be affected by a reinstall. (One of the nice things about an MMO.) Screenshots, *local* MA files (nonpublished arcs, .villaingroup files, any bind files you had *saved to your computer*) would be gone however.
As for the first - If you don't mind the download, just copy cohupdater.exe to your desktop and run it. Let it re-download and install everything to the proper place. (or your chosen place.)
Edit: Just to clarify the first bit (about what's saved/not saved) -
Stored on NCSoft's servers - these items are available whether you format your system, use COH on another person's computer, etc. They "follow" your login.
- Characters (including binds*, macros, supergroup membership, story arcs, etc.)
- Published MA story arcs.
- Bonus packs, vet rewards, "editions" (COV collectors, architect, etc.) - these are all applied to the account.
- Screenshots
- Chat logs
- .Costume files (tailor - "save" costume)
- Powerset files (from powerset customization - note the customizations THEMSELVES will still be on your character, you just have to re-save it if you want to copy the colors to another character.)
- Bind files*
- Demorecord files
- Local mission architect files (unpublised arcs, villain group files, custom villains - they're still there in any *published* ones, as those are on NCSoft's servers.)
A bind is "attached" to the character. If you, say, bind the "H" key to "Heal Aura," and leave it at that, the game will copy that preference to that character on the server, and it will work like that until you change it, even if you format your computer, play at a friend's house, etc.
The issue comes with binds that look for local files on your computer. A good example of this is, for me, my Mastermind binds. As I pick a henchman "tier" (all, tier 1, 2, or 3,) it looks for and loads a file with specific commands. Those files are stored on my hard drive (and yes, I have copies of them saved.) If I move to another computer and don't copy those over, the commands will fail because the files don't exist.
So if you haven't gotten "fancy" with your binds
they won't be affected.
-
Quote:Masterminds do. And yes, I do know of people using Team TP, as well - four Elec/Elec blasters coming in, draining everything, shocking everything and moving on, for instance.I think the general consensus has more against Team Teleport than Teleport Foe. Replace TTP, I don't think anyone uses the minivan TP, lol.
Again. No replacing. Add, yes, replace, no. -
Quote:I believe the only thing connected to the patrons (not having seen that mention) is the badge, now. You can, after all, respec from one patron pool to another (or none at all) as of - well, a few issues ago.I think that would be a good idea as well. And fit in nicely with Going Rogue.
Although as mentioned elsewhere, losing access to Patrons because you're now on "the other side" brings up new issues. If you can't change a power because it's connected to the canon Patrons, though, then that would suggest you should lose it if you lose your connection to the Patrons. Logic is logic.
And really, losing access to the powers wouldn't make sense. I mean, if I learned (say) how to bleed a brake system from my neighbor, and a year later I get into a bad argument and never speak to that neighbor again, or they move and I don't know how to get ahold of them any more - I don't forget how to bleed a brake system. -
Quote:I thought that, too - but at the same time, thought "What would be fair? Give Heroes "mentors" (patrons) that can't be changed, give villains APPs that can." That way both sides have RP-can't-be-changed options and generic-power-can-be options.Am I the only one who read the above and said, "Hmmm, makes enough sense to me" and moved on? The Devs can pretty much do whatever they want to do.
What color fire? Depending on (for instance) what's burning, it can be a wide range of colors... or even no color at all.Quote:Then again, I am also the guy who doesn't think that Dark should be customizable because dark is dark, and not white, etc... or Fire for that matter, because, well, in general it is FIRE colored... or... well, you get the idea. -
Wouldn't mind seeing it. I've got a Mind/Energy as well that's rarely played (more due to being on Freedom, honestly) - just hopped on and bumped her to 16 today. And she came out shortly after COV.
-
Quote:/strongly disagree, as mentioned previously. A power that doesn't mesh with the rest of mine and how I'm playing is pointless to me. For the aforementioned Ice/Emp (who's at range,) Shiver's probably more useful. (Edit: Or hasten, see later note.)IMO, an Ice troller without Arctic Air is not pulling his or her weight.
Even if the one without is doing effective control anyway? As well as fully utilizing their support secondary, picking up another useful power (again, I find it hard to skip any power in /Rad Emission - they're all good) instead?Quote:These things are a matter of opinion of course. I've never actually kicked a person for not having a power (even those "healer" type characters). But if I were given a choice between two Ice Controllers, one with Arctic Air and one without, the one with that power would get invited every time. If an Ice troller joined my team and didn't have the power, he or she would not the first person I'd look for next time I was putting together a team. The reason for this is simply because IMO another character would be able to much more effectively fill that slot.
If I am running an Ice 'troller, my ST (and AOE) immobs.... aren't going on the ice patch. That's true with or without Arctic Air. The ST hold will be, if needed, yes. The immobs are snagging runners (or at least slowing them and dropping recharge.)Quote:Again, it comes down to opinion. But considering all of the powers available to Ice, there isn't anything there besides Ice Slick that provides all-the-time control. This is especially true of Ice trollers mixed with a healing or support secondary. What is the Ice troller doing if not using AA? It can't be the single target immobilizes, because they conflict with knockdown. It can't be damage. It can't be Ice's bottom of the barrel AoE sleep. Shiver? An /Ice Blaster could do that and provide ten times as much damage.
Let me give you the flip side. Say I respec my (staying-at-range) Ice/Emp. I run Arctic Air the entire time as we go through, say, a six mission arc. Every once in a while, a runner goes through my AA, but in the meantime, I'm at range, healing, buffing, laying out Ice Slick, holding and immobilizing while hanging back out of range.
How much more effective is AA making me?
I'd argue, quite honestly, that it's making me LESS effective, as it's eating up endurance I could be using for something else while I'm sitting back there. In fact, it's a constant drain that could, very well, PREVENT me from getting off a heal, buff, hold, etc. when it's needed. Hasten, for that character, is more important than Arctic Air - it lets me stack holds quicker, bring my buffs back quicker, etc. (Which, come to think of it, might be another reason I grabbed it on my dom. With domination, I don't have to worry as much about stacking the holds as they're already 'improved.')
Just saying "An ice 'troller lacking AA is less effective" is - well, really a broad, and very often incorrect, statement, and a very poor way (unlike your next examples) of determining the "worth" of a teammate.
A tanker that doesn't take their mez protection will be many, MANY orders of magnitude more hampered in doing their job than an ice 'troller without AA. Again - got my Ice/Emp to 50, without AA. Never needed it. And yet I was most certainly effective throughout.Quote:All of this is the reason I am very skeptical about inviting folks who lack AA. To me its like a Tanker who skips their mezz protection powers or an Illusion troller who skips Phantom Army because they are "always with a Tanker anyway." If it's fun for them, fine. But the flipside of that is it is not fun for me to pick up the weight of characters played this way.
Base your judgments of the player on how they play, not "do they have X power." Because in this case, at least - it's a poor measuring stick. -
Quote:... so now it's unpopular with 5 more people?This is just an idea I have, and would love to see, for the teleport pool.
I don't know whether this would replace an old power (Teleport Foe is obscenely unpopular now that it's useless in PvP)
As the devs learned, just outright *replacing* powers is VERY unpopular. Yes, this includes TP Foe - which has its uses in PvE (aka, the majority of the game) as well. Plus is part of the Warshade's powersets, as well.)Quote:or just be among other fifth powers added to pools to mimic the Ancillary/Patron pools, but...
(Yes, I use it.)
While it would potentially be interesting, there are some issues:Quote:Basically, Combat Teleport.
-Very small range, approx 5-10 yards.
-Comparatively low (to regular teleport) end cost, about 1, maybe a little less.
-Very short cast time, 1 second or less.
-Small defence buff to mimic combat jumping/hover, ~5%, could last for anywhere from 10 seconds to a minute, unstackable obviously.
-Hovers for a lot longer than regular teleport, allowing it to be used similar to flight for meleeing flying enemies.
I mean, come on, bamfing is one of the coolest powers a superhero can have. Regular teleporting is fine and all, but teleporting around the place in between attacks is just win. Nightcrawler? Deadpool?
On top of definitely raising teleport up from 'least used travel power,' you can't deny it wouldn't be unbelievably cool.
- The hover on Teleport is already considered - well, irritating at times. Since you can't decide "I want to not hover now" (such as when you TP to a train) and you're often stuck in place. Lengthening that hover would likely not be popular (I wouldn't argue with seeing that FIXED, though.)
- Related to that, there are powers that require you to be on the ground. If you're "bamf"ing around with a hover afterard - you're not going to get to use those powers. Some pet powers require you to be on the ground. PBAOEs often require it. Foot stomp, fault, stalagmites, etc. all require you to be on the ground - this would certainly not assist them in combat (thus lowering the pool of people who would take this.)
- Midair combat teleport - right now, to teleport, you must place the reticle somewhere. Midair will work, of course, but as you're moving - so is the enemy, most times. It might work - but I think it'd be more of a frustrating chase than anything. (Edit: Given melee ranges now, this might not be AS big of a deal - but I still see it being somewhat problematic.)
- Not going to go into the numbers. Cast time for this makes sense, the others might need tweaking (I'd see the end cost going up a bit.)
- What do you do about Warshades?
-
Back when COV was announced (as well as the stalker AT,) a character leapt to mind. Basically the child of disciplinarians, she... broke. Killed the family pet early (which was blamed on 'gangs' in the neighborhood.) Eventually she got into art, and made some very odd scenes, with some rather distorted flowers. Her folks later found she'd been using pictures of crime scenes (and various wounds, blood spatters and the like) as source material.
They took her to a psychiatrist, who made the mistake (after scanning the notes) of asking her to "make him a flower." She complied, managing to kill him with a sharpened pencil, and used the wound as inspiration.
Needless to say, she was locked away. When she broke out with the rest of the inmates, she went back to her 'hobby,' picking and choosing her inspiration (fatally, of course.) What tends to add the 'disturbing' to her is that (before, during, and after the kill) she'll make up little sing-song rhymes as she goes about her business.
She hasn't hit 50 yet. -
-
Quote:Some, yes.This is the part I don't get. Do people really make that many copies of the same character (I could see on two or three, but all of them?), or do they do this just for the sake of uniqueness? Future server transfers? The practice seems a bit...hoggish.
Think "Alternate timeline" or "What if."
For instance, I *do* have Memphis Bill on - well, most servers. Why?
- One is there because it's the original, and no, I'm not deleting him. He's 50, I've enjoyed playing him - and still do.
- Two are there because... well, it IS me. "Name recognition," I suppose, but there on two different servers because I was joining groups with my "signature name," if you will.
- One is there because Dark armor (which fit the character far better) was only available with superstrength to Brutes, so I made (and still play) a "what-if" character. I have a few other "What-ifs," as well, but that has a specific reason.
- One was made when Dark armor became available to tanks.
I have another character (my first 50) on three different servers - one's the original, one's because I got with some friends who wanted to make a theme team the character fit, and one's another server to re-run that character (since the original got to 50 before the GDN, ED, and IOs and I wanted to see how going 1-50 would play out again with that powerset, but with all these other things in play.) So I used the same name.
Neither of these names are ones I think anyone is going to be stomping their feet over not getting. -
Quote:Wait, wait, wait.Except, unlike veteran reward costumes, there exists something they can do to get said piece. VR pieces as they currently exist cannot be acquired any other way.
Vanguard pieces are ONLY obtainable via vanguard merits, and ONLY after hitting at least level 35. You cannot get them earlier. You're not guaranteed of getting them *at all,* frankly, unless you catch raids or do a lot of rikti missions (with a very little bit of help from the day job.)
Vet rewards - you ARE guaranteed to get them, on every character. You don't have to do anything special - just keep your game active. You can have a lvl 1 that does nothing but RP in Pocket D, and as the time comes up - you get the piece. You don't even have to *leave* Pocket D. And you get the pieces from *character creation.*
Seems the vanguard pieces are more restrictive - or, "exclusive," if you will.
Want more exclusive yet? Again - the Hero-con giveaways. You have to be able to reach a specific locale in the US at a specific time for one event. And you can't (so far) get the same one if you miss the event - it's a different one each year. That is *exclusive.* (Top it off with the fact that many of those NPC pieces are unavailable to players to begin with.) Only a very limited number of people will get those. EVERYONE is guaranteed to get the vet pieces, just by staying active in the game. -
Quote:Of course, with dual builds, there's an easy answer to that, as well - they have a solo/concept/team/etc build. It doesn't hold *quite* as true for a controller or dom, perhaps, as for a Defender or Corruptor, but for a solo build I'll skip or put off powers I'd otherwise grab immediately. (FF, Sonic, Cold and Thermal are probably the most obvious for this. No shields = solo build.) You can then put those power choices into, say, leadership for example.The entire point is to have fun, and if you don't enjoy it, you should not take it. I played my first Ice Controller almost to 50 without it and had a great time.
Any power is really contingent upon enjoyment.
There are some powers that are so great and so defining, my take on it is not so much "YOU MUST TAKE THIS POWER, NOOB!" as it is "So why are you even playing this powerset if you don't want those powers?" I do not fret over someone who is "gimped" if that is how they want to play, but it does baffle me as to why someone would pick a powerset and shun most of the powers. But if they are having fun, then that is the way to go for them.
Some combos don't give that sort of flexibility, of cousre (I can't see skipping much of anything in Radiation Emission, f'rinstance - the rez and fallout for a solo build would be about it.) Others can give a lot of leeway. -
-
Quote:Personally I wouldn't put dull pain in this at all any more than "I can decide if I want to use sprint or not." It's just not the same - it's purely you, you can only use it on one person, ever. Now, if you wanted to say Frostwork - at least it's a buff for someone else.That's not really what I'm talking about. You said right there that if shields are dropping, you rebuff... That's what I mean. I'm not casting a bubble because now seems like a good situation for a bubble. I'm casting it because the previous one is wearing off. The "good situation" to have a bubble in is all the time.
With something like Dull Pain, I can leverage my other powers and inspirations and decide if it's worth it. If Forge is up I can consider my targets and cast it on someone I deem worthy. If someone needs healing I can pick between my single target or AoE, and sometimes even "the big heal" if I need to. I can't do that with shields, because the appropriate time to use a shield is all the time, when it starts to wear off. I don't get to say "This particular situation calls for a bubble on the Tank!" I don't decide when to use a shield, the timer does.
Now, as far as "the perfect time to have a shield on is all the time," I'd say "not quite." Part of why you mention liking Forge is prioritization, who needs the extra damage. I'd assume you try to keep it on specific people. Why can't you do that with FF (or sonic?) You don't (I'd assume) mind running Maneuvers on your VEAT - well, FF and Sonic do have an "in it all the time" bubble, that's perfectly fine for those hanging back. It's fewer (to use part of your gist) timers to chase, it lessens what some see as the 'burden' of bubbling.
Now, obviously this doesn't affect cold or thermal. Yet even there you have some prioritization - both of team and powers - you can do. It's longer term (*usually* the length of a mission,) but you can do it. Fire shield, with its smash/lethal resist, is generally a good one to have on regardless, but Plasma (fire/energy/negative?) See if you really need it for the mission. If not, you've just cut down what you "need" to do. (Cold, I'll say, doesn't have QUITE that much of a luxury, as Glacial = ranged/AOE defense, versus thermal's resists. Though you can still decide how much it's needed versus the other things your powers are doing, and for mob capabilities.)
It's also one of the things (since we're talking chasing timers) that bugs me with PBAOE buffs, really, such as the RAs or AM. I *don't* tell people to gather - I find it disruptive, and usually the team's close enough I can hit everyone. But if I *miss* someone... I'm watching the timer. I can't spot-Accelerate Metabolism them - they're SOL until that timer says I can do it again. Single target, I can wait, or catch someone after (or make sure they're getting the buff as they run in) - plus the timers on the powers are typically short. -
Quote:So... do so?Maybe I just hate casting powers to keep them going just because I feel like I have to. I'd much rather just cast them when it's appropriate to use them.
If I'm in combat on a buffer, the shields are dropping, melee's doing its thing and range/control isn't getting a lot of attention, I only worry about hitting melee with shields, and double checking on any mez protection buffs. Top them off later. Worry about "even" buffs when everyone has a chunk of downtime.
I have a reasonable stable of buffers (earth/ff, sonic/sonic, ill/sonic, several thermals, etc.) and I've just never seen buffing as a chore. I might miss out on attacking one group... oh well. (Though I usually have some AOE to drop on them anyway.) Maybe it's from having binds - select, left arrow for whatever the first shield is, right arrow for the other, so it's a very swift process.
I know it doesn't answer some of your other comments. That one just stood out for me. -
-
Have you looked at the "Baron" coat? Personally, I prefer it to the trenchcoat.
Cherub, bat, burned, bone, dragon, tech... six vs two, and really, three or four of those tend to be far superior to the demon wings, IMHO. And dont' forget Valkyrie.Quote:angel/demon wings,
Hero-con attendees have exclusive, permanent access to costume changes - model changes, actually. I *cannot* get that, no matter what happens, at this point. Those powers provide 'costumes' (npc models, really) that are unavailable to anybody, in any way, shape, or form in the costume editor.Quote:I'd like to see the VR costume pieces added to the game, and the benefit replaced by a free costume unlock instead - whatever sort of unlock the Veteran desires, be it a Vanguard piece, a weapon unlock, a craftable costume piece, or what have you. That way Veterans still get the costume bonus, but no longer have exclusive access to particular costume sets or pieces.
EVERYBODY has access to vet rewards simply by meeting the requirements of having an account active X months. Doesn't sound particularly "exclusive" by comparison, does it.
And by getting access to unlockable pieces, we'll have someone else giving the EXACT SAME argument as you - "They get it by being vets right away, I don't, it's not fair." (Even though veteran rewards, by definition, aren't awarded "right away" but after a period of time with an active account.) -
Quote:... except they *are* available to everyone else, as they meet the requirements for the rewards.Discounts and extra days off are nice veteran rewards. Exclusive costume pieces cannot be compared to discounts and extra days off. They are more akin to exclusive access - executive washrooms and what have you. Veterans only lunch rooms, snack machines, etc. With lunch choices not available to everyone else.
I know (to make something up) that if I stay with X insurance company for a year, I get some percent discount.
I know if I stay with my employer for however long, I'll get days off. Eventually little do-dads and trinkets, as well.
And I know if I keep my account paid for three months, I get access to a trenchcoat. And more rewards every three months thereafter that my account is active. Just like everyone else. -
Quote:Well, to be honest, they DID make a change to fire aura, one that was rather important given healing flames - they added slow/recharge protection to Temperature Protection. So we can't say it's been *completely* ignored.players have been complaining about how bad burn is as a power for years. I should know, I'm one of them.
However, the devs have declined, for years, to revisit the changes made to fire aura. When they ported Fire Aura to scrapper, the devs didn't spend any time at all thinking about the power set. They just lopped 30% off the tanker values, called it a day, and moved on. Since I5 the devs have looked at everything else but Fire Aura. Even Invulnerability, which really didn't need a rework, got one.
Fire Aura? Still ignored. I honestly don't know what it's going to take to get the developers to sit down and rethink the power set, sort of somebody abducting Posi or Castle next Hero-Con, tying them up in front of a laptop, and not letting them go until they get at least 30 levels on a Fire Aura.
... Let me Stress. That's a BAD IDEA. No. We Shouldn't actually do it.
PUT THOSE ROPES DOWN RIGHT NOW!
But burn still needs to be looked at. -
Quote:Yeah, I hear the Cosmos is great to work in. The other one, though, has two things going for it - no door (pulled the door off my Sonata II, as well, after a while,) and the slide-out MB tray.Anyhoo, MB, I've got the cooler master cosmos. I love it a lot. Whatever rig I build next will go in that case and I'll buy something smaller to move the current gamer rig guts into.
Of course, I've liked the look and reputation of the cosmos pretty much since it came out.
