-
Posts
10557 -
Joined
-
I wouldn't mind seeing it.
That said, even with the existing costume pieces, there are issues with pieces not really having anything work well with them except others of that set (or a very, very limited subset of pieces.) If it can be done in a way that looks good both within and external to the set, giving a great deal of variety, I'd be even happier. -
The only item related to dual builds that I want the timer removed from is the build naming. Right now, if I want to name both builds (having set them up before they could BE renamed,) I have to name one, switch the build, wait 15 minutes, then name the other (and probably switch back.) That has nothing to do with powers (other than labeling which set is which.)
Whether it's DOABLE or not, I don't know. But it's the only nitpick I have with the current setup. -
-
Quote:Well, thanks to dual builds, many of my defenders are Offenders at least part of the time. I make group and solo builds - on the solo build, I don't need team shields, ally buffs and the like, so I can go with a full secondary and any buffs that help *me* - something I can't really say for most of my controllers (as I tend to want to be able to buff my pets.)I don't really know what Offenders are, Defenders can have an attack chain and use their attacks, an offender would be someone completely lost in them.
Admittedly, some Defender primaries are more suited to this than others (Empathy? Sonic? Sure. Rad, not so much.)
So, in any case, with dual builds you don't *have* to be "lost in them," at least not all the time. Take advantage of dual builds.
You can bump up your solo strength without losing team ability - just visit a trainer and swap builds. (But keep an eye on your enhancements.)
-
I'd find it annoying, but YMMV.
Besides, why do this when you can take TP Foe instead, and KNOW when you have a chance to bring a bad guy to you? -
Quote:I seem to remember something similar happening - then being told when I asked what was involved "OK, so you pay for the artist, and you pay for the comic format, and..."I see, thanks.
I actually was approached on DA by a request to use my Crab Spider in a comic. Didn't think that was within the rights agreement.
My reaction was - well, generally censored here as far as what they could do with that, when they asked *me* in the first place. -
-
Quote:A few things in response to this -Here's what I see wrong with the idea. It could be abused terribly.
What about people with the mission teleporter?
Have a high level character log in a secondary account on a new toon standing in Outbreak. Make sure the new toon has the final door mission.
Team up, and the high level character teleports in and runs to the free tailor.
/playerwhosenameissynonymouswithno
- Price already scales with level. Make it so level 1-2 cost nothing.
- High levels tend to have enough INF to not make this an issue. Even my broke ones.
- 3 months gives a free costume change token. As do various other vet rewards.
- Trying to teleport to the Outbreak mission using the mission teleporter gives the error "You cannot teleport to the map this mission is on," so the objection is moot anyway. (How do I know? Just tested it on the training room.) -
Quote:Actually -Hi
I know that there is no true one to one relationship between hero and villain classes, at least that is what has been advertised. But truthfully, if you play red side, you see their classes being played in a manner much reminiscent of blue side.
Brute does the tanking, Dominators does the controlling, Corruptors does the defending, and Stalkers does the Scrapping.
Brutes do the extended meleeing and, depending on set, aggro holding.
Masterminds can do the tanking and some debuffing.
Doms do the control and mixed (ranged and melee) damage.
Corruptors do ranged damage and some buffing/debuffing (not "defending,' thanks.)
Stalkers have a melee-Blaster role, and some can do a degree of scrapping.
Anyone trying to play a redside AT like a blueside AT is missing out on something.
No. Controllers are not a "pet class." Masterminds have pets as their primary means of offense, defense, and hit points. Controllers have control and buffing/debuffing. They are not reliant on their pets (outside of Illusion, which is roughly as much a "Control" set as a Yugo is a drag racer.)Quote:The Mastermind is a class all to themselves, which has no mirror on the Blue side. Some may say the pet controllers are the blue answer; but they have to few pets and no control, despite their class name, over them. It would be acceptable, IMO, to buff up the Controller Pet classes (Fire, Illusion) to approach Mastermind like characteristics; but given the hold capacity of the controller which the mastermind can't match, perhaps a simple increase of creatured from 3 to 5 for the fire controllers, while the illusion's ghost army becomes permanent but the pets themselves are destructable, would make sense; yet still with out the direct control the mastermind has over its pets. I would advocate the controller pets' AI be relooked where if the controller is under attack, they would by default defend her, rather than ignore her need for defense; and also have them attack whatever she is attacking by default. -
Quote:Blasters, Corruptors, Dominators, Defenders, and Stalkers (PPPs have a snipe) can all take snipe sets. That's half the non epic ATs in the game. How is that "A limited number of ATs that can take snipe sets?" (Some sets WITHIN those ATs, like Ice Blast, don't have snipes.)I pretty much agree with this. The only thing missing, IMO, is stalkers being able to slot "sniper sets" into their assassins strike (which are mostly useless in the game due to the sheer limited number of ATs that get even one snipe attack).
Stalkers don't take the snipe because it takes way too long - eight seconds (unless that got reduced) and there are much better uses of stalking time. Like, playing golf. -
Battle maiden? Pfft. Look for anything with Malta. Lots and lots of Malta.
... oh, you wanted an easy farm?
-
-
-
Quote:Not co-op... My villains would much rather join forces with Darrin Wade to bring the Ravenger into our realm!/These. They've over-co-opped already IMHO (and really, if you're just a "misunderstood" individual and not really a villain, well - wait for GR.)Quote:The Co-Op thing is good once in a while, but I'd like to feel villainous for a change instead of "working with my enemies against a greater threat". Thus, I support the notion of having a set of villain-only Shadow Shard zones and missions instead of more co-op zones.
That said -
1. I don't particularly agree with shrinking the zones. For what they're supposed to be, they are suitably impressive.
2. They do need more to do, however. More contacts and story arcs.
3. I wouldn't argue with allowing villains access to *their own* version of the Shard - with two different and exclusive paths (one helping Darrin, one working against him) - with perhaps a point where you can change your mind. Or, same zone, just different contacts (and no PVP, obviously - they're there on their own. All you know is that the "other side" is up to something.)
4. Nor would I mind having to deal with the other Aspects. There's a great deal of story potential that could easily take you from 40-50 - and leave you with plenty to do at 50. -
Quote:/this.Downside to removing those missions is, what about the new players who haven't run them a thousand times before already?
Some of the things aren't obvious when playing through the first time. How many new players would see Faultline if they didn't have to talk to Jim Temblor? If they're interested in PvP talking to those liasons are the ONLY place you learn where to PvP at.
Sure, they can be told by other players, but they may not htink to ask the right questions to find things out.
Point being, yes, they ARE annoying to veteran players who know all that stuff already, but that's not who those missions are meant for. They're meant for the first time player so they can learn stuff about the game.
Though I agree with having the popups - and not having THEM, even, if you've (say) already wandered into Faultline or BB and done anything (IE, if you have the zone contact, rep, or a zone related badge - you know about it already) as opposed to having the mission just show up. -
And while you probably won't need it with that scrapper, should you try other ATs - take advantage of your dual builds. Make a solo build and a team build.
-
Quote:Have you played a controller or Dom to a significant level? A boss is no issue. AOE hold, with immediate ST hold followup = held boss. Not to mention the secondary effects (secondary both from the powers and the secondary power*set.*) And don't forget the contributions of the pets.But the truth is, a Controller can not hold all the mobs in the first try. Even if the Controller uses a variety of effects, it still will be 3 rounds before they can hold a Boss, much, much longer if an AV. So as much as I would want to prevent the tanker from receiving damage, it is not possible, and thus their heroic job of keeping others alive remains.
Of course, enemies are also weak to various things. My Dom taking on Infernal for instance (mind/fire) had a slightly longish, but still safe fight. Attack, sleep, confuse confuse, sleep (the sleep slotted for *damage,* btw) - near perfect safety, thanks. And my Plant/Thorn? How's your melee do versus the followers of Scrapyard? At even to (the scrapyarders being) plus levels, my "slow leveling" squishy Plant/Thorn defeated literally *hundreds* of them - yes, in the mass group. Seeds, immob, creepers when I got them. They'll tear a Mastermind - one of the 'tough' ATs - apart in seconds.
Do we use that as a benchmark? Does the MM or melee character need to be made more powerful?
Adjustments go both ways. Should the other tanks and scrappers be slowed down to match the ice tank?Quote:You mentioned, that your ice tank is slow at doing missions, will not question your experience, but lets us agree its slow. The question is how much slower, 20% slower, twice as slow, four times as slow? I have a fire/axe tank, I breeze fairly quickly thru mu missions, and truthfully, I am not significantly slower than when I do the same mission and difficulty with any of my Scrapers (MA/SR, Spine/Regen, Shield/MA, Shield/BS). But returning to your ice tanker at what point of it being so much slower than other ATs, or perhaps other tank AT alternate builds, you would feel a calibration would be in order? For instance, and only as a figure of speech, say your ice tanker is four times slower than a dual blade/will power tank, would you feel that something should be done for your ice build to level the playing field? Or like so many others are telling me, game is perfect, let it be?
On a tangential point - there's another discussion going on about the rogue Vanguard you face in the RWZ and how they tear melee apart. Run those same missions with a "slow" controller and you'll find they're a cakewalk. -
Quote:3 days, not 7.Currently, we have the option to autocomplete a mission once a week, getting the mission bonus as if we had actually done it. Which is fine, as far as it goes.
No, they don't assume you're lying. If you leave the map and start another mission, there's absolutely nothing they can do.Quote:Last night, I had a kill all on a huge map. As usual, on a map that size, that last mob is a royal pain to find. I went over the map painstakenly TWICE unstealthed - never did find it. After half an hour, I gave up and went on to other missions, petitioning that mission. The GM refused to help and told me to try the mission over again. I didnt care much for the response - but I guess most GMs would assume you're lying. Shrug.
The correct way of handling it involves waiting, yes. /petition "Stuck, cannot complete mission," give some info, and just *wait in the mission.* If it's timed, be sure to mention that as well. The GM will come and look for mobs, and most of the time will either teleport you to them or, if they're stuck in geometry or outside the map, will teleport them to you.
Response time tends to depend on how busy things are. I've had GMs show up nearly immediately, and I've had them take half an hour. For a large enough map (or a particularly irritating one,) it would be worth the wait. For a small map, just resetting is likely faster. -
/signed for overalls.
Yes, put it in Jay's costume request thread. I actually wanted a set for my Plant/Thorn dom.
-
Eh, it's like anything else though. Splurge once in a while (say, Graver) and keep your eye out for new people that look promising, or good deals (the low-cost specials, or those like semaj007 or playworkart who are always at those prices.)
-
-
-
-
Quote:I'm not sure, quite honestly, that anyone should expect content delivery from a rating system. While I agree that a new arc will vanish quickly, I don't think the *rating* system should be the first line of content discovery.Time to respond and clarify.
M_B, my issue is not with the amount of information being provided about each arc, but goes significantly deeper. A well-built rating system does not make you go hunting for something that will appeal to you - it provides it without prompting. As for this being a rant, it's a fair cop. I was astounded on release of AE that the developers had taken a rating system which they knew had failed to provide any kind of meaningful information on their very own official forum, and ported it almost verbatim as the critical component of their flagship feature for the issue. And lest you think I am exaggerating, yes, I do consider the rating system to be the critical component of a user-generated content feature. If you can't provide fresh content that consistently beats Sturgeon's Law, you've created a place where effort goes to die, and that's unacceptable in a day and age where hard work has already been done to find solutions that prevent this from happening. I'm angry, yes, and it's because I feel the devs should have known better.
By way of evidence that the system as is does not work, I would like to point to the probability that an arc published at this very moment, regardless of how good it is, will ever make the top page of the arc listings for any amount of time. The AE should be connecting players with fresh, high-quality content. It does not. In fact, due to the implementation of HoF/DC, the top arcs on the front page of the AE are guaranteed to be old, likely broken, and not utilizing the latest features of the system. Individual player preferences are not taken into account, and the rewards tied to ratings encourage players and creators to subvert the ratings system.
(Incidentally, I am biased toward a player-centric rather than creator-centric perspective, for three reasons: first, I am myself more a player than a creator; second, players outnumber creators by a significant factor; and third, the developers are naturally biased toward the needs of creators because they are creators more than players - but on the other hand, creators are better served when their work is more likely to be seen, since this is the primary goal of most creators, and this is an area where AE fails creators as well as players.)
I tend to agree with the thought that HOF/DC should be moved off the front page into an option of its own.
I agree that ratings *themselves* should be more granular and there should be a wider variety of ratings for an arc - 5 stars with no context really gives no true meaning.
That said, the improvements to the search system - which does rely on the creator to give meaningful data, admittedly - were (IMO) the right place to focus effort. I liken it to a bookstore. I look at the shelves, look for, say, fiction, then historical fiction, then narrow my search down - or sometimes just like to wander the shelves to see what looks itneresting. When I've narrowed my search down to the specifics I want, THEN I worry about "Is it a known author, a good series, well received or otherwise recommended?"
I don't expect a rating system to deliver anything to me, generally, until I'm at the point of making a decision among things I've already narrowed down. "I'm looking for a pickup truck" (eliminates cars, minivans, semis, airplanes) "2x4" (eliminates 4x4,) "automatic transmission, of this price range." Once I have those narrowed down, THEN I see what has the best ratings and reviews, and fits my needs.
Of course, the final weak point when it comes to ratings anyway *are* the players - the people doing (or not doing) the rating. What gets a bunch of 5 star ratings? Farms, at least for a while. Friends rating an arc giving you five stars because you're their buddy - which doesn't help anyone, really. Or people just not caring about the rating to begin with - the arc could be great, well written, well developed (both story and power wise) characters - but "I don't like characters wearing green!" gives you solid one-stars. -
Quite a bit... though I couldn't tell you times at the moment.

I need to reinforce Kat's warning about trying not to get addicted, unless you can shoulder the price tag that comes with it. If you can...then it can be extremely rewarding.
)