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Posts
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Joined
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As per our conversation in game, I'll try to be there if i'm online. I'll bring my stalker.
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Give in to the Clash of Kings. Join me in embracing in the win. (I just finished the first book a week ago and have gotten halfway through Clash of Kings.)
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The Voucher option is less "solo-friendly" and more "alt-friendly."
Although the final details await some Beta Testing, the idea of offering players the opportunity to participate in Incarnate Trials on one character in order to allow their other characters the opportunity to avoid having to run Incarnate Trials is certainly a step in the direction of addressing at least one concern among the player-base: decreasing the considerable time investment required to obtain Incarnate abilities/components on new alts.
Through the account voucher system, a player can designate one character to participate in the trials and gain the abilities that essentially make it even easier to gain more Threads/Components/Astrals/etc. This assumes that hardest part about Incarnating a character is getting over the pitfalls of not having Level-Shifts. Once that hurdle is surpassed, players can have a designated Incarnate character that can earn things easy enough to help their Alts earn Incarnate abilities without having to go through the trials.
This is not an alternative for people who seek to circumvent Incarnate teaming. While I would like Incarnate Arcs that can be done solo, I will wait patiently for those to come and enjoy the teaming options already in the pipeline.
In the meantime, I will also acknowledge this offering from the Devs for what it is (an attempt to address the alt-friendly concerns of the player-base). -
This thread continues to deliver. May the bacon be with you all. Mmm. Bacon.
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I'm also dropping in to inquire as to how/if we can really purchase transfers now and save for later. Looking forward to the response!
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I'm glad I had a chance to make it out there for at least one arc. I think this is a great effort to help get folks out and experiencing some of the hard work our fellow players have invested in their AE creations.
I look forward to someday crafting a decent AE story arc of my own. Keep up the awesome effort, folks! -
In all my time of playing, i've believed this to be the default position for you guys. It is because of your willingness to address mistakes, try new things, and offer as much info as you can (as frequently as you do) that I continue to trust in what you ultimately decide. With how diverse we as a player-base can be, it seems like anything you might offer will be derided by some as too insignificant to participate and by others as too important to be missed.
I appreciate your willingness as a studio to continue to accept this risk and listen to our feedback, whether what we type is reasonable or less than so. I look forward to the Surge, whenever it occurs and whatever form it takes.
PS: Yogi: How could I have forgotten the most EXTREME! drink ever to come out of Norway? Thanks for the reminder. -
Psychic Psy-Chic: The Vanguard of Fashion with looks that kill
Also, +2 to Mental Maden for Psychic Gourdian
and +1 to Dr. Vivian for Zucchini -
Quote:As much as I wanted to refrain from comment, this quote above illustrates one of the more frustrating flaws about the previous "Master Of" requirements: a frequent reliance on specific team compositions. If folks want a specific badge denoting they earned it "the Hard Way" with Mind/ Doms or with Corruptor-heavy-teams+Stone Brutes, then someone would want the badge to be for doing it without such reliance.The lord recluse master badge for one. To complete most times you needed a mind dom. Those are few and fair between on guardian.
I know that you said "most times you *needed* a mind dom" but in saying so, you also acknowledge a frequent reliance on a specific AT and powerset. That reliance more frequently manifested as a dependency on "several corruptors and a non-squishy brute" that allowed a couple so-called "pity" spots for other ATs. This presented an atmosphere of exclusivity that essentially gave players the option of either having a character that the MO-team considered "useful" or awaiting a spot on a run that had room for a "filler." This example in no way diminishes the potentially high skill level of all players involved. It does provide a common example of how even Master LRSF runs could be achieved with relatively little additional skill once enough optimal AT combinations were recruited. The "fillers" simply had to avoid doing stupid things for the duration of the run.
While there will always be some sets better suited for some challenges more-so than others, the fact that so many teams "earning" their old MoLRSF badges used such a strategy is a particularly damning argument against the final mission spawn design or a particularly powerful argument that the Devs *love* Mind/ Doms. Why pit your team against 8 Heroes all in the same place if the intended methodology to displaying "Mastery" is somehow separating them from one another immediately after they resolved to stand together against your dastardly band of brigands. "Your Team versus One Hero/AV at a time" is a standard affair in our game. The method by which a team manipulates aggro to avoid fighting the encounter as spawned or relies on one particular AT & powerset does not denote "Mastery" of much more than that particular aggro mechanic or that one particular AT & powerset.
Kay (along with others) have noted how Incarnate-wielding players achieving these older "Master Of" doesn't have to take away from what you and your teams did to achieve them. The pride you have in how *you* did it can remain with you. There may be others who disapprove of easily *you* may have obtained the badge. This emphasis on how superior one team's coordination and patience was or how long it took for them to get it comes off as hubris only when they demand that others experience it the same way. Badges are inherently a matter of pride, but some folks would rather take pride in being able to have their team of 8 pitted directly against the Freedom Phalanx all at the same time without any defeats. This doesn't make your accomplishment any less of an accomplishment. It just means they deserved the badge more than you, right?
Thankfully the Devs have (somewhat) reduced the AT dependency for Mastery of the new TFs and Trials. Sadly there are still folks out there clinging to "safety league" formations that promote some of the AT exclusivity that often creeps into our otherwise inclusive game. It happens. But many can now rejoice in the likelihood that their rarely seen AT combo can now contribute to the old Mo runs in ways they previously would have had a hard time being invited to attempt. -
Thanks for the clarification, Adeon. I'm glad Defenders get at least *some* more utility out of Traps than Corruptors, but those numbers won't have me switching over to a Defender at this point. Even if they offered a more substancial difference, I think I enjoy Scourge too much (although double-stacking Defender Acid Mortars would be a nice 13.2% additional -res over Corruptors).
***Added***
Man, the weakening of Trip Mines and Time Bomb. Of all the times to step in and apply some modifiers... I mean Trip Mine can be awesome, but what has Time Bomb done to deserve to be even *more* situational than it was for Corruptors? -
I checked on City of Data earlier but i've not been finding the values for many of the Defender pseudopets under Traps. That's why I figured i'd have to just test them out in game later on. Can you pull up and link the Defender pseudopets? The only values I can see are for the Corruptor and Mastermind versions of Traps.
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I have to check the in-game stats and test the numbers for Traps when I get home. I'm all for it if they have updated the Defender pseudo-pets to be superior to the Corruptor versions, but I know for a fact that many pseudo-pets were not adjusted when ported between ATs. I'll post the comparison numbers later, unless someone comes along beforehand.
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IIRC, the buffs/debuffs of Traps would be functionally equivalent since they are pseudo-pets and aren't adjusted by AT modifiers. This would make the Corruptor vs. Defender debate more a matter of how soon you'd prefer to have certain powers.
The Dual Pistols debate between Corruptors and Defenders, depends on whether the difference in the Ammo Swap debuffs are more valuable to you (Defender) than the benefits of Scourge and a higher damage modifier (Corruptor).
I went with a Corruptor and created one of my favorite characters. YMMV. -
Just to update everyone on what the GM Team has informed me of:
"I can confirm that an 11th Molecular Acid was collected after the 10 that were collected in the early part of the trial, much later than the 10th one.
I'm not able to identify who did this, as the action might well have been by accident and not out of malice.
If there's anything else, please let us know."
It would appear as if an additional Exterior Molecular Acid Container was destroyed later in the fight. This could possibly have been the result of AOEs and placement as a portion of our battle took place near the corner where the Molecular Acid Containers spawn. Someone may have accidentally done the damage at that point.
This would indicate the importance of pulling Marauder *away* from that area in order to avoid AOE damage destroying the Container nearby. This presents at least a more palatable explanation for our failure than some anonymous bug. Besides, another team on another server was able to obtain all related Temp Collection/Disuse Badges during one run after the latest patch.
So it goes. Onwards to the next attempt. -
I was on the run with Saber, and we did indeed avoid attacking the Chambers and Crates outside while also not using the temps provided. I've resigned myself to accept that our attempt should have only awarded us Lambda Looter, but we did not even get *that* badge.
Although it certainly would seem repetitive to run it multiple times to meet the requirements for Antacid and Well Stocked, I accept that such is the current requirement. I'm just stumped as to why we weren't awarded Lambda Looter at least, but i'm glad our mostly PUG crew managed to take Marauder down anyway. -
You can count me in on one Dom or the other. Tough to decide who deserves the goodness more. See you on Saturday!
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Mark me down for both of them. Mind Over Matter for the first and Magma Carter for the second run!
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I'm excited about getting 2 new trials for high-levels characters *and* 2 new task forces for mid-level characters. Although my account lapsed a few times over the first 2 years of City of Heroes,
I have remained subscribed since the launch of City of Villains due to the stories crafted in the City of Heroes Universe (even if I needed to sidestep a plothole or two).
With that said, continue the good work of providing a little something for characters of all levels with each issue. As can be seen in this thread alone, you clearly won't please everyone.
I do feel confident that you are working to provide options for most players, and I appreciate the times in which the Dev team seeks to be more transparent about your programming goals. Please continue to do so. I'm looking forward to i20 on Live! -
I tested it this evening. No crafting badge progress occurred. It would appear this won't quite be as helpful for gaining Field Crafter, but it certainly was a clever concept.
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Before commenting on improvements, I think it's important to ask what your intended goal is for playing this build. Is it solely for team play at level 50?
I ask because if you only intend to drop traps and focus solely on AOEs, this build could work for team play. You use a lot of endurance, have little single-target capability, miss out on utilizing the Proc-worthy goodness of Poison Trap, lack enough +stealth to reliably toe-bomb, but you've got decent defense, +ACC, and global recharge to make use of the basic powers effectively in a team setting at high levels.
Also, Leviathan Mastery is a curious choice since you opted for the immobilize power and built for positional defense. Mace Mastery trumps Leviathan's offerings in both categories of AOE immobilize and positional defense armoring (considering that Leviathan only offers a resistance-based armor). The one clear benefit of Leviathan Mastery is the "panic button" of Hibernate which could be of use, yet you did not opt to use Hibernate in this build. I don't see this build soloing with any expediency, but such a goal may not be intended.
In any case, it may be helpful if you provide your objectives in order to enhance the usefulness of future recommendations. Either way, Happy trapping! -
As I will be hosting my younger siblings for a weekend, I can only cheer you all on from the sideline. Good luck!
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Count me in (finally) on a Dom. Either Mind/Nrg or Earth/Fire.
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Great run tonight! Thanks to all who signed up and to the extras who helped rain bullets on the Fifth Column's parade. I'll see some of you Thursday at 8pm CST for Dr. Kahn!