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Posts
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Joined
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Quote:The biggest problem with Shadow Star Narutaru is that it seems to be amazingly difficult to find. I have three of the DVD volumes, but I never did find Volume 2. Dark Horse stopped publishing the manga series in the US well before the end.Narutaru (Shadow Star) - Narutaru starts off pretty innocently. A young girl is on holiday when she finds a strange but cute creature and they become friends. The girl soon finds other people with similar creatures, some of who want to fight using them. But don't be put off but all the cute happiness, as its gets worse. Oh hell it gets worse. Essentially, this does to the Mons genre what things like Evangelion and Bokurano did to giant mecha.
And it is a depressing series. As you say, things get worse and then more worse and then still more worse, to the point that it's amazing the main character gets out of the anime series in one piece. (And I hear that the anime doesn't get as bad as the manga eventually does...) -
For me,
Badges > MA >> PvP
and
PvP = 0 -
Quote:I'm afraid the AVs/EBs discouraged me from doing that. None of my characters has completed all available arcs. Yukihime has come closest to completing all the hero story arcs, but she still has several arcs left, and I haven't made much progress in doing them. Cerise Sinclair and Risommer finished all available non-unlockable story arcs on the villain side, but they won't be doing a number of the unlockable contacts.So the question here is...how many others have a 'compulsion' to complete every storyarc for each contact for every alt?
Some of the unlockable contacts on the villain side have unlocking requirements that are way too tedious to justify doing the arc, as far as I'm concerned. And one of the unlockable contacts can only be unlocked by doing a respec trial, and I don't do trials.
Plus I don't bother with the TFs at all. I did a couple TFs way back when, but those were when I was still a member of some active supergroups. -
I have four defenders who will make very very good use of this buff!
I've had the two lowest level ones set at -1 difficulty to help speed them up a bit. I might want to set them back to same level when I17 goes live. -
How about something like:
Octimo-F
Octimo-M
Or the old Latin approach:
Octima
Octimus -
No. The MA arcs already have an XP penalty because they don't provide an end-of-mission or end-of-arc XP reward. Nerf the XP any worse than it already is, and it just wouldn't be worth it for me.
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Strangely enough, I use the MA for what it was originally intended: an alternate means of progress in the game. I don't farm or exploit. I like missions with good plot, and I don't mind taking my time to get through them.
So don't take away my XP. It's annoying having to redesign my arcs for the XP nerfs, but I can do it. Take away the XP, and the only reason I'll have to use the MA is to take screenshots in test mode. -
Well, let's look at the affected objectives in just my most recent arc.
Mission 1:
- Ally (control but not buff)
- Ally, wandering (offensive, will kill steal if you give her the chance)
Mission 2:
- Ally (control, not buff)
- Captive
Mission 3:
- Ally (offensive, will kill steal if you give him the chance)
- 3 Captives
- 2 Battles that include friendlies
Mission 4:
- Ally (control but not buff)
- 7 Captives
- 3 Patrols, friendly
Mission 5:
- Ally (control but not buff)
- Ally (offensive, will kill steal if you give him the chance)
Yes, I'd say that arc is pretty much broken now as far as XP is concerned. -
Quote:On the contrary, it's a big deal. The purpose of the AE was to give an alternate method of progressing through the game. You may think it shouldn't be giving rewards, but many other players, myself included, would strongly disagree.Yeah, any misisons with allies isn't giving good XP right now. No big deal, the AE shouldn't be giving rewards anyway.
Heraclea may be being overly dramatic, but I think in this case it's justified. Many non-exploitive players are impacted by this hotfix, and their missions are being drained of XP through no fault of their own. A number of objectives that make the missions interesting (including such things as simply freeing captives) will now reduce the XP of the mission.
Personally, I currently don't have any published arcs. I create arcs designed for my own characters. None of them are in any way exploitive in nature. I have a number of arcs that I publish just long enough to play them. But I still like to make my arcs interesting. I have more fun if I'm going after a good variety of objectives in the arc. Now I'll be reduced to creating much more simplistic arcs, and I'll have to do heavy rewrites if I want my old arcs to be useful.
I think the issue deserves a lot of complaints, to spur the devs to fix things fast. As it is, too many players are impacted too harshly. -
Quote:Oh, I've encountered plenty of drones. I've done that mission quite a few times. Still, it's easy enough to zip past the drones.If you don't touch the patrol, you're absolutely fine. The patrol will attack if they see you, but the point is that you're meant to stealth through the mission. And since I don't ever recall encountering Drones in the mission, that's not a problem either.
I love that mission, because it actually encourages you to do something besides fight. And even then, after you've completed the mission, you can go back and defeat everything before leaving if you want. -
- Hunting missions in hazard zones given by security guards. Each of these missions block access to door missions until I take it. So I take it, talk to the guard, and drop it. Among other things, this notably includes the dreaded mission to hunt the Rikti in the Abandoned Sewer Network.
- Elite boss fights for certain characters against certain EBs. Sometimes things just don't match up well. I might be using smashing damage against an EB who who has very high smashing resistance, for example. Some of my characters can handle most if not all EBs I run into, while some of my characters just aren't cut out to fight EBs at all.
- Multiple simultaneous glowie click missions. There are just two or three of those that aren't timed that I have to worry about, all on the hero side, but they do sometimes get in the way. (I let the timed ones fail.) -
Well, looking over my story arcs, it appears that they've been pretty thoroughly wrecked by this exploit hotfix, and none of my arcs are in any way exploitive. Hopefully the fix to the hotfix will improve things, or I'll have some heavy rewrites and/or deleting to do. And even if it improves things, I'll probably still have to make modifications here and there.
In the meantime, I suppose that I can create some very simplistic arcs that just involve beating up the standard enemy factions. Yawn. I have a hard time believing that the exploits were so massive that they needed to nerf everybody else so badly, but I don't know what the exploits were, so I'll grudgingly try to give the devs the benefit of the doubt here.
Just please hurry up with that patch. I have some captives who need rescuing. -
I pick powersets mainly for soloability and variety. Thanks to altitis, that's given me more than 40 characters. There are a few powersets I stay away from for aesthetic reasons, but most of the powersets I avoid are just not solo friendly for me.
I normally build my character concepts around the powersets rather than trying to adapt powersets to character concepts.
And all of my characters can fly. -
Note that this can come in very handy when fighting the Praetorian Infernal. I may not be able to hold Infernal, but I can keep that portal next to him quiet while I deal with him.
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I did missions as normal. The only thing I do differently for the double XP weekends is that I focus on my slower leveling characters, especially my defenders. I didn't gain more than one level with any given character. No farming for me.
Am I a rare exception to the double XP farming rule? I doubt it. -
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The biggest problem in the game is that the Baby New Year mission map isn't in the Mission Architect. If I17 fixes that, I'll be very happy.
I'm also annoyed by elite boss fights that can't be dropped or failed. There aren't too many of those, but I don't have much else to complain about these days. (I've sworn off the CoV patrons because of this issue though, so changing those missions would be nice.) -
Strangely enough, although I don't expect to ever use it, I think the Positron TF revamp is the most important part of I17. Letting that blight of a TF sit unchanged for years was one of the dumbest moves the devs ever made, in my opinion. (I blame the producer. That kind of thing is always the producer's fault.) It's the first TF for the heroes, and first impressions count for a lot. It's a great thing to change for new players... although it's worthless for me.
Ultra Mode - I have no real interest in this. I'll probably turn those features off, because I value performance over improved shadows and reflections.
Animated Tails - I have a character who could really use one of those.
New Badges: Wow, exploration badge glut. I thought my list was huge enough already. You don't seriously think I'm going to waste my time running around for those, do you? Because of course I will.
In-Game E-Mail: I used to require all my characters to be self sufficient, but dual builds have left some of my characters gasping for inf. Yes, I will use this feature.
Increased Mission Count: I could really have used this five years ago. Nowadays I usually only have one or two missions in my list, thanks to the mission dropping feature. Still, I might find a use for it.
Overall, it's looking like a great issue. No big feature (like a new zone), but Lots of new stuff to play with. -
The generic civilians could really use an upgrade. They're very dated.
On the other hand, "ultra mode" to me just looks like improved shadows and water reflections. If there are new textures, I haven't seen examples of them yet. -
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It's not that new, but one set that I put off for ages was Fire Control. The damage output was just too low. Thanks to multiple veteran attacks, I finally made a Fire/Sonic controller. She's up to level 27 these days.
More recently I decided to finally break down and create a Necromancy mastermind. I was never able to find a good fit with the secondaries except for Dark Miasma, and I already have several characters with Dark Miasma. But after my Thugs/Dark got to level 50, I decided I might as well create a Necromancy/Dark. -
Quote:Thanks to this combination, I was able to get the gold on the bobsled run for one of my characters, Norse Force. I just happened to pass by a helpful person who gave me Speed Boost and Inertial Reduction, and I was already using Ninja Run. Inertial Reduction throws me off the course now and then, but Speed Boost gets me back on without losing any time. I'm not going to bother to try for gold with any of my other characters. (At least not this year.)[COLOR=orange]- Kins are your bff4life. Interial Reduction + Speed boost + Ninja Run gets it every time. Even without SS, AM, Sprint, Swift, etc. So a gaggle of kins in Virtue were loitering, drinking, and taking turns boosting holiday spirits in Virtue PD1 last night. Consistently grabbed gold on twenty alts. We used the jingle pack to hover and wait out the timer before the finish line for silver and bronze. So that's it. I didn't have to switch builds like I did on my first two mains.
I was able to get silver on the bobsled run for the rest of my characters who didn't have it (due to lack of a Zero G Pack) thanks to Ninja Run + Sprint. -