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Posts
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Joined
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Quote:True. Either way, my only real issue with Wormhole is that it should be used preemptively, so anything that keeps you from having to swallow the alpha is fine with me.
Or aggro after... -
Quote:I've suggested almost exactly this for a while (primarily for when speaking about Dimension Shift from Gravity, turning it into a Gravity Well), as I think many others have. The only response anyone seems to have is "the tech for making this happen doesn't exist."
You drop a sphere. Everything in a large radius around that sphere receives knockback toward the sphere. Everything that actually touches the sphere is momentarily phased, turned utterly invisible, and takes a large amount of crushing damage. Bonus points for a 'stretched/sucked into the sphere' graphic.
Quote:One modification: I'd like to see any enemy sucked into the black hole become invisible, intangible and not able to be targeted too, like CoT ghosts. That way, while they're gone, you don't have team mates getting confused and wasting attacks them or wondering which ones are able to be attacked.
Then at the end, the black hole dissipates and spits everyone "back out." They end up KB and stunned for a few moments, allowing the team to refocus on the new arrivals. This will probably need an excessive End cost and Recharge, but would be worth it, just to have a cool power like that.
Knockback is fine for solo play and obnoxious in a team environment. Back to Gravity, one of the things that commonly comes up for "fixing" that set is removing the Knockback from Wormhole, where I simply feel stunning before teleport is probably all it needs. The idea for a Knockback toward a certain point removes the random element, which is something I wouldn't want to see reintroduced when the power ends.
In the end, I think it's all moot. Black Hole has come up several times in this discussion and there's not been one hint that anyone at Paragon has any intention of doing anything with these powers. I don't know how I feel about the removal of Fearsome Stare from Dark Miasma, but I at least thought they'd ditch Black Hole and leave Petrifying Gaze in with the advent of sets like Time Manipulation. -
Gravity has a nifty AoE control, but above and beyond that, it's pretty lacking. In truth, I don't think a whole lot needs to happen to bring it up to snuff, but I'm going to go out on a limb with it anyway.
Lift - Give it the same damage as Levitation. Swap its position with Gravity Distortion.
Propel - Animation needs to be cut severely. Lock the animation for as long as the summon alone, and then allow freedom of movement. I've seen people suggest turning it into an AoE or cone, which I certainly wouldn't mind, but the animation time is abysmal. I'd be happy with that being reduced alone.
Wormhole - Stun BEFORE teleport.
Above and beyond this, Gravity needs a secondary effect of some sort to give it an identity. By itself, -speed doesn't really cut it. I saw in another thread someone suggest -Range, which the more I think about it, the more I love it, and it fits beautifully thematically. You're a Gravity Controller - bullets should hit the ground before they hit you, right?
In any case, these alone would make a big difference in the set, but I personally have one more problem with Gravity - Dimension Shift.
I'm sorry, this powers awful (as is Black Hole in my not so humble opinion). I know, I'm going to have an army march into this thread and proclaim the wonders of having this ugly dog in their power tray when fit hit the shan. Well, all I can really say is I'd love to have a power that's useful the majority of the time instead of something so situationally useful (and potentially aggravating to a team) that you actively seek out reasons to use it.
I've seen a lot of suggestions like a reverse Earthquake or Ice Slick. I've even seen it suggested that Dimension Shift be turned into a form of Jolting Chain which could work thematically.
Personally, I'd love to see a Gravity Well type of power. A summoned entity that actively pulls mobs caught in the AoE toward it. Combined with a secondary effect like -Range, this could make for a pretty devastating soft control that also fits well with the Gravitation theme. Protection for the ranged toons, a means of controlling unwanted knockback which irritates the melee, and a wonderful clump of mobs for everyone to cut loose with AoE's on. Wormhole followed up with a Gravity Well could also help keep stunned mobs from wandering all about. And it gives Gravity another "unique" power. (Unless copied and pasted to Dark Miasma, of course).
But then, that's just my personal take, so it might be woefully overpowered, or just not terribly exciting.
In any case, Gravity isn't the most terrible set in the world, as does what it needs to, just not as convincingly as everything else. In my eyes, Lift, Propel and Wormhole are the biggies, with the added caveat that Gravity powers need a secondary effect to give it a little more kick. -
Quote:You're kidding, right? Everything Myddie said was perfectly valid. It's not about finger wagging and who does and does not have time to play the game or any of that.
Condescend much? I dont have to apologize to you if I want to "cheat" my way to IOs since I regulary deploy to warzones for 12+ months at a time while hopefully you have the luxury of playing this or any game whenever you like (I will apologize for any assumptions on my part though).
RMT is not simply some gaming nerds botting influence to sell people for a few extra bucks or simply "for the lulz". This is organized crime at almost its text book definition, and one that's supported any time someone wants to fast track their game characters for any reason by buying in-game currency.
Don't kid yourself. Credit card fraud, identity theft and human exploitation are very real issues, even if you don't consider them significant. They also happen to be the core issue's which saturate the RMT trade. -
Well, I don't think we're on pay to win ground yet, but the Market is starting to toe the line. The idea that paid IO sets essentially level with you (within their given ranges), while in game IO's don't, is a bit...absurd in my not so humble opinion. I mean it looks like Paragon is trying to bill this whole thing as a time vs. money issue, yes? I have no qualms with the studio trying to make money any which way they can, and I'm equally indifferent to anyone that wants to buy their way out of a few time sinks. Nonetheless, this is a situation that teeter's on murky ground.
I may be a little out of my depth with this, and it may not be possible/game breaking/whatever, but may I make a suggestion? Equalize in game IO's and SBE's. Rework IO's so that they are, in a manner of speaking, "level-less" (for lack of a better term). Now before people start foaming at the mouth, let me explain what I mean - with the advent of these purchased enhancements, whatever tech or code or whatever is obviously in place to allow enhancements to scale dynamically. Why don't all IO's do this?
Kinetic Combat is a 20-35 set, but when someone gets, say, a DAM/END/Rech recipe to drop, rather than having it drop at a specific level, just make it a plain DAM/END/Rech recipe. The IO, when crafted, will never have better stats than at 35, nor any worse than 20, but make it scale depending on the characters level.
As to salvage used during crafting, tag the recipe with the characters level when it is created. The recipe is either Tier 1, Tier 2 or Tier 3 when created, representing only the salvage needed to craft it, not its effectiveness.
If a character is level 15 and gets a Cleaving Blow, the recipe is tagged as Tier 1, and needs low level salvage to craft. Similarly, the same recipe is tier 2 when a level 30 character gets it, and needs mid level salvage to craft, and so on. Then simply make crafting costs the average of the current costs for the differing level ranges.
Keep purple's and PVP IO's in game only. As to Very Rare's and how they fare under this system, allow a portion of their effects to ignore ED (something else that's currently possible thanks to the Incarnate system), and possibly even give them a better scalar when exemplaring than typical IO sets (depending on relative value to comparable rare sets).
I don't know, this might be a terrible suggestion, but it seems somewhat arbitrary to have specific IO levels (note that I mean specific to the individual IO, not level ranges for IO sets) at all now that inventions and the market are barred to all that aren't paying for it already anyway. Moreover, while SBE's and their current function aren't the end of the world, I'd say it's also unduly punitive that these IO's are functionally "better" (relative as the term might be) than what I can earn in game. -
Six sets of Kinetic Combat will not work. After five of the same exact bonus (in this case, 3.75% S/L defense) stacking bonuses of that type will no longer work.
Five is fine, but after that, you have to find sets with different percentages to get more S/L defense.
I don't think I've ever bothered slotting Boxing or Kick beyond the initial slot. That's three slots you could free for elsewhere.
Here's what I'm working on at the moment, so take what you will from this. Keep in mind it's not exactly soft capped, and I'm still sort of plucking at the build. It's also on the expensive side, so keep that in mind.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Street Justice
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal(7), S'fstPrt-ResDam/Def+(9)
Level 2: Sweeping Cross -- Erad-Dmg(A), Erad-Acc/Rchg(9), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-%Dam(50)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(13), Mrcl-Heal/EndRdx(15), Mrcl-Heal(15), Mrcl-Rcvry+(17), RgnTis-Regen+(17)
Level 6: Super Jump -- Jump-I(A)
Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(25)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(27), H'zdH-Heal/EndRdx(29)
Level 18: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), FrcFbk-Rechg%(50)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(33)
Level 22: Boxing -- HO:Nucle(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(34), HO:Ribo(34)
Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), Achilles-ResDeb%(50)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(37), LkGmblr-Rchg+(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(42), HO:Cyto(42)
Level 32: Crushing Uppercut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43)
Level 35: Combat Readiness -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 38: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48), HO:Cyto(48)
Level 49: Strength of Will -- Empty(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46), P'Shift-End%(46)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Quote:Touche.
To be fair, you could have your pick of pretty much any of the current guaranteed-HoF-bound quarterbacks in the league and they wouldn't be able to do jack with the offensive line and receivers the lions have right now.
I mean, that's not to say that any of the lions QBs are actually *good*, but nowadays judging the ability of a quarterback by how well they do playing for the lions is kinda like judging the performance of a raincoat by seeing how dry it keeps you when you jump in the ocean.
I still maintain Stafford was overpriced, however. I'm not really convinced yet that anyone came out of this latest draft that was worth 40+ million dollars, not the least of which is a QB that's going to get his *** kicked repeatedly with the Lions, has a hard time with accuracy when he DOES get time to throw, and has thrown two or more picks in every start because he doesn't get any air under the ball.
And go figure, he's already side-lined with an injury. How...appropriate. *sigh* -
Quote:As a lifelong Detroit fan (yeah, you can laugh) I'm at a complete loss for this team. Defensively, they're pathetic. They have no secondary coverage on the defense, and up front they struggle to get any real pressure on the QB. This is mind boggling since Jim Schwartz is a Defensive GUY. That was his SHTICK in Tenessee, and Detroit's STILL one of the worst in the league.
Green Bay was clearly out to the teach the Lions how to play football as everything the Lions did wrong, Green Bay would do right: example: Lions do a weak screen play and GB gets the ball then GB does their own screen play which works.....also Green Bay was bound and determined to make sure the Lions were humiliated via a shut out. Go Green Bay!
Your offense is offensive. Your O-line is still a complete joke, which nixes your chances at establishing any decent running game and nullifies your passing game. Raiola and Backus don't work. WHY are they still there? What are the Lion's averaging now? Three or four sacks a game? Not to mention that in the air, you're one big weapon in Calvin Johnson is wildly inconsistent. He makes some amazing catches, but then when he DOES actually get a pass at the numbers, he drops the ball. It's as if he's completely useless if he has to turn his hands down to catch a pass.
So, your lines are terrible on both sides of the ball, you have no defensive secondary, your overpriced quarterback of the future may just turn out to be another Joey Harrington, and even your special teams are just shy of a complete mess. New coaches, new players, same damn Lions. Are we surprised? Not particularly, but frustrating nonetheless.
The curse of Bobby Lane persists...are we sure he didn't say "60 years"? -
I lied. I forgot to include one badge mission in the 25-29 range.
Hero - Level 25-20
The Redemption of Alexander "The Great" (Redeemer Badge)
Ashwin Lannister/Laurie Pennington
Merits: 5 (+1)
Now the 25-29 range is finished for Heroes.
Hero Level 30-35
Freakshow War
Neal Kendrick
Merits: 11 (+1)
Stop the Pact (Corruptor Badge)
Neal Kendrick/Tina Chung
Merits: 5 (+2)
Rescue the Engineers (War Wall Defender Badge)
Phillipa Meraux
Merits: 1 (unchanged)
This should conclude Hero Arcs for 30-34 as well. -
Well, it appears that some of this was eaten by the rollback, so I'll post my findings again
Hero - Level 25-29
The Freaklympics
Collin Larson
Merits: 20 (+9)
(Someone else actually posted this particular arc, not me, but it too was consumed in the rollback)
An Unnatural Order
Eliza Thorpe
Merits: 10 (+2)
The Mysterious General Z
Christine Lansdale
Merits: 9 (+2)
And that completes Hero side arcs for this level range.
Hero - Level 30-34
Crossing Over
Buck Salinger
Merits: 8 (+2)
Rise of the Vampyri
Jose Escalante
Merits: 17 (+10)
Corporate Culture
Phillipa Meraux
Merits: 12 (+3) -
Hero Level 25-29
The Scroll of Tielekku
Laura Brunetti/Miriam Bloechl
Merits: 9 (+2) -
Hero Level 25-29
A Madman's Council
Lars Hansen
Merits: 5 (+1)
Return to Vampyr Mountain
Tobias Hansen
Merits: 9 (+5)
Ubelmann the Unknown
Ashwin Lannister
Merits: 11 (+2) -
As requested -
Hero 25-29
Find the Pantheon: Rescue the Mystics
Laura Brunetti/Miriam Bloechl
Merits : 2 (unchanged) -
Hero - Mercedes Sheldon: 25-29
Crown of Glory: 9 (+6)
Dirge of Chaos: 7 (+4)
The Magic Man: 7 (+4)
Figured I'd post these since I completed them anyway. Thanks for working on getting us a list of merit changes Synapse. -
Hero 25-29
Piecing the Veil
Gordon Bower
Merits: 10 (+2)
Hero 25-29
War of the Fir Bolg
Skipper LeGrange
Merits: 7 (+2) -
[ QUOTE ]
That's not in dispute, but it's also not relevant.
[/ QUOTE ]
How quaint that you can say on one hand that WoW offers more "free stuff" in between expansions, and then claim it's not relevant that they have both more revenue and manpower to make just that happen.
[ QUOTE ]
CoX is just as much a retread of earlier MMOs as WoW. Reskinning the game as superheroes instead of fantasy is not a major innovation.
[/ QUOTE ]
Right. Because trying to move people around instead of sitting in one spot and grinding for hours on end for XP, reputation and/or drops counts for nothing. Giving people access to fast modes of travel very early in their career is meaningless, and trying to break out of the holy trinity (Tank, Mage, Healer such is seen in CoV and most Defender primaries other than Empathy) is equally passable as the rest.
I'd agree that underneath it all, it's still an RPG. As such, there's not a whole hell of alot that can be done to change the fundamentals that make the genre what it is. Still, due to the attempt at shaking up standard RPG fare (among other things) I'm here playing this instead of WoW, EQ, or any other "medieval" based MMO.
[ QUOTE ]
So you don't like it. I don't like it either, that's why I don't play it. The vast majority of MMO players do seem to like it, though.
[/ QUOTE ]
You missed the point, which was to elaborate on the fact that while Blizzard might release more "free" content than NC/Cryptic most of it still cater's to a couple of very focused modes of play. When you break it all down, it's subjective how much more you're really getting. -
[ QUOTE ]
Blizzard pushes out at least as much free content for WoW as we get here in CoX. Over and above the paid expansions.
[/ QUOTE ]
Blizzard also has a hundred times the revenue and a larger staff than NC does working on CoX. Furthermore, there are few people that will deny that WoW isn't simply a retooling of existing MMO concepts done better, whereas CoX is treading largely uncharted waters.
Also, most of WoW's "content" (when I left anyway) was jamming mega raids and raid targets down your throat. I have no issue's with raiding in general, but there it becomes a lifestyle. It isn't (wasn't?) uncommon to see the raid guilds in WoW demanding a few days a week and three to four hour brackets during those days to do said raids.
They've done some interesting things for sure. Ramping up the 1-60 grind, gold rewards when you're at the level cap, daily quests, but honestly? Up until I left just a few months ago, their "free" content wasn't vastly different on a patch by patch basis than anything NC has released patch for patch with CoX. -
QR
Sorry, after 35 pages I got tired of reading so I apologize if this is a duplicate, but...
Now that we're talking about extra resources, does this mean we can get some more people on costumes parts, and perhaps some more layers to the costume generator (for things like armbands, jewelry, piercings and all sorts of crap I can't begin to think up on my own)?
Jay and his creations are sex on wheels, but one or two people can only do so much (Ian is still there, no?). Give Jay his own little mini-team and have them go to town.
*cough* resumeavailableuponrequest *cough* -
[ QUOTE ]
Thanks. Then it should be clear to all that, that post, almost a year old, which was NOT an apology or status update, should tell us how pitifully little communications there has been from the devs regarding CoP and base raids. But yet Positron has time to post inane stuff like Photo 1,2,3 while ignoring many people's repeated requests to address missing features that they have paid for.
[/ QUOTE ]
As far as I'm aware, Ex Libris is the one posting photo's, and if I'm not mistaken, she's an NCSoft employee, not Cryptic, so has little to do with development.
Secondly, noone has paid for any feature's whether they be in the game or not. Your subscription pays for access to the game, which changes for better or worse in a manner comensurate with the whims of the developer and/or publisher.
Third, posting takes all of a few minutes at most. It takes longer to sneeze than it does bang out two of the three posts Positron has made here. The last would be two sneezes.
[ QUOTE ]
I only deal with facts. Again, not calling you a liar. I haven't seen it. You couldn't locate it. I have drawn my conclusion and stated it. And you have the right to make your own.
[/ QUOTE ]
In most (if not all) states in this nation, being ignorant of the law doesn't make you exempt from it. By that I mean, just because it can't be found (eaten by the forums) and you were not around to see it, doesn't mean it never existed. Draw all the conclusions you wish. You're wrong.
There's always some fool that wants to crap all over an otherwise lighthearted situation. Congratulations Generic, today, that fool is you. -
I'll be rolling up a Thugs/Poison once I7 goes live, as I have the character concept of a sort of street urchin/drug dealer type of villain in mind.
Anyway, assuming the actual debuffs themselves are sound in Noxious Gas, would it not be prudent to toss it on, say, ones Bruiser for a heavy duty fight such as an EB/AV? Even though (as I understand it) the Bruiser needs a firm goto b!tchslap to enter melee, it would seem that this power would work perfectly for him, operating similarly to a Brute and all.
Also, do the effects of Noxious Gas stack with the single target debuffs in the set like Weaken and Envenom? I would assume they do, but figured that this would be the best place to get confirmation. -
[ QUOTE ]
While I do agree that the tier1 Thugs probably should have an automatic of somesort, I don't think the MM him/herself should have the same style of Pistol.
The MM should have something sleek, and sophisticated (Look at the Merc/Robot rifles...
[/ QUOTE ]
Just a small commentary on this point: The Merc MM rifle is the same one the SpecOps use. The difference, is that the SpecOp version has a longer barrel. I'm guessing the silencer.
See for yourself
EDIT - Second picture is a tad better than the first. -
I don't know about all that. I brought my blaster out of retirement to go badge hunting recently (which means ALOT of hunting since I got to the level cap before badges were even freaking introduced) and just today I found the Paladin construction site. Prior to that however, I was in Boomtown (for whatever reason) and found Babbage standing in a corner on the northest side of the zone. Noone seemed real interested in taking him down, so I decided to head over to KR and camp for the Paladin construction spawn. I was just standing next to the sphere silo when an MC just appeared right out of nowhere about 5 feet away. So in this case, Babbage had spawned before Paladin.
Therefore I'm inclined to believe that there are no indicator's for giant monsters. I've now hunted down the Kraken, The Zeus Hercules, Adamastor, Paladin, and Lusca (and have seen several others at various points). Thier apperances are 100% random, period. No timelines, no amount of interraction with NPC's, no triggers, nothing. They spawn when the game feels like making them spawn. That's it. You are either lucky or unlucky with finding these things. That's about all there is to it. -
Great post. Very informative, and I enjoyed the humor.
One thing though...no love for controller's? You're talking about clumping mobs and such to make great AE fodder...You've never grouped with a Grav controller that could make good use of Wormhole and Crushing Field have you? -
Whew...that was a long read...
Anyway, ironically I'm not too swayed by much that Mr. Emmert is supposed to have said at origins save for one thing that alot of people just ignored.
- Looks like they won't do much to Stamina from here. If something changes I'll reserve judgement until I see something on the test server.
- Stores or no stores it really doesn't bother me one way or another. There's a million different directions this one could go. Again, I'll reserve judgement.
- Nerfs are a fact of life in any MMO. I don't mind some of them, I hate other's, but eventually I come to grips with all of them.
- I'm mixed on the herding 50+ guys issue. On the one hand I really hate herding. It's boring that the tank get's to actually play the game and go round up a thousand guys while I sit there for 10 minutes with my thumb in my [explicative deleted]. On the other hand I have to wonder what the solution to this will be. Once again, I'll reserve judgement.
All that aside however I have one gripe. I was really REALLY disappointed to hear this:
[ QUOTE ]
No wings it would take up too much programming time
[/ QUOTE ]
[censored] /em cry.
Does this mean that even the idea of Trenchcoats are out too? I haven't heard or seen anything one way or another but if anyone has any info on that I'd appreciate a link or something.