MrTogo

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  1. How, long topic quite quickly. I'm far too lazy to read it, and now gonna add a long post on top of it... But I'll be happy when a redname answers some of the stuff, and admits the real reason for the change. (personally I go with softloading for MSTF and LRSF badges.... or possibly reward recipes).

    I think poor Lighthouse was told by someone else what the reasoning was and posted about it. Unfortunately, that reason is a complete crapfest of fail. Inf farmers don't farm TF's... well, they didn't use to. They might now since they can reset their favorite TF mission for a team by logging off and back on. But don't worry, I'm sure the next fix will be if everyone from the TF logs off, the TF automatically fails.

    Side note on this. I am not upset with this change at all. I usually like the idea of a harder challenge. Solo'ing the freakspec on my blaster was a ton of fun, and I could see solo'ing the TF's on him quite fun with this change.

    I am quite annoyed with the sneaking it by (come on, that's what it was...) and then blaming it on the RMTers. What a total cop out.
  2. [ QUOTE ]
    [ QUOTE ]
    I am one of those people that don't care about xp but do care about content.

    Do we have any idea when/if missions that aren't story arcs will make it to flashback? A lots of the cool and unusual missions are offered to you after you complete a story arc.

    I am glad about the xp smoothing, not glad about the xp boost.

    [/ QUOTE ]

    Anything can be made Flashback, but the "completed" star checks for A) Souvenir clue or B) the Badge. If we did missions that were not Story Arcs and not Badged, then they would never show complete.

    That said, I have no problem doing this if you guys don't. Just let me know what missions you want on Ouroboros and I will do my best to get them there.

    [/ QUOTE ]

    What if you changed the drop down menu for Ouroboros slightly to accomodate this. Say it has two drop down menus:

    >Story Arcs and Badge Missions
    >>Level 1-15
    >>Level 15-20
    >>And so on
    >Additional Content
    >>Level 1-15
    >>Level 15-20
    >>And so on.

    So it still kinda stays the same, and just creates an additional folder for all these other side missions. That way we'll all know which story arcs we have completed without going back and figuring out which are story arcs and which are just cool missions we would like to do.
  3. MrTogo

    Consume

    Honestly, even with Fulcrum Shift at the damage cap, the damage from Consume and Dark Consumption is still crap. It's a little different for DC, because that and Soul Drain is the only two AoE's... so then you might use it for damage. If you are using Consume for damage... then shame on you for wasting a power, whether it is the fire/ tank or /fire blaster. The longer timer actually works backwards that I would guessed between Powersink and Consume. Powersink is autohit, so you can put 3rech/3endmod and get it back faster than the 2acc/2rech/2endmod in Consume. Now, it seems to me that they would balance out if they were on the same time, because Consume does a measley amount of damage, but has the larger radius. And honestly, the radius isn't that big of a deal if 2 guys fill you up like with Powersink.

    Also, powersink still gives the same amount back whatever the level of baddies.... The ones with tohit checks give less like Consume and DC, AFAIK.

    The powersink/consume difference is one of the main reasons whey my /elec blaster made it to 50, and my /fire only made it to 33...
  4. I probably had the least fun playing a safeguard mission today. As an empath that does not attack, I have stealth and superspeed. Between the long aggro range attacking through stealth, and tanks not being able to hold aggro very well, this was just rediculous. It's actually the closest I have been to quitting the game. Funny how some little things can make the mission just outright horrible.

    Liked fighting Ice Mistral. Like the side missions. Didn't like the groups far far away just attacking my stealthed dedicated empath for no reason. Or hit me with a hold when I am jumping far far above them, dropping me down into a group where I immediately die. I don't mind dying. I played a fire blaster, but if I'm gonna die, I want it to be for a good reason...
  5. I've been on two so far, the first two on my lowbie empath, and our team enjoyed them both. Not quite as much fun as mayhem missions, but the chaoticness of it (if you choose to do it that way) is usually pretty fun.

    The one thing I see alot and don't like is how if one robber escapes you lose the mission. I understand if the boss escapes you should lose the mission, but if his minion escapes, you should only be penalized. I don't know if it is possible to scale the reward and bonus time down for each accompanied minion that escapes instead of just failing the mission.

    The stealth issue is also annoying, but did not bother me yet. When I play my 50 blaster I'm sure it will bother me then, and hope it can be adjusted properly.

    All in all though, they are good and I'm glad they are on hero side :-D
  6. If the coding wouldn't be that difficult and time consuming, I do wish they would do something like this. While I think they could set up an interface to load from the Base Portal, sometimes things like that just aren't thought about ahead of time and would take forever to make it into the game (storage sorting?).

    But if they just kept track of all the prestige you made and kept that in your info like how much influence you have, and that is what is used for your personal room. But you have to be in an SG to use the room, and that same amount is deposited into the SG bank for the overall base. That way, nothing is taken away from SG, and the person still benefits. If they are kicked or quit the SG, they still have the total prestige count in their info, and make it so their personal room still stays the same. If they join another SG, they start making prestige for that group, have the same personal room they had before and didnt' lose anything.

    Of course, there would have to be something functional in the room to make it appealing to people. The only people that would probably be interested and probably the same ones designing bases now, so that wouldnt' change anything. A storage locker would be nice. And then just have it so your /friends can enter and deposit/take stuff from it, even when your not on. That way, you can friend yourself and enter the room and grab some SO's you left for another one of your characters or such.

    If they could do something like that, without taking forever and without losing a large amount of resources on other parts of development, I would love to see it...
  7. Good info.

    The waiting until x3/x8 never was as appealing as x2/x7 because it's the same principle idea, but not all of your enhancers will always combine.

    The way I always go in a form of what you have as the hybrid, which changes according to what SO drops I had received over the levels. Basically, at x2/x7 I would take my sections that has 3 slots in it, and combine them all into one, hopefully making it a ++ (which would be an even SO now) and buy two more. Then when I level again I would combine that ++ with the new enhancer.
  8. Beacons to all zones sounds cool, but that is alot of telepads. So is there any way we are gonna get an Advanced Teleporter that holds four beacons or such? Cause that would be a good deal then.
  9. So you're basically saying all controllers are /rad with a huge acc debuff and the primal mastery? Well, if that's the case, the blaster is obviously ice/nrg, and has holds and power boost himself. This means the controller has to keep a breakfree popped which also drops his accuracy.

    So, you would have choices like, don't pop the breakfree til it looks like you might get killed while held (dominators don't get containment, so being held only stops you from attacking back) or wait for the timer to make it so you can't be held. If you dont' want to do that because you have alot of necessary toggles, then probably one of those toggles gives you a tohit buff, and that evens it out again.

    It sounds like you basically completely shut the door on at least a decent idea without giving it a first good thought. You chose a lopsided fight and used that as an example. Not just controllers rely on holds to kill stuff or help. Any AT has some sets that either have holds or stuns, and through the EAT or patrons, I believe just about everyone has access that would require someone to use a breakfree to get out of.
  10. [ QUOTE ]
    This discussion has strayed from a discussion of break frees, but I'd like to make a small suggestion:

    Have break frees dramatically lower accuracy. Their primary function should be for escaping overwhelming situations, not for plowing through holds and beating the neutered Dom/Controller down. Make break frees the escape inspiration, not the the attack with impunity inspiration.

    [/ QUOTE ]

    I really like that idea. I never thought about putting a penalty with it, but it's something to think about.
  11. [ QUOTE ]

    Grats guys, hope no one got a Lyso after all that.

    [/ QUOTE ]

    Can't believe you don't get to pick after that... If I went through all of that and got a lyso, I would probably flip out...
  12. MrTogo

    Salvage Limit

    First wanted to thank Positron for letting us know that the raw material has a higher limit. So once it can be crafted, that's an almost endless supply of salvage.

    This thread did take off in a different direction. I was just trying to inform people that if you have 20 of a specific item, you should give a couple to your friends so you don't lose out on salvage. On that note, I will agree that costs are a little much, but not unreasonable. My active SG is pretty close to making a base that can support the table already. Granted, that still weeks away from a med room and mission computer and such, but it's a big start. I mean, CoV has only been out for a week. It's stuff you're supposed to earn.

    Yes, my SG is large and active, the smaller ones have trouble getting to the same place. Personally, I think it's really too hard to close the gap between large and small SG's...
  13. MrTogo

    Salvage Limit

    Trading with my teammates to pool our salvage to make better things, we realized there is a limit to the amount of salvage one toon can have. It appears to be 20 of any particular item. As of yet, there is no hard number overall. But I just wanted to let anyone that doesn't already know this to be aware.

    No clue what happens when you get to 20 on one item. It may just turn the salvage that was gonna be dropped into a different salvage, but my guess is it is like a full enhancement tray, and the salvage is just lost.

    So, as of now, the limit of any specific salvage is 20 (not sure if this is true for components as well).