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Posts
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Quote:yes control sets in AE have overpower chanceMost holds are mag 2 or mag 3. No real-game enemies have the Controller "Overpower" effect of double-mag. (I have no idea whether AE controllers do.)
and i concur that most mezzes dealt by the enemies are around mag 3
there are some exceptions with AVs though (i could list numerous exampes), but on a whole most anything thats boss or lower wont have anything higher than mag 3 -
if you think the map pack thing was causing all that, i think there is an uninstall for the map pack located in the same folder the game is installed to
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hmm, from what ive seen, usually graphics problems like that are due to a failing graphics driver and/or semi corrupted game files
i personally think its a failing graphics driver but it wont hurt to rule out the corrupted files by doing a repair/verify all files -
Quote:that would be kind of hilarious and at the same time a horribly cruel joke lolYou know, if they just waited 24 hours to do this, it would have made for an EXCELLENT April Fools prank! They could have hyped how they were releasing this special new upgrade with plenty of Supergroup base goodies for people, the early release of Issue 20, and 10K Prestige for all groups.
Then have people wait around for almost twelve hours only to find...
SURPRISE...
NO CHANGES!
APRIL FOOL!!! Ha ha ha ha... -
Quote:to add to this if she wanted to run a mm too, a bot/trap and demon/trap would be a godly duoI wanted to add. Plus you can alternate Poison traps and buy the lockdown proc, so you could lock down a bunch of mobs. My head is exploding thinking how much fun the both of you would have with 2 Traps sets. You would be running 0/8 or 1/8 setting by mid 30s with just the 2 of you. Almost makes me Jealous.
your defenses would be so high plus the ember demon doing aoe heals and the +resist buff
i should actually try doing this duo with one of my friends in the game lol -
Quote:they should bubble up any pet under your controlWife plays more DPS types and sometimes CC, shes more a blaster dominator style of play. I'v been playing Brutes normally for tankage(currently in love with my DM/SD brute) and it works with whatever toon she picks, I'v just been wanting to try out the Bots MM for a while and was thinkin that the Force Fielder would help out more but ya know I think I'll go Traps it does look more fun.
Side Note---Do your Protector bots bubble the force field Generator?
and a bot/trap can solo darn near any tough baddy due to poison trap, but i do agree that FF on a mm is ungodly boring
if you want to feel like a buff bot then go with FF, if you want to feel overpowered go with traps lol -
Quote:if you cant decide very easily you could just make one of both, as this game does support having lots of alts lolSo plant/fire uses more confuse abilities than mind/fire?
This is making it all the more difficult! I love confuse. I want to be able to solo things like a wide variety of challenges as well. And still be useful/wanted in groups. Any thoughts on what might suit me for that? Even in other archetypes. -
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solo MoLRSF was about the hardest thing i have seen a mind/fire dom do solo lol
solo MoITF is acually fairly easy with a mind/fire too -
if you flashback one of technician naylors arcs you will get the costume unlocks from completing it
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Quote:they werent broken per se, but they were missing from the tfWorse now that they added the two "fixed" (were they ever broken?) missions.
honestly i liked the tf more when they WERE missing than now with them which is requiring an extra trip to mercy (merged ferry system makes that a tad easier though) -
yeah i mentioned in the last line of my OP that time bomb does have other issues that should be looked at, but the suggestion i outlined would be much easier to implement for the time being unless they already had plans for remaking the power
i wouldnt be against changing the power to be something more useful overall, but as mentioned this suggestion would be very easy to implement as it is just adding a graphical countdown since paying attention to a blinking light can get extremely difficult if there are a lot of baddies and/or people/pets on the screen and that doesnt count any other graphical effects that might be happening as well -
Quote:i agree with you almost 100%, definitly agree with vet and anniversary badgesI've been a long time advocate of taking every single meta-game badge and moving them to a separate list, just like Super Group badges. Super Group Badges don't affect a player's total, neither should badges that denote out of game player activity. These include:
- Veteran Rewards.
- Anniversaries.
- Event Login badges.
however gladiator badges are still basically all obtainable (except the 5th column gladiator which should be awarded through other means such as kahn or cuda), i also think that event login badges on a whole could be included because they are re issued every event (like the winter event login)
as of last week my main has all obtainable badges except for few anniversary ones and a boatload of vet badges limiting my to 1192 (if i had up to the 81 month badge i would prolly be around 1205 aswell, currently sitting at the 54 month badge until end of april) -
Quote:thats exactly the kind of thing i was thinking about when i wrote the OPI've never seen Director 11's mines, but from what you describe this would be a VERY useful addition to the power.
I've tried to time my LRM attacks to hit at the same time as the Time Bomb's explosion, and it's annoyingly hard to do. Too fast or too slow, and some of the targets get blown out of the second AoE. A few other tricks have the same problem. This would make the power more useful without adding anything to the actual stats of the power. -
without changing mechanically how time bomb works, a really good way to time it better or make it more useful is to add countdown numbers that pop up similar to the countdown that self destruction uses
i kind of got the idea from director 11's mines and how it does the three-two-one then boom so you know to get away from them, but kind of reverse this so that its counting down time bombs time to detonation so you and others can more easily see when its about to go off to make the most use of it by dragging enemies near it, ect
im sure there are other problems that time bomb has, but something like this would make it a lot more useful in its current state -
i dont mind how long tfs take usually unless were wiping a lot, other than that they are fun and rewarding so ill sit on a tf for a good 3 hours before it starts feeling like drag
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depending on my toon, yes i will take the PPP if that fits the best
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general farming is one of those things thats just gonna happen and the devs usually dont favor it but they look the other way at it, the devs only dislike farms when they leverage exploits of some kind
on the basis of charging poeple to farm for them, thats entirely up to the person, i personally would not pay someone 2 mil per run of the mish but i hate running farm mishs for random poeple i dont know and would consider charging them for my time
if you dont like the farming but do like the AE, i suggest just going to a different AE building (theres one in virtually every city zone, exclusions are hazard zones and croatoa (heroside) and grandville (redside)) -
the only thing a master illusionist summons which is targetable but cant be killed is the decoy (which is spawned from the phantasm)
every other pet they summon is killable, the options they summon are the 3 illusionist LTs (which ARE killable they just do that annoying as hell phase shift), the dark servant and the phantasm both of which are also killable
the phantasms decoy does not die when the master illusionist dies is because its a pet of another pet and it despawns after about 30 sec anyway (and can be ignored if your not rescuing a hostage)
if your talking about the longbow wardens which are ill/ff basically, they do spawn 3 actual decoys and a spectral terror, all of which are targetable but not killable, the spectral terror is the only one which does not despawn upon the owners death
yes i do have to agree with Memphis_Bill about how it is annoying when you need to rescue something and the pseudo pets prevent it -
Quote:Actually, I would care for less craftable drops since they drop too frequently and take up space in my recipe storage. More uncommon and rare craftable drops will be good, but no more common recipes.this is basically how i see itQuote:I'd be ok with more being added if the drop rate for all temp powers was lowered significantly. My inventory gets cluttered up with these way too fast. 99% of them just get instantly deleted. If they were rare I might get a little excited when one dropped.
i wouldnt mind them so much if temporary power recipes had their own specific recipe storage or just plain didnt count in the total limit of recipes a toon could hold
the reason i say that is because as pointed above 99% of the time they are just worthless and poeple get them more than they really care too, as well as a large large majority of the temps are not even worth crafting aside from the fact they are funny and neat to have at times but overly ineffective in most situations. the only ones which are really worth saving are most of the rare and a few uncommon ones because they include stuff like med kit, ethereal shift, backup radio, envenomed dagger, and recovery serum (to name a few)
most everything that is common is completely worthless to me because its just a weak petty attack that burns end and would only be semi useful at the lower levels when your limited on your total number of powers -
Quote:the costume does fade and even invis if grant or group invis is cast on you, honestly i have no idea why the powers were designed to be mutually exclusive with self stealth, but not completely mutual of any stealth (stealth IOs and super speed still work while in costume though)There is no fading code designed for the costumes. Meaning they have no code for the fading your character does when stealthed. Therefore they just don't let you do it.
At least if I'm recalling correctly I think that was the answer. -
Quote:its not just shadow fall, they just plain dont work with ANY of your own stealth powers (other poeples stealth powers or group invis will still stealth you, but you cant stealth yourself with them)None of the four costumes I have include a stealth component and none of them work with shadow fall.
even in the description it says " Note that the costume is mutually exclusive with most self-stealth powers, and cannot be used while shape shifted."
however the costume can still remain toggled while shape shifted (i know this because my stone brute running granite can still have the coralax costume toggled but granite overrides it) -
the 2 times ive done this badge, the one time we loaded up on nukes and everything and took him down in like 20 seconds
the 2nd time i did this was prolly sheer luck since we werent planning it, but the team had a lot of debuff (if i remember a kin, 2 cold doms, and a sonic resonance) and prolly took him down within 2 min
overall though this badge takes a lot of luck, if everyone on the team is softcapped then it will make it a bit easier, but there is no 100% guarenteed method to earn the badge, but the above "cheating" method has proven the most successful
