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Posts
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Joined
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To encourage you to skip them and take other powers, no doubt.
I've happily skipped Dark Pit and Pulsar since...forever.
The real reason? I suspect they fear they would be too powerful, although I and likely many others would argue, that would not be the case. -
Quote:All costume packs are seeming to be priced at 400 PPs, regardless of whether they have 40 costume parts or 10.Hmm.. I don't really care that it's all female pieces, while I would've liked getting the Legacy Chain pieces that some of the male CoL npcs have, it's not a huge deal.
The pricing is what mostly concerns me. All of the previous costume bundles were 400 as well, yes, but they were also (mostly) a complete set. Couldn't this at least have been like 300 since it's somewhat incomplete and only has options for female characters (barring the weapons), unlike the other sets which covered both male and female, and huge characters?
I'm just kinda confused at the lack of consistency here.
This is one of the much more expensive packs per costume part. -
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Energy Melee, until it is fixed.
I'm sorry, but a 3.5 second animation times is a bit too long for an underwhelming DPA single target attack. -
Everyone is free to make their own decisions, and are responsible for only their decisions.
I could quit because I dislike super packs, or I could merely dissent over super packs and continue to play.
I have no obligation to continue playing and they have no obligation to continue providing service. It's in their EULA, bascially, they can do whatever they want.
Of course, they will consider what we think into their decision process because A) most people are generally good and B) they want to continue to make us happy so we continue to provide them revenue.
I've left behind my sense of moral obligation long ago. Some things may be frustrating or upsetting, but morally obligated? I'm pretty sure they can do whatever they want, and so can I, in a sense. But luckily, we like playing, and they like improving the game. So, as long as continue in that same direction, I'll probably still be here. -
It is, as others have said, 'very good'. It is an excellent defense-based set now.
It works as well as other defense based sets, in that it is relatively easy to softcap, and provides a 'fair bit' of S/L Resistance on top of that.
It does, however, suffer from the fate that all defense based sets do in that A) the game has several situations that negate defense (e.g. Devouring Earth Quartz emanators, etc.) B) lucks provide a greater boost to survivability than sturdy, and C) Defense buffs are very common (in both powersets and IOs) whereas resistance buffs are rare.
Once your reach 45% defense (and 59%, is it?, in iTrials), the only thing that will really boost your survivability is resistance. Resistance sets have a huuuge advantage over defense sets in that they can easily achieve the magic 45% defense number with either IOs alone or often they reach 32.5% Defense with IOs (where only one [luck] will achieve the 'soft cap' defense).
Having played numerous armor sets to 50 and beyond, I find my /EA to quite strong, but will never match the performance of my resistance based characters simply due to the nature of IOs having defense bonuses being so common, and lucks being stronger than sturdy. -
Well, they still might have double XP weekends, although I am sure those were a bigger 'sales pitch' when you needed to subscribe to play.
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No longer any reason for me to use HOs in any of my builds.
The outdated enhancements now serve no purpose for me, although I suppose a very limited portion of the playerbase may find use for them.
Edit: Of course, I take no issue with them fixing their usage. -
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Time to respec Propel back into all my Gravity Control characters. Gleee!
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I really, really liked all the AE badges, and the 'incentive' to play AE missions. I still don't see why removing them in any way hindered or discouraged AE farming.
I liked having a carrot dangling in front of me as I tried out people's arcs. -
With this change, they are quite a lot more useful now.
But I don't really see the appeal for paying money to put the game in easy mode. Maybe it will bring in more $$$ from other people though.
Haha! Pretty much. I'm sure lots of other players will be swimming in these amongst self-rezzes and 'experienced' boosters after the super packs release. Just feels like a bunch of clutter to me though. -
Doh, just saw this. Too late to the game for a Glad. :P
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I always keep combat numbers for Melee/Ranged/AoE Defense up and Smashing/Fire/Energy Resistances.
When I need to, I pop lucks to soft cap, and if I really need, I'll boost my resistances a bit.
Watching my defense numbers is the absolute most important thing I can possibly do. I usually keep a line of greens, a line of blues, one break free/awaken combo for a quick rez, and the rest, lucks. Nothing will make someone survive faster (in most situations) than popping just enough luck to reach 45% defense.
All extra insps I can get I convert to lucks. I also usually designate two slots of my insp tray to (automatically pop whatever lands here), so I keep a couple slots open for insp drops, and thus, I usually have a few insps that were used on my buff bar at all times. Works pretty well.
I also compulsively sort my insps as I go. Neat and tidy is how I like it. -
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Quote:Right now we're not planning on changing the knockback to knockdown in Wormhole. The KB actually synergizes really well with the new Dimension Shift, since you can grab a bunch of enemies and throw them into your Shift's sphere. I also just think the power feels/looks a lot cooler as "throwing enemies around with gravity" rather than "dropping enemies somewhere else with teleport", which keeps it much more in Gravity's kit. The scatter effect of the KB is easy to contain with environment if the player desires to contain it, and if they don't, the stun duration is long enough such that it's still a very effective control power.Quote:I do agree with most of these statements - though since Wormhole teleports people, knocking them into the Dimension Shift isn't really a timesaver over just teleporting them into it in the first place. However, have you considered knockup instead of knockback? it's still flinging people, conceptually, but the scatter might be less of a problem for people.
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Quote:In general when it comes to Brutes vs. Scrappers I have always layed it out like this.
Scrapper Pros
* Does better damage out of the gate
* Crits let them do extra damage spikes
* Aren't punished for stopping to rest now and then
* They have Spines
Brute Pros
* Better HP and Resistance Caps
* Better damage once Fury is high enough
* Damage Auras take advantage of Fury
* They have Super Strenght
In the end which one you want depends on your style and concept. BOTH will work very well regardless.
And Brutes get inherent Taunt (single target) added to each attack and Taunt in their base powerset, which is why I take them 90% of the time over Scrappers. -
Quote:Any possibility of a toggle simlilar to Dual Pistols Swap Ammo that allows the user to control whether or not they want knockback?Right now we're not planning on changing the knockback to knockdown in Wormhole. The KB actually synergizes really well with the new Dimension Shift, since you can grab a bunch of enemies and throw them into your Shift's sphere. I also just think the power feels/looks a lot cooler as "throwing enemies around with gravity" rather than "dropping enemies somewhere else with teleport", which keeps it much more in Gravity's kit. The scatter effect of the KB is easy to contain with environment if the player desires to contain it, and if they don't, the stun duration is long enough such that it's still a very effective control power.
The power could have a flag set to apply a higher mag of knockback if the user had the (insert clever name here) toggle set. Because, of course, given that the user is 'in control' of the gravity they are using, it seems likely they would be able to control how hard they set something down as well.
I understand that side of the arguement, but from a players perspective, being able to control whether or not one flings mobs in a giant scatter versus setting them down in a nice pack (on the Stone Tank, for example) adds a lot of utility. An 18 second stun versus +4s really doesn't last very long when you reduce it's duration by the level modifier and thus scattering might 'increase the danger' to the team rather than decrease it (if, for example, the tank merely taunted them). If you provide the utility of being able to 'set them down roughly' ala knockdown, you give the power the best of both worlds. -
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It used to not suck and have it's nice niche amongst the other powersets...
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I think the frustration on the players parts isn't that they are different, but that they are the only means to further progress a character. If they could do so by playing 'any' of the game's content (ala if they kept Shards as a means to unlock iPowers), I think we'd see more people just ignoring the iTrials and less people complaining.
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Quote:That 'higher drop rate' is hardly incentive to run them over another iTrial, as it seems to consistently reward commons just as easily.I've also yet to get anything above a Comman on TPN,MoM, Or Keys since they were added with supposed higher droprates for R/VR.
And to the OP, pretty much nailed several of the 'frustrations' with each trial. -
I don't get people not being able to solo Trapdoor. I have soloed him with literally dozens of characters (Defenders, Corruptors, Masterminds, etc.) and often with SOs.
Set difficulty to -1/1, speed through the base to Trapdoor. Defeat his first 'replication', then smack Trapdoor in about 30 seconds (with any AT).
I could see him causing problems solo at +2 or +3, but he is really easy to solo at -1. -
Those complaining about pricing, well, I haven't bought any of the items I consider 'overpriced'. Thus, I haven't purchased the Rocket Board, Magic Carpet, or German Shepard pet. These are 'extra value' items Paragon is hoping to make money off of, and a sort of luxury item. They are there to make money. If you want them and don't mind paying the price, by all means, go for it, it will help support the game. Under this new Freedom model, not everything is going to be a 'great everyday value', they are hoping the super enthusiasts will bring in more $$$ to the game, which is fine. It's a tough industry.
If the VIP subscription isn't giving the value you want, there is always Premium, which is a great value too, especially if you don't play a lot of alts and don't enjoy iTrials. Then, you can simply 'buy points' for what you want ($15 buys you 1320 points versus the meager 400 point stipend for a $15 a month VIP subscription). It's Freedom. VIP is not the best option for everybody.
But we can't expect under this new model designed to generate more revenue from each player for each item put on the market to be a 'great value', some are designed to generate extra revenue. So, buy them or don't. If the price is right, I will, otherwise, I won't. But the game is still offering me great value either way.