NightshadeLegree

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  1. Quote:
    Originally Posted by Dirt_bag_Don View Post
    Then I noticed that our leader, the mastermind, was doing missions on -1 diff.
    A Mastermind running missions on -1?

    That aside, the comment about "sleep on a team?" is telling. That sounds like a player who rarely, if ever solos, and if a player doesn't solo and runs only in large teams then they don't have to push themselves most of the time and can get by on just a few powers. If the rest of the team is reasonably competent they might never even notice. A player running solo on the other hand is much more likely to do all they can to explore different powers and tactics and make the most of all of their powers.

    Mind you, if the player is new I'll excuse many bad power choices or careless tactics, because when I was new I was terrible. I mean really terrible. I skipped my status protection on my first Scrapper; skipped Placate on my first Stalker because I didn't really see what it was for... In hindsight I'd like to thank all those veterans I teamed with in the early days for not kicking me

    Anyway, I learned my lessons the hard way. Being repeatedly slaughtered by the Circle of Thorns taught me that having a power that resisted Holds was a Good Thing; a Stalker I teamed with explained Placate to me, and the MM forum was surprisingly gentle with me when I started a thread entitled "Is Bodyguard Mode overrated?" and they explained how to actually use it.
  2. Siding with Cleo means turning on and killing Washington, a police officer you have fought alongside and who tried to warn you about the ambush you were sent into by Cleo, who is at best a terrorist sympathiser and spy, and at worst is herself a terrorist.

    I don't see how that can possibly be considered the 'right' thing to do.
  3. Ms. Liberty. I like her attitude. Statesman is all about being the Big Noble Hero. Ms. Liberty is all about letting her private army run around with flamethrowers.
  4. The only way to come out that mission without blood on your hands is to stand back and let Washington kill Cleo on his own. I haven't tried that myself, but I think he would win without your assistance anyway.

    I really like that arc, because it shows you that in Praetoria even heroes are going to have to do 'bad' things, and the hospital bombing plotline really kills off any preconceived notions that this is going to be a clear case of Loyalist = Villain, Resistance = Hero.

    it feels like a statement of intent by the writers, telling us that things aren't going to be that black and white in Praetoria, and I feel it works very well.
  5. Quote:
    Originally Posted by Slax View Post
    As long as it's challenging I don't care if the backstory involves Pocket D danceclub fiteklub catgirls invading.
    Well, the Praetorians do have a danceclub catgirl in their ranks, so it's a possibility.
  6. Quote:
    Originally Posted by Golden Girl View Post
    GR has shown us that the Vanguard are taking a leading role in the fight against Tyrant, and are willing to accept the help of both Heores and Villains, just like the Resistance does, who they're helping
    I'm sure the 'heroes' of Paragon City will be delighted to help bomb some more hospitals and nerve gas a few police stations.
  7. Quote:
    Originally Posted by Dispari View Post
    There's no need to force players to pick a bunch of unnecessary powers below level 20.
    Noone is forced to take these powers by level 20. That's entirely a decision by the player.

    I've taken Stamina, but I've never taken it by 20. Usually it's more like 24 or 28 because I'll never skip a fun power in favour of a fitness pool pre-req. The idea that you must spend 3 power picks on Fitness by level 20 (and maybe 2 on travel powers) is false, and probably one reason why so many people are getting stomped by the missions in Praetoria.
  8. Quote:
    Originally Posted by Mirai View Post
    I hope that there's more mission content related to the Alpha Slot then just the TF. I'd rather not have the only incarnate missions being stuff I can't reasonably do (being teaming impaired).
    This.

    I'm on the fence about the Fitness Pool. Guess it'll stop all the complaints.

    Well, some of them anyway.

    Well, until everyone finds something else to complain about.
  9. That's a fair point, Geko. I'll concede that they have built in a reason to repeat the mission, and I'm sure that in due time it will be missions plural.

    That said, they'll never be able to add enough morality missions to avoid a sense of deja vu, especially for those who are farming this system on their 50s. Presumably that'll become less of an issue when I19 provides new things for 50s to do.
  10. Quote:
    Originally Posted by EvilGeko View Post
    The existence of hero/villain merits argues otherwise.
    I consider hero/villain merits to exist so that people who aren't side switching won't complain that there's no reason for them to do this content. Let's see if the existing reward structure survives the next round of 'balancing'.

    Morality missions were designed for side switching, and I doubt the devs envisaged players would run them over and over and over again solely for the reward and to the exclusion of other content. But, as the Mission Architect fiasco emphatically proved, if it can be farmed it will be farmed, and farming is, by definition, repetitive.
  11. Quote:
    Originally Posted by NekoNeko View Post
    So this means all level 50 Heroes who farm them for the Hero alignment points are truly doing the same exact mission over and over and over?
    Emphasis mine.

    Whilst I agree that more choice would be good (sounds reminiscent of fighting Holo Man every single time my 50 wants to rob a bank) I imagine the devs assumed that we'd do morality missions occassionally, for the side switching, with the APs being a bonus rather than the object of the exercise. If you farm anything it'll get repetitive fast.
  12. Already in certain Arachnos, Council and Circle of Thorns maps you go to a cell when defeated. It's cool, but occassionally annoyingly time consuming when the CoT energy barriers take forever to be break down.

    I'd be against the mechanic being more widely used because often after a defeat I just want to get back to my in-progress mission as quickly as possible, especially if I got taken out by an unexpected lucky shot and am itching for revenge.
  13. I think there are a few factors that make Redside a bit harder.

    Bank Missions: Mayhems are harder than Safeguards, no question about it. A team running a Safeguard can rush the bank, beat the boss and be out with their shiny new raptor packs in less than 5 minutes. Mayhems are far more likely to be thrown into chaos with the constant threat of ambushes.

    Choice: Heroes have more zones and can to a greater extent pick and choose what they will fight. Vazhilok, far more common on blueside, are IMO, the nastiest pre-20 group in the game, but it's relatively easy to avoid facing them unless you want to. Unless a redsider sticks to papers they will run up against a lot of Arachnos and Longbow, who get tough quite early on. Arachnos in particular stop being pushovers from the mid teens when the Mu and Fortunatas start showing up, and from there they only get tougher.

    EBs: This not so much as blueside gets more newer content - the Hollows, Faultline and Striga all have them, but the fact that most redside arcs from the mid-20s on seems to include at least one definitely adds to the perception of redside being harder. The shorter redside arcs also mean you'll face one every 3 or 4 missions, as opposed to every 10 in the blueside stuff (up to 40 at least)

    The Higher Levels: Blueside gets more Malta and Carnival I think, but Redside gets tons of Arachnos (aka just about every damage type in the game in a single spawn in the late game) and Longbow, as well as PPD and Arachnids.
  14. Except for the peacebringer and the scrapper I have one of each of those AT/powerset combos on my roster, mostly in the teen levels. If I had to pick just one of them for the weekend I'd probably go with the plant/storm controller or the VEAT.

    Deciding factors for me would include... I dislike the 30s blueside except for Croatoa, which is okay, and the RWZ... Bots/anything is very solid but puts me to sleep... and I've just taken a DP/Mind blaster through 1-20 of Praetoria so a change of pace is always a good thing.
  15. I have 2 Praetorians at present. A Responsibility loyalist who has completed her trip to Paragon City, and a Power loyalist who's halfway there. I also have 2 characters lined up for the 2 resistance paths.

    After that, Praetorian concepts will start in Praetoria, as will out and out villain concepts using hero ATs and vice versa. Other than that I'll alternate between red, blue and gold sides. If you make a lot of alts, as I do, it's nice to have a wider choice.
  16. Quote:
    Originally Posted by Red Pirate Boggarts View Post
    If I'm broadcasting "LFM for hero/vig/rog/vil missions!" or "LFM for doors!" or whatnot, the first 7 people who send me tells gets invited.

    3 tanks? 4 tanks? 5 tanks and a wombat? Sure! Let's go!
    The fact that this is a common, even prevalent attitude towards team composition in this game is one of the reasons I love this game
  17. Quote:
    Originally Posted by Marcian Tobay View Post
    Ladies and Gentlemen, I am betting 20 million INF that we are getting overhauled zones when key areas of Paragon City and The Rogue Isles are devastated.
    I wish, but unless they've been working on it alongside GR for a long time I can't see it being announced now, since it would take a lot of work.

    The thread in Announcements seems to be shifting towards the idea of cross-server teaming. I hope not, since that is a source of endless Drama in The Other MMO, and could easily be used down the line to justify a server merge.
  18. Q: How many Syndicate does it take to change a lightbulb?
    A: Only one, but another 24 will show up in ambushes.
  19. My guess would be Boomtown being revamped into the first level 50 Incarnate zone. Start your post-50 career by battling the giant Mek Men that were spotted on Test a while back.

    Which would, needless to say, be awesome.
  20. NightshadeLegree

    Good story arcs

    Quote:
    Originally Posted by Aylisa View Post
    The Seer Marino / ghost widow
    That's widely regarded as one of the best arcs in the game. You have good taste.

    Around the mid-30s in the Nerva Archipelago (villainside) Technician Naylor gives an arc called Automatic Villainy which I highly recommend (avoid spoilers about this one!)

    There's also a Midnighter Club contact named Mercedes Sheldon on heroside who gives out a series of 3 really good arcs around levels 20-25. I particularly enjoy The Magic Man.

    Those would be my top picks from each side.
  21. Quote:
    Originally Posted by Chotic_Blue View Post
    -Pets die when dismissed.- Yeah i have to agree with you there. But not all do. Jounin use smoke bombs, and demons, get swallowed up by an infernal pit. Perhaps, something like the costume change emotes, would be nice i suppose.
    Thugs never used to die when dismissed. Pre-I18 (or I17 perhaps, not sure which) they'd run off, fading as they ran. Hopefully it's a bug, because the big pile of dead pets just looks dumb.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    I don't see why people continually have a problem with what I want to set MY difficulty to. Am I somehow altering your difficulty settings without knowing it, as well?
    Yes, you are.

    If +0/x2 was rebalanced so that it meant more minions, less (or no) +1 spawns and less bosses, that makes the missions much more predictable and, from my point of view, much less interesting. I look on this in exactly the same way I look at the push in the GR forum by some people to nerf the new enemy groups and reduce or eliminate the ambushes.

    Every spawn being 3 +0 minions or 1 ltnt 1 minion with one boss at the end of the mission structure is one of the worst parts of the design of this game, since it sets up a situation where if I can beat the first group of enemies I encounter in a mission I know I can beat the rest, because they'll be exactly the same. This is the main reason why I always kick up my difficulty a bit as soon as I can reasonably expect to handle it, because at x2 and above I start getting some variety in the spawn make up, which means I might actually have to think about what I'm doing for a moment.

    Using the difficulty sliders to throw in extra cannon fodder is no substitute for interesting, dynamic missions and spawning rules that mean every group isn't virtually identical to the group preceding it.
  23. Sorry, but I'm still not feeling this is something that needs to be 'fixed'. Rephrase your arguments any way you like but they still come down to this...

    "I set my missions for TWO characters and now they are too hard for ONE character."

    And...?

    If you talk to a Fateweaver (or whatever the blueside equivalent is called.) It says "I think I'm as good as or better than 2 standard villains/heroes." It does not say "I want to fight more enemies, but only even-con please."

    As far as I'm concerned once you switch up from the default +0/x0 difficulty settings you forfeit the right to complain about it being too hard for one player, because you've chosen to run a mission that isn't set for one player.
  24. Two that immediatly come to mind...

    Stage Fright - a top hat wearing hero seen on Justice. No idea what his AT or powersets were but he was the first player hero I ever saw in this game when I zoned into Outbreak one afternoon two years ago.

    Watership Doom - bots MM on Freedom. Bunny Girl costume, of course.
  25. Quote:
    Originally Posted by Arcanaville View Post
    Plus, there's no way the devs will *force* end game content to require teams or teamed content. They'll go so far as to require participation in zone-wide events, but I can't imagine the devs shooting themselves in the head having mandatory teamed paths for end game. They went to great pains to say that this *wasn't* going to be a requirement for the end game system in beta.
    Thank god for that.

    PP's dream sounds like my nightmare - running the same TFs and 'raids' over and over again in the hope that I might get some piece of epic loot at the end of it... no thanks. If I wanted to run on that particular treadmill I'd go back to WoW.

    I hope they'll consider the team element of this very carefully, and the zone events as well. Nothing shows up how dispersed the population of this game is like a zone event that requires 2 or 3 teams to complete and therefore never gets done after the novelty has worn off (e.g. The Deadly Apocalypse)

    And any TF will be speedrun to destruction just as soon as someone works out the strategy to do so.

    I'll be fascinated to see how this is implemented, but I do think that whatever happens about half of the playerbase will hate it. Which half remains to be seen.