NightshadeLegree

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  1. Quote:
    Originally Posted by Zombie Man View Post
    Which would you want to run into at level 3, a purple scaling ToT spawn or somebodies' level 7 ToT spawn?

    I assure you, the latter is much more deadly.
    It's also a lot less common.

    Though my sign up date reads November I came to the game in mid October of last year, so I've plenty of experience of ToTing on lowbies. Not once in two weeks did I get overrun by someone else's spawn, but then I was mostly in either the Hollows, west of the entrance, or Mercy, away from Fort Darwin.

    The way things are set up at the moment I might be attacked by a higher level spawn but only if there's a higher level in the area, and if they are particularly careless or intentionally griefing. Implement the invasion code and I would be guaranteed to get spawns of 2 or 3 stupidly tough enemies every time I knocked a door, even if there wasn't another player in the area.

    Post-level 20 or so the invasion code works just fine. Pre-level 20 it doesn't, and I'm glad whenever I'm on a lowbie that the invasion events a) only last 15 or 20 minutes and b) cause no debt - neither of which is true of ToTing.
  2. Quote:
    Originally Posted by Zombie Man View Post
    ToT Spawns: Have I mentioned for the past three years how these should be using the 'purple' damage scaling code that all the other zone-invasion foes use?
    Not a good idea. The new event is already extremely lowbie unfriendly (take down 4 EBs spread all over the zone in 15 or 20 minutes - yeah, I can see that happening when there's a total of half a dozen level 10s in Port Oakes on a weekday afternoon) and implementing the invasion code would remove ToTing as a lowbie option as well, since a typical 3 minion ToT spawn using the invasion code would be very hard for a lowbie to take down solo given the disproportionately high hit points of invasion spawns.

    I don't see why it's needed either. Want to ToT on your 50? Presumably you know how to get to Peregrine Isle or Grandville...
  3. I might.

    If I can be bothered keeping my sub active for one more month I'll qualify for the tier 2 loyalty anyway. I say if because it's been what... 5 months since the announcement with no new information at all. Even allowing for said announcement being put out too soon that's a long time.

    I really really hope whatever gets shown at Hero-Con is worth that wait.
  4. Personally I wasn't overly impressed by the article. It seemed to trot out the tired old "CoH will get killed by CO and DCUO" argument that's been getting kicked around these forums forever, despite CO shaping up to be, at best, the WAR to CoH's WoW, and DCUO shaping up to be... I don't know what... Sidekicks Online?

    The biggest real threat to CoH right now is if Going Rogue gets a lukewarm reception. Problem is there's lots of ways it could get just exactly that.

    Quote:
    Originally Posted by Oliin View Post
    To heck with talk of a remake for new tilesets. Let's get that ASAP. Heck, if they could come up with a map randomizer instead of the group of pre-made maps I'd jump for joy.
    I'd love to see more maps. Indeed one way Going Rogue could be a big letdown will be if there's as much office/warehouse/cave/office/warehouse/ship/cave as there is at the moment. Still, all MMOs suffer from this to some extent, including WoW. The mines my level 2 human killed kobolds in was exactly the same as the mine that my level 3 undead killed spiders in, despite being on the other side of the world.

    The difference is that every zone/region in WoW looks different, and since you spend more time in the wider world than you do in mines or castles you just don't get that same sense of deja vu you get in CoH. Of course WoW's open world would only be possible in CoH if you nerfed travel powers (including sprint) and made the enemies a lot tougher. I'm definitely not suggesting that's the path to go down. Apart from anything else imitating WoW doesn't work - as proven by the number of failed and F2P WoW clones.
  5. BaB was only slightly surprised when people complained that the new customised Granite obscured their costumes...
  6. Quote:
    Originally Posted by SwellGuy View Post
    I wonder if I can win the lottery tomorrow night so I can go to Hero Con.
    Just rob a bank instead. Bonus kudos if you do it in the costume of your main Villain.
  7. Quote:
    Originally Posted by NeverDark View Post
    Kicking over trash cans and punching newstands doesn't make me feel like a supervillain, it makes me feel like a Skull.
    Setting fire to buildings makes my fire/thermal corruptor feel like a Hellion...



    ... alright, more like a Hellion.
  8. Just so long as there's someone at the first look preview of Going Rogue who can provide a word for word transcript of everything that's said, and HD recordings of any and all video footage.

    That's not too much to ask, is it?



    (Although it would also be nice of the devs to throw out a couple of screenshots or something for everyone to over analyse in a speculative frenzy for the next few weeks...)
  9. Mayhems are awesome - some of my favourite content in the game - and side missions only add to the awesome.

    Safeguards are not awesome, unless you do the sides, in which case they become... well, still not awesome, but alright.

    That's solo. On a team I'll go with the flow, though if it comes to a vote I'll vote to do the sides unless the team is so incompetent I can't wait to get out. That's unbearably incompetent only, since a mildly incompetent team can be quite amusing in the chaos of bank missions.
  10. My vote goes to Clamor. I mean, you just know she'd be up for anything...
  11. Well... I'm loyal to CoH in the sense that I've renewed my subscription in each of the last two months despite not actually playing much, but that's down to the promise of early(ish) access to the Going Rogue beta.

    Recently I've been playing mainly WoW, which is probably heresy in the eyes of some people.

    /me hides from the torch and pitchfork wielding mob
  12. How about this thread?

    Link

    MM soloing Ghost of Scrapyard, with video.
  13. Quote:
    Originally Posted by GrinningSpade View Post
    What DA needs is a few linked Story Arcs. Put in some contacts that like to do something about the Banished Spirit problem or want to find out what is going on.
    /signed. A Hollows or Faultline style revamp for DA (or any of the other hazard zones) would be great.

    Quote:
    Put in a nice TF to round it up.
    Only if it's kept separate from any story arcs. A continuous story that develops through soloable story arcs only to end in a team only TF make for an extremely unsatisfactory conclusion to a zone - i.e. the Caverns of Transcendance being the finale of the story that runs through the entirety of the Hollows.

    Also, keep the fog - it's what makes DA unique, and heroes who try and travel through dense supernatural fog at 90mph have only themselves to blame if they run into a wall.
  14. It's been a little less than two years. I saw a few when I was on my trial account last August, but haven't seen any since, and I've had a full account since October last year, so I guess August of September last year was the end of them.
  15. NightshadeLegree

    My Next MM

    Quote:
    Originally Posted by Black_Aftermath View Post
    Thugs/Poison:
    I have read Poison Pill's guide a couple times and I have seen all of the people who just love this build. I just can't get myself past how single target based the set seems to be and it worries me that I won't be able to handle the larger spawns going solo. Am I missing something? I could see this set being as strong of an AV slayer as my Bots/Traps, but is this set to team oriented? If somebody can convince me that I'll be just fine going solo, this set may just jump to the top of the list.
    My main, Nightshade, is Thugs/Poison, and ran to 50 almost entirely solo, with only SOs slotted (my first high level character, so I was more interested in running the missions than messing about with IOs.) I ran on diff 3 from the late teens (+1/x1) and diff 5 (+2/x1) from the mid 20s except when I dropped it to 4 to avoid AV fights in favour of easier +1 EBs.

    Your crowd control isn't spectacular, but Neurotoxic Breath is a good opener against big spawns, and your pets have lots of cones and AoEs so their damage is pretty good. At 50, and with some IOs now slotted, Nightshade can run some +0/x8 missions.

    /Poison is a very active set because it's mostly ST. You don't just stand around watching your pets do all the work. Any single target that isn't an EB will die ridiculously fast. Any that is an EB will still die, only a bit slower. From what I've read it can be an effective AV killer build, but I've yet to go down that route.

    Quote:
    Originally Posted by Dechs Kaison View Post
    I hear that's what really puts thugs/poison over the top, a noxious bruiser.
    Yes, yes it does. The first time you see your Bruiser soloing a +2 Death Mage who's too busy throwing up to actually fight back is a wonderful experience
  16. Positives - It's an active event that requires you to move around - makes a nice change from the Invasions where once you're at the gathering point you basically don't have to move from it at all.

    Negatives - Judging from the difficulty one group of 6 or 8 50s I was part of had in taking down one banner, this event is going to be pretty hard for low-pop servers, especially off peak hours. At least if the Rikti attack Port Oakes and my level 9 stalker is the only villain in the zone I can score a few kills towards the Rikti Invasion badges - minions at least.

    /shrug. It's very much a team event, and good fun for higher levels. I can't imagine my lowbies will be attempting much banner hunting though. Thankfully there's still ToTing and zombie invasions.

    Renamed but otherwise recycled mobs are... eh... well it gives us something to fight I guess, but some of the groups seem a bit random, like an AE custom enemy group. A bad AE custom enemy group.
  17. Vampire Lords in Trick or Treating seem buggy.

    Every other enemy appears to be spawning correctly, but I've had 2 doors in Grandville that have spawned lone Vampire Lords, who have proceeded to just stand there doing nothing, ignoring my character, even after I hit them with Provoke.

    After a couple of minutes of doing nothing the door opens again and they run back inside. I'll continue ToTing in GV to see if this continues to happen.

    Edit: Just got another - spawn of 1 Werewolf and 1 Vampire Lord. Werewolf attacked as normal. Vampire Lord did nothing until one of my pets punched him, then he ran a short distance away, stopped and turned to look at me but did not attack. If I shot at him he ran, if I didn't he stood still. After a couple of minutes he ran in a different door and despawned.
  18. I imagine I'll play around with side-switching but only if it's rigt for the character (and I'm not even a RPer) and I am looking forward to Dual Pistols.

    Mostly though I'm really looking forward to the new zones and story arcs. If GR's story and mission content meets (or better yet surpasses) the standard of some of the other newer stuff (the ITF, the Oro arcs, the heroside Midnighter missions) then I'll be a very happy villain.

    Yes, villain. I do play heroside, but being able to play redside ATs in Paragon City won't lure me away from the Rogue Isles.
  19. I just think of it as the bot taking the 'protector' part of its description very seriously and running in front of me shouting "Stay back boss! I'll hold him off!"

    I'd like my bots to get a new power that enables them to jump in front of me to take incoming fire, in slow motion, while shouting "Nooooooooo!"
  20. Can I agree with both sides of the 'new players will enjoy it because it's new/no they won't because it's boring' debate?

    New players will enjoy it because it's new to them: Agreed. About this time last year I was on my trial 2 weeks. I ran around Atlas Park fighting Hellions and giggling madly every time my NRG/NRG blaster KB'd one halfway across the street or over a wall. I knew NOTHING of the game mechanics and when I ran into my first purple conning Fallen Gunner all I could remember was some bit of the tutorial that said foes that conned purple were incredibly powerful. Lord Recluse himself couldn't have given me as much of a fright as this guy did.

    Were the missions banal and repetitive? No! I had a 60's superspy inspired scrapper (MA/SR) and her very first mission had her beating up Skulls in a dance club - Yeah baby yeah! Then onto the next, with hordes (it seemed like hordes) of uniformed fascist goons in a warehouse. Yup, even beating up Council was thrilling back then.

    I accepted an invite to a sewer team and was absolutely stunned when I first saw someone using an AoE (I think it was Energy Torrent) on a close packed group - BOOM! So much damage! Fancy costumes, amazingly varied powers, great animations, hilarious enemy dialogue, the 15 minutes I spent fighting one Headman Gunner during a completely unexpected Rikti invasion... It was great. All of it.

    But...

    No they won't, because it's boring: Agreed. I had fun heroside, but I played a lot more villains. At the time I got my first 50 villain my highest hero was 15. When I did go back and run heroside I went via the Hollows and Croatoa, and this and a couple of TFs meant I didn't really run 'classic' hero content until the late 30s... and the terminal boredom of The Terra Conspiracy (aka Defeat all DE then do it again, and again, and again...) slowed my levelling of that character to a crawl.

    I had a fun and varied early hero experience in AP, the Sewers and the Hollows and a bit with a team in KR. Had I went the regular contact route... I'd have still enjoyed the fun of my characters and all their fancy powers, but the endless zone hopping and identikit missions of classic heroside content I do find a little wearying now, and might have then.

    PLing isn't the answer (for me at least) and to be on topic for a moment I'm not at all sorry the Age of AE is apparently over, but I can see why people do it. A better answer would be to redo the older hero content, but I guess that's on the back burner until GR is out, if not longer
  21. I don't 'get' PLing. I really enjoy the early levels on a new character, especially if they have powerset(s) that are new to me. Sure, the enemies are the same, but discovering new ways to smack them around is always fun.

    I admit 16 to 22 can be hard going - when the pre-SO end crunch hits hardest, and isn't made any easier by my refusal to build toward getting stamina at 20 if there are more fun powers to take (and there always are) - but that only adds to the satisfaction later on when the character becomes a lot more powerful.
  22. I can't really disagree with this, or something like it. It does seem that looking for the last minion in the cargo ship is almost an obligatory part of the mission (so much so I'm usually a bit shocked when I beat the boss in the final room and actually get the Mission Complete message right away.)

    Plus it would take the pain out of that horrible horrible mission where you have to hunt down 12 (?) captive mages being guarded by Malta in Oranbega. On a timer...
  23. NightshadeLegree

    TF issue O.o !

    The devs have stated that the minimum TF/SF requirement prevents people from taking on a challenge that would be too big for one or two players, yet with I16 we now have the option to set any mission at +4/x8 which, for most characters, would be far more difficult than anything in a TF other than an AV, and there's no warnings about doing so.

    I'd love to see all of the TFs/SFs handled the same way as the Oros - no minimal team size and an option for solo players to fight EBs instead of AVs.

    Not because I can't run them otherwise - despite being in no global channels on any server I've run a fair number of the TFs just through being invited to PuGs. Simply because I don't like the way many TFs are run - too quick, too easy and the story is usually IMPOSSIBLE to follow if you don't have the star.

    As a technical/gameplay challenge TFs/SFs are enjoyable. As stories they absolutely suck, because 9 times out of 10 it's only when the TF is over and I have time to read up on it in the wiki that I find out "Oh, so that's why we were doing that..."

    It probably won't happen any time soon, but this is the QoL improvement I crave most from this game.
  24. Quote:
    Originally Posted by Texas Justice View Post
    According to Paragonwiki the Golden Roller is 15-19.

    It's likely that Themari was offered since the run was likely started while you were Level 14. That is what it sounds like by you saying "finishing up at level 15" at least.
    Possible. As best as I recall I hit 15 during the mayhem, though I'd trained up before going back to the broker.

    All was not lost in any case - my first attempt at the KR bank had been a disaster so I ended up running another 3 papers before doing KR again, then got an intro to Golden Roller. Later, I noticed that Themari was still in my active contacts tab, and when I spoke to him again he gave me an intro to Willy Wheeler, so I did get something out of him.

    Thinking about it, this is the second time I've been introduced to Themari at a point where I'd already outlevelled him. Given that he's only available for 5 lowbie levels that go by very quickly it's no surprise I guess...
  25. Well there's no harm in asking...

    The top two on my list are the Assassin Strikes for Energy Melee and Dark Melee, which not coincidentally are the same, and so goofy looking I can't bring myself to play either set. MA has already been given an alternative AS, so I'd love to see these two given the same choice.