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I've done every Shard TF, some multiple times, all without having fly. It's faster using the geysers than flying from point to point, as long as you know your way around the zone.
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+0/x0 is the exact same setting as +0/x1. There is no difference. It just seems to default to that for a new character until the first time it is changed, then it will always go back to the correct +0/x1.
ETA: It is an interesting way to see if a fellow player on the same team as you has ever changed their difficulty. If you're teamed with them and their diff shows 0/0, you know they've never moved off of the original settings. -
Quote:Nope. But again, that's your secondary. And healing isn't exactly the point of Storm anyway. How'd you feel about a Plant controller that couldn't really control anything because they decided to skip Seeds of Confusion and their Hold powers?Been playing a Plant/Storm 'troller. I don't have O2 Boost. Nice power, I just don't have the slots to make it worthwhile. Would you want me kicked because you expected the /Storm to have a heal?
Players can build their characters however they like. They've got that choice. But choices have consequences. A player skipping set defining powers should not be surprised if some players and teams find them a less than ideal team member. -
Quote:Except in the case of a controller with FF as a secondary, there are still many other valuable things you'd be bringing to the table. On top of that, you said you have the team bubbles, even if you forget to use them most of the time. I'd wager that if the team asked you to, you'd probably be a team player and try to use them.The problems arise, many times, around the definition of "pulling ones own weight".
I have an Illusion/Force Field Controller whom I usually solo with. So, the only powers from the secondary that I use on a regular basis are Dispersion Bubble and Force Bolt. He solo's 3 +3 bosses just fine. And he's not even optimally built.
When I team using him, I tend to forget about the personal bubbles most of the time. Yet, the team hardly notices. Probably because Chaos, Mayhem, and Pandemonium are running around taking a lot of the aggro from the other squishies. Yes, I named the Phantom Army.
Would I be kicked from some of the previous posters' teams because I wasn't using my bubbles on them? Most likely, I would. Their loss, I say.
A FF defender without the team bubbles isn't bringing much to the table at all other than some piddly weak blasts, and a bit of defense & status protection from Dispersion Bubble. And for the record, I've got a 50 FF defender; I know FF has its kb powers and cage power. Those don't even some close to making up for the lack of bubbles. FF is, and always has been, essentially a one trick pony. Defense and lots of it.
Without that defense, the bubbler is pretty much just along for the ride, and taking up a pity spot on the team. -
Quote:Agreed 100%...But my point still stands that judging the entire system on the difficulties of getting high end stuff, and claiming that aspect should be newbie friendly, is flawed.
He said the game needs to be newbie friendly yet went on to talk at length about aspects of the game that have nothing to do with the newbie range of experience. -
I disagree with the whole premise that IO's are not newbie friendly. There are a great number of players out there that have never used SO's (myself included) and went straight into using IO's. I was able to fairly easily kit out my very first character with pretty decent IO sets doing nothing more than simply playing the game. The system is pretty easy to understand, as long as a new player bothers to actually go through the in-game invention system tutorial and spend a minute or two learning how WW/BM works. It's not exactly rocket science...
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Quote:What "exploiting" are you talking about? A player selling items on the market is not an exploit.Second, I am by no means stating that I want it to be easier to acquire rare IO's I'm just stating that this would bring balance to the game and eliminate exploiting (via the drop rate rewards as stated)
Quote:and eliminate RMT's which are in great demand judging by the market prices. -
Yes, you are correct, the more HP you have, the greater your regen rate will be. Although not built for regen, my AR/EM blaster is just shy of the HP cap, so if you build for it, you should be able to cap HP with accolades and sets.
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I've always felt that Dark Servant should accept them. It's a pet. It has a longer recharge than a MM's minions. Therefore it should accept the RIP sets. It seems the only reason it doesn't is due to the fact that those sets enhance dmg and DS doesn't really have any damage to be enhanced. Still wish they would give us the option though...
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Quote:There's one additional justification for sending invites to players who haven't responded to a tell: Players at level 14 or below may be on trial accounts and unable to respond to invite tells. So, now if I send a tell to one of those players, and get no response within a minute or so, I'll generally follow up with a team invite anyway.I dunno why.
There are so few "NEVER EVER DO THIS" kinda things in this game, it really irks me as well, when I get Blind Invites.
The only time I even *consider* using a *form* of Blind Inviting, is when:
1.) someone is flagged as actively LFT,
2.) they've not Replied to my Invite Bind,
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3.) the team *really* needs that particular AT.
My reasoning is that they're most likely AFK, and my Invite Bind Tell may get pushed off their Chat screen (by Broadcast, SG or Coalition chatting) by the time they get back.
Other than that, I consider Blinds strictly off-limits. -
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Quote:Argh! I posted my reply before responding to the above..Currently, if -1x3 becomes too hard for me, I'll go go back to -1x2, but won't that make things even easier? As far as rewards go, reducing my spawns to the level of the mission doesn't grant me greater rewards, as spawn rewards depend on enemy level, so if I'm facing lower-level spawns, I'm getting lower experience and Inf. I believe we've already established that Inventions are not my motivating factor, so drops aren't really what I'm after, either.
What I'm after is big crowds, plain and simple. It's just disheartening when these big crowds spawn higher level and stomp me into goo.
Sure you'd be facing lower level spawns, since you wouldn't get the +1's in there, so your xp and influence per defeat would be less, but if the absence of those +1 enemies showing up at random made the missions easier for you, your overall rate of xp and influence gain might actually increase. And you'd still be getting drops from all those enemies along the way, which you've already said you happily sell on the market. You might even find that with the removal of the risk of +1 groups showing up, that you could bump your enemy count up from x3 to x4 or even x5, getting even more drops.
As I said above, I'm sure that the rewards are not your motivating factor, but they'd still be there... -
Quote:That's fair Sam, and I have no doubt that you mean what you say about rewards. In retrospect, I should have worded that differently, as my intention was to point out that it would allow greater rewards with less risk in general, not that you personally were seeking those rewards out.By itself, I would agree with you, but again, I made the suggestion within a specific context, that being that this allows me to increase my difficulty, thus making things harder in turn. Now, I know you accused me of wanting more rewards for less difficulty before, and I still deny that allegation.
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Quote:Not to run off on some philosophy of life tangent, but your post made me think of one of favorite quotations of all time.To give a different example, I've always wanted to be able to draw, but I've never been able to commit to just doing lines and shapes to practice my hand. I mean, I've tried, but I get depressed of my inability to do anything decent and quit before too long. The only times I've been able to stick with any practice sketches has been when they were going well and I've been able to produce something that at least doesn't bug me to look at.
*snip*
I'm incredibly bad at learning, training and working out of context. I've always sucked at it. The only way I've ever been able to learn is by doing, and not just trying and failing, but doing and succeeding. I'd sooner succeed at something smaller and simpler than fail at something bigger.
*snip*
I hate long-term investments and working towards larger, distant goals. I don't specifically MIND it, to be precise, I just can't work if that's my ONLY goal. And if the only goal is an end so distant that I'm just not going to bother... Well, I don't bother.
It is not the critic who counts: not the man who points out how the strong man stumbles or where the doer of deeds could have done better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood, who strives valiantly, who errs and comes up short again and again, because there is no effort without error or shortcoming, but who knows the great enthusiasms, the great devotions, who spends himself for a worthy cause; who, at the best, knows, in the end, the triumph of high achievement, and who, at the worst, if he fails, at least he fails while daring greatly, so that his place shall never be with those cold and timid souls who knew neither victory nor defeat. -Theodore Roosevelt
Quote:I don't fret the market, and that really is the way I like it. -
Quote:Enemy difficulty is one factor of the game difficulty. It may even be the primary factor. But it is not the only factor.But... The game is the enemies, isn't it? I mean, what other source of difficulty is there aside from how hard enemies are to kill? Serious question here. That's all we do - defeat enemies and click glowies, and glowies themselves do not pose a difficulty. Finding them, perhaps, though that's annoyance, but really - when it comes to game difficulty, doesn't it come down to enemy difficulty?
Enemy powers and effects, spawn composition by faction type, ratio of minions to lieutenants to bosses, AT powers, etc. are all factors that affect the overall difficulty a particular player encounters in the game.
The spawn system allows for random groups that are one level above the mission level. I don't know if it has always been that way, but it has been that way since I started playing almost two years ago. It's a basic part of the game. To my knowledge, it is working as intended by the devs. Assuming that is true, the game is, to some extent, balanced around the fact that some random number of enemy groups will spawn as +1 level. This is no different from the fact that enemy groups will contain bosses when a player is not solo, even when the player has their difficulty set for no bosses. It's part of the game.
Prior to the new difficulty system, if a player was set to anything other than Heroic, they got bosses. Now, as long as they are solo, they can avoid bosses no matter what their difficulty settings are. It is pretty obvious that that change, along with the addition of the -1 setting, decreased the difficulty for players who chose to use those settings.
Changing it so that a player never encounters those +1 enemies does the same thing. It lowers the difficulty of encounters that player faces. Ergo, the game has been made easier for that player. Your whole reason for making that suggestion was because you disliked the difficulty of having to encounter higher level enemies. You, yourself, said in that thread that you found the occasional group of +1's "too hard when they spawn +1".
It's possible to debate the merits of giving players that choice, but I don't see how anyone can rationally argue that it wouldn't allow for even lower difficulty than there is now. -
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Quote:Are you this hypersensitive in real life, Sam? If so, how do you function? Seriously, I'd like to know...Because people still feel obligated to drop by and tell me I'm stupid. I have two options: Shrug my shoulders, go "Shucks, you got me there, I've been so dumb since I9!"
Where in blazes did I say you were stupid? Oh yeah, that's right, I didn't. Nor did I imply it. For some reason, you seem hellbent on interpreting any disagreement, debate, criticism, or heck, even discussion as some kind of personal attack on you, when it clearly is not.
Seems to be a pretty common theme with you...
Quote:Again, this assumes that that "noticeable rewards" in the way of performance gains are in any way, shape or form the intended goal. I realise this can be shocking to many, but this is NOT the goal of the game for some of us, and in this case I know I'm not alone. Yes, I can get greater performance. To what end? So I can raise my difficulty and counter the effect? Why? Why bother with this? Why, specifically, when I can LOWER my difficulty and get the same effect? -
Best way to fix the endurance issues on DA is to slot the Theft of Essence: Chance For +Endurance proc into Dark Regen. It has a 20% chance per target of giving you +10 endurance, which goes a long way towards reducing or eliminating the end cost of using your heal.
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Let's see.. There are two fire/kin topics on the first page of threads already, there is a sticky at the top of the forum titled Controller Guides & FAQs, and there is a magical button at the top called SEARCH. So, rather than put forth any effort, you create yet another fire/kin thread and spam it with bump posts...
I wonder why you haven't gotten any responses. -
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Quote:Didn't mean any offense with that.. That snippet from your post made me laugh though, so I had to comment. I might even steal it and add it to my sig.I like you. Your ability to take things out of context made me laugh, for a change.
Not that I agree with you, but that was clever.