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Posts
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Joined
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- Slow the default leveling progression, gate expedited leveling behind paid means (buy X badge, now enemies give 1.5x XP for the next week for you).
- Add pay-for perks that give a boost to the economic earning power of a character (same as above, but now your recipe drop chance goes up 20%).
- Implement pay-to-use temporary items/powers to the game (limit uses or time duration). Nerf existing powers to make these more desireable.
- Fill the costume options with micro transaction items.
- Enable cash-shop-only badges to mess with the badgers.
- Make more items and drops bind-on-drop to discourage the creation of dedicated farming characters.
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If you're not having fun playing the character, don't. I don't play my Ice/Dev blaster anymore because my Fire/NRG outclasses him in every department (every useful department, anyway).
Speaking to its potential once IOs came into play and the I13 mez changes went live, Force Field has always been pretty far down on the totem pole. The set is incredibly one-dimensional in that once a team's survivability is assured, FF contributes little else. That said, I'll take a competent Force Fielder over GenericDPSToon#59873 any day. -
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Quote:WAI. From Tuesday's patch notes:Was just odd; pretty sure I was first to zone in both times (Patient V, like usual /e flex2) and watched the league star pop on over to you.
Live Patch Notes - 4/26/11
Patch notes for build 2010.201104210057.1.
LEAGUE- The command "/league" can now be used as an alias to send chat to the League channel.
- Attempting to invite a 7th team to your league should no longer spam an error message 6 times.
- There is now a sound played when receiving messages on the League chat channel.
- League leaders with insufficient leadership skills will be automatically demoted to the secondary role of team leader.
- Corrected a debug message appearing when Leagues are broken up under certain circumstances.
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Quote:Single-target KB is a non-factor 99% of the time unless you're using it to troll melees by knocking their target off ledges.If you play NRG (or any class with KB like standard ammo DP), how do you manage the KB in such a way that you can team and not make everyone nuts?
When it comes to AoE KB, ask yourself if you're actually being helpful by knocking mobs around - notably, does your team need the damage mitigation from knockback and is the annoyance of the KB offset by the damage you're doing? If the answer to both of those items is 'no,' then knock it off (hi, Phantasm!). Save your AoE KB until you can contribute in a meaningful way and find something else to do in the interim. -
Yes, you are the only one.
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Quote:How dare they not pander to vertically-challenged characters! As if Super Speeders weren't already relegated to second-class citizens in Grandville and the Shadow Shard, now they've gone and created a mission map with hard-to-reach areas! In endgame content, no less! And what's more, Super Speed's +stealth is rendered irrelevant during the most critical phase of the trial, the frenetic warehouse raid!..or you can stop forgetting that Super Speed is a travel power...
I am not affected by this whatsoever. I am just stating how silly this problem is. It HAS to be an oversight by the devs.
Seriously, turret duty is boring, a poor source of iXP, and not all that useful if you can manage the simple task of keeping your head down during the rumble with Marauder. (I wish I wasn't burdened with the need to help clear turrets, but alas, with great travel power comes great responsibility.) -
Thumbs up. Trials are repetitive and prone to steamrolling if you have a few solid players with level shifts, but that just means they're like the rest of the game. Hats off to the devs for making events that really do make all ATs useful during at least one phase.
I do want to say I dislike cat herding in general, which is why you'll never see me forming a BAF. I'm also not sure why we're seeing events with lag hardcoded into them released to live servers when the lag was noted in beta. Fortunately, the lag during the prisoner whack-a-mole isn't frustratingly bad lag, just annoying.
The new powers are nice, although Destiny is a little nuts - I'm still trying to figure out what is going to kill an intelligent Stone/Invuln with Rebirth or Willpower with Barrier outside of a detoggling power. With the promise for Judgment and Lore expansion in the future, I'm not going past Tier3 for those slots, so there's no reason to rush to Tier4 for me.
The new Sutter TF is a blast and extremely well-designed (shades of Apex). Haven't run Mortimer's SF because CoV.
Really hoping the CoP is added to the queue soon. With multiple characters packing the Alpha level shift and Judgment, Lore, and Destiny powers, the difficulty of the event is just about in line with the reward at this point. The only thing left is to get rid of the extraneous SG and base teleporter requirements. -
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Quote:It's an issue of monkey see, monkey do in that less informed players will attempt it and screw it up. Ideally everyone would have the good sense to dismiss pets before the cut scene or die if they draw aggro, but in practice it's better to eliminate the option altogether than trust the other thirteen players to not screw it up.Is it... really that big a deal? It's kind of stupid, I agree, and I would rather have those people inside with me. I know I'm running around trying to take out canisters or helping people out that are surrounded by mobs in there... and those mobs can lay down the hurt. It's seriously on par with spamming chat during the ITF cutscene... it got boring and pointless a long time ago.
Still, it's not the end of the world, and I don't really see it as being kickable.
(Really, though, I think Defenestrator's just mad our weapon storage team beat his training facility team during the infiltration phase last night.) -
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I like the trials, Lambda more so than the BAF. I do think both trials have segments that drag on longer than necessary simply to give players a way to earn incarnate XP. For Lambda, it's the clearing phase before the infiltration; for the BAF, it's the AV farm phase. I realize clearing beyond the kill quota in Lambda and farming in the BAF is a player's choice, but it is encouraged by iXP design.
(Don't misunderstand me: I'm ragging on the iXP system, not the players. It takes competent leadership to pull BAF farming off, and you've done a great job coordinating these trials, Masque.)
Speaking as someone who missed a trial with an untimely disconnection, a minute or two seems fair for those with a connection hiccup. C'est la vie, the needs of many, and it's not that difficult to find another or form your own. -
1. Your redside TF is past my bedtime.
2. [Call to Justice] is worth more than redside access.
3. I'm sparing myself the indignity of playing my only remaining villain: an NRG/Nin stalker with an I7 PvP build. -
Down for the blueside TF on Tuesday.
Quote:What's the climate like on your planet?But nooooo, you had trick Mental into some fake "business dinner", kidnap Turkey right as we start, and force me to invite Patient.....throwing off any hope of a quick start to the night. And then we *barely* were able to finish Manticore after 2.5 hours; I tossed Patient into Hopkins' big maw while I deftly danced left and right as the only form of aggro management trhough the whole ordeal. And only after having to walk each person through their own powers to use, we were able to bring down the menace that is Crey's greatest asset. -
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Down for at least one run each night. Should go pretty fast if we don't have a bunch of lethal-damage scrappers "contributing."
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It'll always be about the journey, but after almost seven years the starting point has moved for me. I have little interest in the trip from 1-50 these days, so new characters get PLed straight to the top to start working on accolades and incarnate slots (whereas before I would have stopped at 22 for SOs and Stamina).
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Quote:Hamster wasn't on his Storm defender, so that makes it ten times easier right there. Also, we could crank it up to +4 or toggle on the 'Masters of' rules if you want to make it more exciting. I'm all for it, but most people are just gunning for shards and components these days.So have we already reached the point where the ITF has been trivialized by level shifts? I had level-shifted toons on the two runs I was in on last night, and I know at least Voo was shifted... I assume many more were.
It felt like the final encounter with Rommy was more like an EB, or a really tough Boss encounter. Sure, we had a good mix of ATs on the team, but it didn't feel like an "end of TF" type challenge.
I figured we would reach this at some point, but it feels sooner than I expected. -
Quote:As someone else said, incremental changes are the way to go here. You can't forsake what made you popular, but at the same time you have to realize that palette-swapping mobs every other issue will only go so far.Do you pander to your players, trying to guess what they want and provide that, or do you try to push your players in new directions in an attempt to get them to want something else? It's a valid question, and how far in what direction each of us is willing to go is interesting to hear.
I like the way the devs handled the alpha slot TFs in I19. The Apex TF tried new ground and was successful at opening up many players to the idea that movement had a role in combat. Plenty of players voiced displeasure at the mechanics of Apex, but those players could content themselves with the Tin Mage TF, which was basically a shiny new coat of paint for traditional content.
Quote:And so as not to be accused of harping on about Incarnates again, let me bring up a different example: Dino Crisis vs. Dino Crisis 2. The former is somewhat bizarre Resident Evil clone with something of a plot and survival horror gameplay. The latter is - from what little I played of it before I quit in disgust - was an isometric third-person shoot-em-up broken up in stages, timed, scored and very light on plot. Huh?
Quote:ArgharghARGHarghargharghargh!
That alone is worthy of a post! I mean, seriously, that thing was...it...
The controls! Dear god, when did people ever think controls like that were ok?
"Oh, I need to face this dinosaur tearing my backside off, oh look I need to turn 360 degrees using the left/right button very slowly-" *Dead*
Fixed camera angles, clunky movement, terrible targetting, enemies that killed you easily simply because it was so damn hard to react in time thanks to terrible controls...! -
Quote:I think it's because he's a snappy dresser, but your theory is OK, too.In Emperor Cole, we find a "vessel" for the Well's power which is perhaps most closely aligned with the Well's purpose ... someone who will draw ever more power from the Well itself, *and* ... as we see in Issue 20 ... infuse that power into others, and in so doing, bind them to the Well also. Near as I can tell from what we've seen so far, the Well of the Furies cares nothing for Good or Evil ... as those are Human Concepts. Instead, it appears that the Well seeks only to release power to be used by whomever it deems worthy. That "worthy" clause is looking an awful lot like it means those who are not only willing and able to accumulate power ... but are also motivated to use it. And among those favored by the Well, the Well is seeking "vessels" who will seek to draw more and more power from the Well itself, not from outside sources. In a manner of speaking, the Well seeks those who can not only get drunk on power, but who will also become addicted to its use ... specifically the use of the Well's power. In this, of all the Incarnates that we know about, Emperor Cole most closely fits the bill of the Well's "ideal" ... which is why, it appears, that the Well of the Furies favors Emperor Cole over the other major Incarnates (that we know of). Because it all comes down, ultimately, to what drives a man, to seek ... and use ... POWER.
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Quote:While I agree melee DPS gets shafted a bit here, I'm in the "So what?" camp. I'd argue the Battle Maiden brawl is a welcome change from the norm in that it's nice to see ranged classes get the nod while melee classes finally have to worry about positioning beyond lining up Head Splitter.My argument is that this encounter does in fact marginalize what melee characters bring to the table.
It's less about why would you take a melee character in the very real sense of purposefully denying someone a spot on the team and more about the metagame aspect of the sheer fact that after bringing 1 decent aggro holder like a Tanker/Brute - you are, mechanically speaking, much better off filling the team with ranged damage & support ATs.
This is also true in other areas of the game, but this particular encounter is on the rather far end of the spectrum.
As a melee player, look at the Battle Maiden fight the way a Traps or Trick Arrow player looks at the entire game and relish the challenge of proving you can contribute. In other words, play with a chip on your shoulder.
I don't think your note about the metagame and an idealized team is worth fretting over - the scenario isn't nearly difficult enough to justify that level of AT discrimination. Also, keep the encounter in perspective: it's only one part of the Apex TF. Melees can still toggle up and tune out for (most of) the first mission while ranged characters are dodging War Walker blasts and Clockwork spawns that exceed the aggro cap.