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I think a lot of you are missing the key part of new ST:
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ST has a Cloak of Fear. Lower level/ranked foes will tremble in its presence.
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IOW, even rank and better mobs can only be Terrified.
I don't know about you guys, but by the mid-20's I wouldn't touch an even-con mob with a 10' pole. They weren't worth the trouble. So why do you want a control power that only meaningfully interacts w/ low-level cons?
It'll be interesting to test, I'm hoping it plays out better.
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English is inherently ambiguous; the classifications "lower" and "higher" don't necessarily mean "xxx than you."
One would hope not, anyhow. I would assume (i.e., hope) that it would be a calculation based on level/rank/race like confusion, holds, etc. -
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I don't even care if spectral terror works. Just make it cause freak tanks to run while waving their hands in the air for three seconds, and I'll be happy.
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Word.
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Personally I liked the 'run away' ST and thought the 'all cower' ST was overpowered. I picked up ST after Issue 2 and learned to use it as a fear power, it was not always useful, but there were times when having things run so far away that they lost aggro was useful.
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True.
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Repeat that - I could group for the whole night and not encounter a situation where it would be better to use my top two powers than to not use them?
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Grouping with Melee: Immob = good, Scatter = bad.
Grouping with Ranged: Immob = bad, Scatter = good.
Blasters will fight running-mobs more happily than shooting-mobs.
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i have never seen this power be useful (after 1/18) and i would never suggest a (sic) illusion controller take or use it.
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It is not a combat power; it's an anti-combat power.
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You know what I think would be really neat? If ST had a fixed facing when you placed it and it emitted a fairly wide cone that would reliably force stuff away from the controller. While situational, I could envision it being a decent panic power to wall off additional groups of mobs.
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I think it's always been a good panic power.. for the team. You could call the power Attempt Martyrdom.
In all honesty, by level 28 I had all the nominal-conditions control that I needed. ST was one of the only powers that would allow me to recover a hopeless situation, protect a blaster nest, or save a destructible objective; I dont think my reactor took a single point of damage at level 34, and Ive never lost any glowies. At I3, it was just an area hold where they get a free pot-shot on you first.
As far as the changes go, meh. I appreciate that theyre looking at it. I appreciate that theyre trying to reach a compromise. It would be nice if theyd just envision what they want for ST, and make it happen, opinions be damned.
I think the only thing that was wrong with ST in the first iteration was that enemies shot at the controller instead of the ST, and that they ran a bit too far. It sure was fun though. -
I too have done this mission quite a few times. Unlike the genital wagglers out there who then say, This mission is too easy, you suck!, I will present a different observation:
The difficulty of the Trial is variable, and unpredictable.
My roommates and I experimented with this for quite a while, but the gist is that the difficulty seems to waver between fun and totally freaking NOT-FUN!
If doing this at 24, I recommend 4-5 people, everyone being the same level (or none who are 2 levels from anyone else), and if you go into the plant and see a single group with red minions, and more bosses than party members: quit, and try again!
In a game where 3 even-con minions = 1 hero*, what the hell is one double-purple boss, and 6 red minions? [censored], thats what.
Hunt those Sky-Raiders until the mobs in the plant dont spawn at suicide difficulty, and then the mission will be fun, not totally ******.
* Not a quote but a paraphrase.
** Apparently, in America homosexuals are second-class citizens, so it must be okay to use the term derogatively. -
*sob* This thread is like a big, terrible flashback.