Psifire_

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  1. [ QUOTE ]
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    It's a graphic error. The debuff fades, it just leaves the graphic attached. It has been reported, and we're looking into it.

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    Hey, stop stealing our Rep dammit. First Scrappers, now you guys. Get your own!

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    You better listen to him.

    We tried to lure Castle into the scrapper forums... And now they dont work!!!

    The scrapper forums have now been jerk hacked and will BE GONE TO THE AMERICANS!

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    Jerk hacked? Ha! What silly little phrases you spout! The truth of it is that we all simultaneously used Build Up and AS'ed the Scrapper boards for stealing Castle.

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    Heh...no, those phrases are from a _long_ time ago.
    See the thread started by UniqueDragon
  2. [ QUOTE ]
    I mean hell, if you are gonna be required to have a controller/defender combo anyways - why not pick up a scrapper over a tanker to take the brunt, then help clean up?
    Also, I fully agree now with the poster referring to Controllers and aggro control. My controller is now better at maintaining it for larger teams than my tanker. And that is not right.

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    Quoted for emphasis.

    For the past few months (July->November), I was running
    regularly with a 4 person team made up of:

    inv/fire tanker
    grav/rad controller
    ma/regen scrapper
    ice/ice blaster (me)

    We ran these toons from 10-50 in that time, playing an
    average of 3 hours / day. Towards the end, we had friends
    and pick-ups join us (sometimes SK'd / sometimes not).

    My expereince? Well, I found that we could have easily
    played without the tanker since we had a controller and
    scrapper. Buff the scrapper, let him charge in, then drop
    controls (GDF or Ice Storm).

    The _ONLY_ time we had to have a tanker was vs. AV's
    (esp. doing the Croatoa TF). Would we have been better
    without a tanker? Yes, I believe we would have been faster
    with 2 scrappers instead of a tanker and a scrapper.
  3. [ QUOTE ]
    I just played a Tanker with the following group (actually, at the request of a PM)...

    Inv/Fire tanker (32, SKed to 49)
    Level 50 Elec/Elec Blaster (it was his mission, set on Rugged)
    Level 32 Peacebringer (SKed to 48 or so).
    Level 48 MA/Inv scrapper
    Level 50 Fire/Kin controller
    Level 35 Earth/empathy controller (SKed up to 48)
    Level 49 Energy/energy blaster

    We faced the Carnival of Shadows. Typically, I'd start combat by Taunting any Strongmen in the spawn. I knew that I could handle their damage best. I'd usually catch some other minions and lts. I'd end up with a good 1/3 of the spawn focused on me, while the rest of my group disposed of the others. Whenever I saw a teammate enter the red, I'd either Taunt the mobs off them or hit the mobs to get their aggro.

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    Statesman,

    For the nth time, I will ask the exact same questions:

    1) Will you please post your build?
    - anecdotaly evidence doesn't help much

    2) What level were the enemies?
    - saying Carnival of Shadows lvl 50 rugged helps, but
    saying that you faced typical spawns of 10-15 +1/+2
    without bosses (you only say mins and lts) would be
    more useful.
    - For all we know, the mish was picked up at lvl 49.

    3) How long did the mission last?
    - The game has slowed down quite a bit since I4.
    - The xp mish boost helps offset this, but the feeling of
    being a "superhero" has been greatly diminished.

    I'm going to PM you on this since it seems you don't see my
    posts asking these exact questions.
  4. [ QUOTE ]
    Further testing reveals that this 'aggro' cap/list is flexible. New aggros apprently replace old aggros on the list. So if I go to attack something new it will aggro on me, but I will lose aggro on something else, which will turn around and start off into space or attack someone else.

    I Guess the new rule is "never EVER pull 2 groups at the same time" because the tanker literally CAN'T keep aggro on them.

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    Oh great....that's wonderful news. Of course, it doesn't effect
    powers.

    Please give a warm round of applause for the "aggro stealth
    nerf".
  5. [ QUOTE ]
    Seemingly, we lost sight of a basic principle of Design: players shouldn’t make uninformed choices.

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    With ED coming online, the only way to find out what the effect
    is of more than 3 enhancements of the same type is to buy the
    enhancement and slot it so that you can see the effect. At
    least, this is how the proposed change is supposed to work
    according to the ED announcement Cuppa put up on the devs
    boards.

    Guess what? This means an UNINFORMED choice to the
    non-number crunching, casual player.

    Lost sight? No, you didn't lose sight. Losing presumes you
    were even looking. It looks more like you've put blinders on.
    For more information, read the Mud Whimping handbook link
    in my signature below. You've entered the death spiral.

    Personally, I don't think you're going to pull out, but I'd love
    to be proved wrong.
  6. orange - damage resistance inspiration

    Dunno if this is the "official" name, but it's an orange colored
    inspiration.
  7. [ QUOTE ]
    Heh, I just hope the hostage A.I. is smart enough to "follow" well (if the missions are designed that way). Nothing more annoying than a hostage than won't move or won't get out of the way of obstacles.

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    Odds are that the AT will be coded so that the hostage:

    1) doesn't move and you must clear the area
    2) doesn't move and must be rescued
    3) follows you at some distance
    4) walks a pre-set path and you have to keep him/her alive

    #1 and #2 are how the game works at present.

    #3 is kinda how the AI in Grand Theft Auto works. Kind of
    a pain. Depends on how close they follow and if there is
    a delay before they start to follow.

    #4 is how the AI in Wing Commander worked. Very hard
    since the hostage probably moves slow and is a squishy.
  8. Brilliant. Love the dancing freaks.


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    This video was done by Mr. Abyss, not I, but we've both done some videos. They are hosted at: http://maximilia.net Just go there and click on the 'Videos' button.

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    awwwww...seems we'll have to wait a bit before we can
    see your other videos. I'm getting a "bandwidth exceeded"
    message.
  9. [ QUOTE ]
    I'm glad to see so many pro-leadership-pool users posting in this
    thread. Makes me glad I brought it back up.

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    Leadership is killer for Defenders and Controllers due
    to the extra bump they get.

    I used to run both Maneuvers and Tactics on my
    Empath. When the toggles were down, I could tell
    a major difference in the amount of damage coming
    in and going out. I had all my attacks slotted for
    pure damage since 5 SO to-hit in Tactics is like an
    SO acc in each attack. Only reason I respec'd out is
    that I wanted the concealment pool for PS and my
    build already had SS, TP, and Fitness.

    I run Tactics on my fire/kin Controller most of the
    time. He's got all of his holds and targetted AoE
    buffs 2-slotted; so, he doesn't miss much even
    vs. +4's. I may pull out an acc from each power
    to slot hold/immob duration or recharge. Still
    debating this.
  10. [ QUOTE ]

    Perma-Vengence was a poor term to use. To the best of my knowledge Vengence lasts as long as the hero is dead...er... defeated. So let the lowbee sacrafice face plant and leave him/her that way. Just teleport the body with you. One instance of debt and a bunch of exp with no more risk. Now if Vengence does have a time limit on it then this stratedgy would be less usefull.

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    Ah, yes, the old "Weekend at Bernie's" tactic.

    IIRC, this tactic will stop working in I4 due to the XP death
    timer.
  11. [ QUOTE ]
    I think people misunderstand why developers interfere and make changes. I could care less how fast someone earns influence. But I am concerned when someone is doing somethingg "unfun" in order to gain levels quickly and thereby bypassing other, more interesting content. Admittedly, "fun" and "unfun" are completely subjective, so people can disagree.

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    Yes, I'm guessing that States love to fight against trolls, hellions
    and skulls more often that he does anything higher than lvl 20.

    Personally, I don't have a prob with PL. I use it to get past
    stuff I've seen numerous times. I mean....how many times
    can you arrest Frostfire in the Hollows? ..and who keeps
    letting that little [censored] out of jail?!?
  12. Psifire_

    Boss Changes

    The boss changes are actually convincing me to solo a number
    of my missions.

    Last night, I entered the "Doctor's Ally" mission (1st one from
    (Gordon Stacy) with my lvl 35 spines/regen scrapper, a lvl 33
    DM/DA scrapper and a lvl 33 ill/emp controller (all from the
    same SG).

    When we hit the end room, there were FOUR Paragon
    Protectors. One conned purple to me (lvl 36 boss?). The other
    three were red to me (lvl 36 lt?). My teammates were getting
    1 or 2 shotted by the PP's while I was able to stand up to them
    one at a time. It got totally out of hand once we got them
    to where they fired of MoG. I think the other scrapper died
    twice to the purple conned PP just from the AoE as I had
    aggro.

    How does this encourage grouping?!? Finding a team can be
    a bit tedious when my SG-mates aren't on. Finding a team
    where everyone is the same lvl +/- 1 so they don't get
    hammered is just ludicrous.

    Yes, I have the difficult cranked up to Rugged. It makes the
    missions more interesting solo.

    Should I _have_ to change the difficulty level _everytime_
    I decide to team up? If so, then place the field agents next
    to the train stations or zone entrances. Having to go 1/2 way
    across Steel Canyon just to change the difficulty lvl is asinine.

    Thanks for looking at the changes. I've seen a number of
    good suggestions. I kinda like the idea of the bosses having
    being harder, but a weakness (I2 damage) would work great.