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Posts
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Quote:Nope, the SSK scales the team to the mission holder, not the mission level itself. Not that it wouldn't be cool if it didn't.Correct me if I am wrong, but couldn't you just get a level 8 mission when you are level 8 then actually level up to 22, buy your SOs, and choose that mission when you want to exemp yourself down to that level? (You wouldn't have to depend on lowbies to exemp yourself down.)
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Frosty's an EB. Kurse, Nocturne and rest of the Faultline gang to up to AV, though.
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Quote:I'm pretty sure all timed missions mention a "you'll only have this much time to act once it's started" at the end of the briefing. At least blueside.Add something to indicate all timed and "kill all" missions, and I'm all for at least stating what zone the mission will be in.
One of the reasons that police ban/newspaper missions are so great is that you know what zone they are in and that they won't be timed or "kill all" missions. -
Another quick one - place the location of the mission, whether it's a door or talkie mission, at the end of each mission briefing. For example, [This mission will take place in the Downfall area of Atlas Park], and so on. Doing so would be a massive aid for those of us who run a lot of contact missions and could use the knowledge to plan our route in advance, especially if it involves having a large team of varying levels in tow.
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Another in the series of self-explanatorily-titled threads, and despite the fact that interface repair and improvement rates somewhere below "fix Cathedral of Pain" on the list of priorities, a command or a [Briefing] hotlink that would show the currently active mission briefing - the one you can see by clicking missions, tracking down the actual current mission and then pixel-hunting for the "more" button that may or may not appear - would be a nice QoL addition.
Any thoughts? -
As the title says. Both its size and layout make travel to many missions a serious hassle and hoofing it for two miles is a horrendous chore no matter your travel power. The "outer ring" layout also means that if the mission door isn't near you, it will likely be along one of the other, distant walls. Now, I know zone design and modification isn't as simple as "plop this here", but by Cthulhu's unholy navel lint, can we please be spared of the pointless tedium every time Independence Port pops up in the mission list?
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Quote:I'm looking to help lowbies along, not PL them.Or more realistically you could take them along on some sort of level 50 farm mission for just a few minutes to get them to whatever level you wanted to get them to.
Quote:It's an interesting idea, but I think you'd do much, much better to take the toon to level 10 and freeze him there.
Also, since bubbles don't need enhancing anything but defense, three slots in deflection and insulation is enough to make the most of them. I've got two cold attacks, but since this is a defender, they're not much use past the recharge debuffs. -
Just to clarify....
I'm not doing misssiioooonnnnssssss!!!
I'm planning to pick up lowbies from Atlas Park and take them on a Skulls-and-Hellions romp on the streets of Perez, as opposed to the more traditional sewer runs.
Also, the benefits of IOs scale to their individual level, so a Lv10 IO will be barely any better than a TO, while three SOs will bump up my bubbles' defense rating by half. -
The "main character/character you play most" bit is also tricky - for example, I tend to focus on individual characters for a length of time. For example, my Lv50 controller is the most fun to play, but due to concept restrictions I don't play him as much as, say, my recently rolled scrapper.
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But that leaves the problem of finding someone to act as the anchor. Besides, SOs are as far as I'm willing to go as far as minimaxing this concept character is concerned.
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Hmm. I'm torn between "Hey cool!" and "Why the hell doesn't anyone tell me these things?"
Anyway, thanks for the info. -
This is more of a suggestion for the community rather than the devs themselves.
CoX already has two large Wikis - ParagonWiki and VirtueVerse. Considering the overall success of those two, it might be a good idea if someone* started one for Mission Architect, both in terms of tool usage {advice, effective techniques etc} as well as in-depth arc descriptions {by arc authors themselves}.
Just a thought, anyway.
*definitely not me, though. I lack the time, expertise or motivation for a project of that size. -
Virtue. Snagged the name Perez Park Protector, too.
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Basically, I'm looking for those specific SOs because I'm parking her at Lv8; I'm planning to have her help lowbies streetsweep Perez Park.
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What are my options when it comes to tracking down Lv8-11 SOs for my perma-eight character?
Tagging along on AV teams is one, although higher-level teams might be leery of accepting a preteen, even if she is a bubbler, plus the exact type of the enhancement dropped by the AV is completely random. I also have a set of bids going on the market, but judging from the very short sale history for each of them, I don't have much expectations from Wereworths.
Are there any other possible sources of low-level SOs available to me? -
Long story short, Hold sets seem to be way underperforming when it comes to enhancing the actual hold aspect, with more than a fair chunk of the enhancements going into... well, non-holdy bits.
Case in point;
Ghost Widow's Embrace: Three out of six IOs have the Hold component, with two of them being hold/endurance and hold/range{!!?}
Neuronic Shutdown: See above.
Paralytic: I'm starting to see a pattern here.
Basilisk's Gaze: Four out of six, and paired with actually useful aspects for hold powers. Too bad it caps out at Lv30.
Lockdown: A higher-level clone of the above, with only the proc replaced. So far our best contender.
On the whole, it seems like all but the purple set for Hold are just cutpaste clones of each other and with little to no regard to their actual usefulness. While remaking extant sets would likely yield far more trouble than it's worth, can we get some sets which consider accuracy, recharge and hold to be preferable to apparent sniping halfway across the map for unenhanced duration? -
And hopefully that proposition would be considered on its own merits and accepted or rejected on them. Let's not jump on the slippery slope semantical bobsled.
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Quote:Broad has a very limited range, global channels have too low a capacity for widespread use of any single one and any serverwide channels are either unsuited to teaming organizations or just too obscure.I think people like broadcast and channels. It's easier because team leaders just need to say what they are doing, then interested players will send tells. There are a lot of frustrations associated with sending tells and invites.
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Yyy-eah, farming isn't exactly what I had in mind here.
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Depends on where the diminishing returns kick in.
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If you want to use inspirations by type, you can use this set-o-binds;
NUMPAD1 "inspexec_name resurgence$$inspexec_name dramatic improvement$$inspexec_name respite"
NUMPAD2 "inspexec_name Second Wind$$inspexec_name Take a Breather$$inspexec_name Catch a Breath"
NUMPAD3 "inspexec_name righteous rage$$inspexec_name focused rage$$inspexec_name enrage"
NUMPAD4 "inspexec_name Uncanny Insight$$inspexec_name Keen insight$$inspexec_name Insight"
NUMPAD5 "inspexec_name Phenomenal luck$$inspexec_name Good luck$$inspexec_name Luck"
NUMPAD6 "inspexec_name Robust$$inspexec_name Rugged$$inspexec_name Sturdy"
NUMPAD7 "inspexec_name escape$$inspexec_name emerge$$inspexec_name break free" -
As the title says. Currently, the enemy AI is hardwired that, if there are seventeen enemies attacking you, the rest will ignore you completely. Now, let's face it, seventeen enemies is a handful at best in a game that cheerfully throws dozens of enemies at you at once and completely inadequate for players who seek out huge battles intentionally. It's also felt hardest by archetypes {tankers {and brutes?}} for whom aggro management is part and parcel of their team role, as it's essentially saying that this is the most you can do, no matter your playstyle, build or personal skill.
Thus, what I propose is replacing the hard limit of NPC aggro with a gradual curve of diminishing aggro returns, where past a certain limit, every enemy aggroed incurs a penalty toward the aggro of the next.
For example, {and I'm pulling these numbers out of my rear}, there are ten enemies attacking you. You attack another one, but since ten is the limit where diminishing returns start to kick in, a few points are subtracted from the aggro toward you that attack created, making it easier for that enemy to break away and attack someone else. You attack another enemy, and a few points more are subtracted from that attack, and so on, and so on, making it inherently more difficult to keep the attention of an entire group of enemies the more enemies pile on you.
That way, in theory at least, the number of enemies a player can keep aggro on is placed more squarely in their hands, rather than a seemingly arbitrary number.
Did I miss anything?