-
Posts
1942 -
Joined
-
The problem with ninja defenses is that 7% and 12.5% falls into the Wet Paper Towel In High Wind category of "Are You FORKING Kidding Me?!?" as a protection scheme. Heck, the +14% To Hit Buff of the Incarnate Trials is bigger than the sum total of Defense that ninjas can have natively (with no way to enhance it other than Maneuvers, or a Secondary or an Aura IO).
Unfortunately, these piss poor pitiful levels of Defense are entirely consistent with the Issue 0 through Issue 8 design mentality that all Defense based protection schemes need to be starved for Defense so as to prevent them from being effective as a survival scheme. -
Old legacy maps from the beginning of the game are still around. Places like the original Faultline for instance.
All the Devs would have to do is change any NEW SGs registered over to using a NEW Base editing system ... and leaving the OLD SG Bases in place. At worst, disable the Legacy Editor so that those old bases are "frozen" and can't be edited ... thus "encouraging" (rather than forcing) a migration to the newer system. Old bases remain "operational" (so they aren't trashed outright), while a newer environment editor "takes over" for new (emphasis on the word NEW) construction.
Since both systems live "side-by-side" it should be possible to migrate storage from one system into another at a cost of minimal hassle. -
At the last Player Summit, I exhorted Positron (and friends!) *PERSONALLY* to do SOMETHING about "Terrible Volta" and the tremendous waste of time that the Reactor Room involves. It is more than a little depressing to see that absolutely NOTHING has been done since then (although something may be in the works) and I will be "reminding" certain Devs at the next Player Summit that fixing this situation falls into the "gimmie" category (so long as the underlying programming is amenable).
When I posed my question of the minor eternities between attack waves in the Reactor Room, Positron misunderstood (and you can see this on the UStream recording) ... asking if there should be fewer waves of attackers. My response was that the problem wasn't the number of waves of attackers, but the *LOOOOOOOOOOOOOONGGGG* delay between attack waves and that the waves of attackers need to come *FASTER*.
My understanding is that the attack waves are running on a delay that matches the amount of time between assaults on the "side rooms" when you first entered the reactor building and are trying to find the key(s) to the doors to progress deeper in. Whatever the code logic is for the timer between attack waves, it REALLY needs to have an upper bound limiter put on it. I've taken my Warshade on Terrible Volta Trials (in the past year) and used Extract Essence on the last corpse of an attack way to summon a Pet that lasts for FOUR MINUTES ... and watched the Pet's duration expire BEFORE the next attack wave entered the room.
When you've got FIVE MINUTES OR MORE of inactivity between attack waves in the Reactor Room ... that's just way too long of a delay and it needlessly WASTES TIME in a way that promotes *frustration* more than fun.
Then again, I remember "Ye Olden Days" when it was actually POSSIBLE to Fail the Terra Volta Trial ... and you actually felt a sense of accomplishment when you succeeded! Nowadays, with the excessively long delay between attack waves in the Reactor Room there's essentially no "Thrill" to completing the Trial, and when faced with the prospect of doing it, you get a leaden feeling of DRUDGERY and a tiresome sense of needing to "go through the motions" to complete it to achieve the objective. And that's all because you *WASTE* so much time in the Reactor Room because the delay timer can't be "tripped" by the Players to be FASTER so people spend less time waiting around BORED trying to maintain combat readiness/vigilance for almost half an hour with nothing to do.
As I said to Positron ... in person ... there once was a time when it was possible to Fail the Terra Volta Trial. Now ... it's so easy that you practically have a 50% success rate even with everyone AFK for the duration. -
Quote:Defense EffectivenessCould someone give me some advice on how to softcap his defenses along with IOs?
Sets for improving Defense
Sets that improve Melee Defense
Sets that improve Ranged Defense
Sets that improve Area of Effect Defense
Sets that improve Smashing Defense
Sets that improve Lethal Defense
Sets that improve Energy Defense
Sets that improve Negative Energy Defense
Sets that improve Fire Defense
Sets that improve Cold Defense
Sets that improve Psionic Defense
Point.
Click.
READ. -
-
Hmm ... there is something to be said for using Smoke Flash while Hidden before an Assassin Strike as a way to prevent a retaliatory Alpha Strike from an "awakened" group of hostiles. Could it be that we've been "doing it wrong" all this time?
-
I have Confront in the Level 49 slot on my MA/SR. It's what allowed me to twice in one mothership raid on separate occasions hold the aggro of FIVE RIKTI MAGUS on myself for *minutes* at a time while waiting for the Cavalry to arrive and deliver enough DPS to beat down all the Rikti Magus I'd gotten clustered up on me (thus sparing everyone down in The Pit the stacked mez that would have been thrown their way).
The second time the Cavalry arrived and found me alive (and kicking!) under a dogpile of Five Rikti Magus who couldn't take me down, someone asked on broadcast "Damn, Red! Where the hell do you FIND all these?!?"
To which, my (utterly predictable) response ... "Rikti Magus are my natural prey ..."
After that, I had a bit of a "reputation" for a while on mothership raids on Virtue ... -
If all you care about is the damage proc on the slot itself, it's no worse than any other option. If all you care about is the Immobilize Proc, then you're wasting your time as a Mind Controller even thinking it's going to do anything for you as far as Containment goes.
-
Ms Terry
Autumn Turning
In case it isn't obvious, I play at 2560x1440 resolution on my iMac.
(warning: full size images are 1 MB in size)
I've got a customized default keybinds file so as to keep everything straight on all my alts, because a while back I realized I needed to "standardize" a lot of my controls across all my characters or I'd never be able to remember HOW to play different characters (you are in a maze of twisty little passages, all different). So I settled on the above layout(s) because by far my Kheldians had the greatest "Tray Slot Pressure" of any of my alts (being Tri-formers).
And just in case anyone is curious, here's my default keybinds file (below). On top of this default keybinds "foundation" ... every single alt of mine has their own "modifiers" keybinds file that customizes a few of their keys to suit the unique needs of that character. Kheldians and Masterminds (of course) have multiple bindloadfiles to handle all of their requisite keybinds in the necessary multiplicity of combinations necessary to "manage" those characters.
The thing that *I* do, which seemingly not all that many other people do, is set up my keys to bind to specific Tray Slots so that I can move my power icons around in my trays without needing to rebuild all of my keybinds every time I need to re-sort everything (or after a respec).
Code:l "beginchat /send "CapeRadio" ($name, $level $archetype): $$startchat" shift+l "beginchat /send "BaseBuildersInc." ($name, $level $archetype): $$startchat" alt+l "beginchat /send "Roleplayers" ($name, $level $archetype): $$startchat" ; "beginchat /send "ROBOKiTTY" ($name, $level $archetype): $$startchat" shift+; "beginchat /send "Virtue TFs" ($name, $level $archetype): $$startchat" alt+; "beginchat /send "TankHQ" ($name, $level $archetype): $$startchat" ' "nop" shift+' "nop" alt+' "nop" - "nop" ctrl "nop" alt "nop" SHIFT+- "nop" ALT+- "nop" / "nop" lshift+lctrl "targetenemynext$$targetcustomnext enemy alive sapper$$targetcustomnext enemy alive quantum$$targetcustomnext enemy alive void$$targetcustomnext enemy alive cyst" lshift+lalt "s $target." t "powexectray 1 1" y "powexectray 2 1" u "powexectray 3 1" g "powexectray 4 1" h "powexectray 5 1" j "powexectray 6 1" shift+t "powexectray 7 1" shift+y "powexectray 8 1" shift+g "powexectray 9 1" 1 "powexectray 1 2" 2 "powexectray 2 2" 3 "powexectray 3 2" 4 "powexectray 4 2" 5 "powexectray 5 2" 6 "powexectray 6 2" 7 "powexectray 7 2" 8 "powexectray 8 2" 9 "powexectray 9 2" 0 "nop" shift+1 "powexectray 1 4" shift+2 "powexectray 2 4" shift+3 "powexectray 3 4" shift+4 "powexectray 4 4" shift+5 "powexectray 5 4" shift+6 "powexectray 6 4" shift+7 "powexectray 7 4" shift+8 "powexectray 8 4" shift+9 "powexectray 9 4" shift+0 "nop" shift+lbutton "powexecname Teleport" ctrl+1 "powexectray 1 7" ctrl+2 "powexectray 2 7" ctrl+3 "powexectray 3 7" ctrl+4 "powexectray 4 7" ctrl+5 "powexectray 5 7" ctrl+6 "powexectray 6 7" ctrl+7 "powexectray 7 7" ctrl+8 "powexectray 8 7" ctrl+9 "powexectray 9 7" ctrl+0 "nop" lalt+1 "nop" lalt+2 "nop" lalt+3 "nop" lalt+4 "nop" lalt+5 "nop" lalt+6 "nop" lalt+7 "nop" lalt+8 "nop" lalt+9 "nop" lalt+0 "nop" F1 "powexectray 1 3" F2 "powexectray 2 3" F3 "powexectray 3 3" F4 "powexectray 4 3" F5 "powexectray 5 3" F6 "powexectray 6 3" F7 "powexectray 7 3" F8 "powexectray 8 3" F9 "powexectray 9 3" F10 "nop" F11 "s RUN!" F12 "s $battlecry$$emote attack" shift+F1 "powexectray 1 5" shift+F2 "powexectray 2 5" shift+F3 "powexectray 3 5" shift+F4 "powexectray 4 5" shift+F5 "powexectray 5 5" shift+F6 "powexectray 6 5" shift+F7 "powexectray 7 5" shift+F8 "powexectray 8 5" shift+F9 "powexectray 9 5" shift+F10 "windowtoggle contact$$em cellphone" shift+F11 "s HELP!$$em whistle" shift+F12 "nop" ctrl+F1 "powexectray 1 8" ctrl+F2 "powexectray 2 8" ctrl+F3 "powexectray 3 8" ctrl+F4 "powexectray 4 8" ctrl+F5 "powexectray 5 8" ctrl+F6 "powexectray 6 8" ctrl+F7 "powexectray 7 8" ctrl+F8 "powexectray 8 8" ctrl+F9 "powexectray 9 8" ctrl+F10 "nop" ctrl+F11 "nop" ctrl+F12 "nop" alt+F1 "nop" alt+F2 "nop" alt+F3 "nop" alt+F4 "nop" alt+F5 "nop" alt+F6 "nop" alt+F7 "nop" alt+F8 "nop" alt+F9 "nop" alt+F10 "nop" alt+F11 "nop" alt+F12 "s Ready!$$em thumbsup" numpad1 "nop" numpad2 "nop" numpad3 "nop" numpad4 "petcomall Aggressive$$em attack" numpad5 "petcomall Passive$$em raisehand" numpad6 "petcomall Defensive$$em getsome" numpad7 "petcomall Attack$$em slash" numpad8 "petcomall Stay$$em alakazam" numpad9 "petcomall Follow$$em waiting" lctrl+decimal "petcomall Dismiss$$em goaway" lctrl+lbutton "petcomall Goto$$em point" lshift+numpad1 "unselect$$teamselect 1$$face" lshift+numpad2 "unselect$$teamselect 2$$face" lshift+numpad3 "unselect$$teamselect 3$$face" lshift+numpad4 "unselect$$teamselect 4$$face" lshift+numpad5 "unselect$$teamselect 5$$face" lshift+numpad6 "unselect$$teamselect 6$$face" lshift+numpad7 "unselect$$teamselect 7$$face" lshift+numpad8 "unselect$$teamselect 8$$face" lshift+numpad9 "nop" lctrl+numpad1 "inspexecname insight$$inspexecname keen insight$$inspexecname uncanny insight" lctrl+numpad2 "inspexecname enrage$$inspexecname focused rage$$inspexecname righteous rage" lctrl+numpad3 "inspexecname break free$$inspexecname emerge$$inspexecname escape" lctrl+numpad4 "inspexecname luck$$inspexecname good luck$$inspexecname phenomenal luck" lctrl+numpad5 "inspexecname sturdy$$inspexecname rugged$$inspexecname uncanny robust" lctrl+numpad6 "inspexecname ambrosia$$inspexecname essence of the earth" lctrl+numpad7 "inspexecname respite$$inspexecname dramatic improvement$$inspexecname resurgence" lctrl+numpad8 "inspexecname catch a breath$$inspexecname take a breather$$inspexecname second wind" lctrl+numpad9 "inspexecname awaken$$inspexecname bounce back$$inspexecname restoration" lalt+numpad1 "inspexecpettarget insight$$inspexecpettarget keen insight$$inspexecpettarget uncanny insight" lalt+numpad2 "inspexecpettarget enrage$$inspexecpettarget focused rage$$inspexecpettarget righteous rage" lalt+numpad3 "inspexecpettarget break free$$inspexecpettarget emerge$$inspexecpettarget escape" lalt+numpad4 "inspexecpettarget luck$$inspexecpettarget good luck$$inspexecpettarget phenomenal luck" lalt+numpad5 "inspexecpettarget sturdy$$inspexecpettarget rugged$$inspexecpettarget uncanny robust" lalt+numpad6 "inspexecpettarget ambrosia$$inspexecpettarget essence of the earth" lalt+numpad7 "inspexecpettarget respite$$inspexecpettarget dramatic improvement$$inspexecpettarget resurgence" lalt+numpad8 "inspexecpettarget catch a breath$$inspexecpettarget take a breather$$inspexecpettarget second wind" lalt+numpad9 "nop" \ "menu" LSHIFT+\ "powexecname walk" ` "targetenemynear" LSHIFT+` "targetfriendnext$$face" LCTRL+` "targetfriendprev$$face" LALT+` "targetfriendnear$$face" A "nop" ADD "nop" LSHIFT+ADD "nop" B "++first" BACKSPACE "autoreply" C "+down" COMMA "nop" D "+backward" DECIMAL "nop" DELETE "face" DIVIDE "nop" E "+forward" END "+zoomout" ENTER "show chat$$startchat" EQUALS "nop" LSHIFT+EQUALS "nop" LALT+EQUALS "nop" ESC "unselect" F "+turnright" HOME "+zoomin" INSERT "nop" LALT "nop" LCONTROL "nop" LCONTROL+RBUTTON "nop" LALT+RBUTTON "+camrotate" LCTRL+RBUTTON "nop" LSHIFT+RBUTTON "nop" LCTRL "nop" M "nop" MBUTTON "nop" MouseChord "nop" MOUSEWHEEL "+camdistadjust" MULTIPLY "nop" N "nop" NUMLOCK "nop" NUMPADENTER "nop" Q "follow" P "nop" PAGEDOWN "unloadgfx$$sync$$camreset$$camdist 30" PAGEUP "unloadgfx$$sync$$camreset$$camdist 60" R "+right" RALT "nop" RBUTTON "+mouse_look" S "+turnleft" SPACE "+up" LSHIFT+SPACE "nop" SUBTRACT "nop" SYSRQ "screenshot" TAB "targetenemynext" LSHIFT+TAB "targetenemyprev" LCTRL+TAB "nop" LALT+TAB "nop" V "+ctm_invert" W "+left" X "nop" Z "powexec_unqueue" LSHIFT+Z "powexec_abort" DOWN "powexectray 4 6" DOWNARROW "powexectray 4 6" LSHIFT+DOWN "powexectray 5 6" LSHIFT+DOWNARROW "powexectray 5 6" LEFT "powexectray 6 6" LEFTARROW "powexectray 6 6" LSHIFT+LEFT "powexectray 7 6" LSHIFT+LEFTARROW "powexectray 7 6" RIGHT "powexectray 8 6" RIGHTARROW "powexectray 8 6" LSHIFT+RIGHT "powexectray 9 6" LSHIFT+RIGHTARROW "powexectray 9 6" UP "powexectray 3 6" UPARROW "powexectray 3 6" LSHIFT+UP "++autorun" LSHIFT+UPARROW "++autorun"
-
-
Defense only. Recharge is all but worthless to MMs (there are a few powers in some secondaries where it *might* be useful, but not many).
-
-
Broken Powers must stay Broken.
Why Smoke Flash for */Nin Stalkers can't work (more) like Smoke Flash for Ninja/* Masterminds is a bit beyond me. -
Quote:Seems like a few other people have bought into the Mind Ride Outta There Woman theory I posted a while back (22 Feb 2012) after SSA 1.6 showed up (and stank on ice).I've pretty much assumed that she's mind riding someone ever since I first saw the cutscene. Most likely she's riding Manticore and it was she, not he, who actually fired that arrow.
-
Quote:I already had this conversation with Dark Watcher (a programmer) at the last Player Summit, and basically pitched this approach to him then ... that the return on investment would be superior development tools for both Paragon Studios and the Playerbase. When I put it that way, he started looking ... thoughtful ... but didn't say anything (nor did I expect him to embrace the prospect there on the spot).So why don't we ask the devs to go ahead and rewrite their map editing tools? Give them search features for objects they want to place, give them a go back button, and all the other tools we'd like to see in the base editor. Let them know that doing this would help them crank out missions and maps and game content faster, and then ask for a subset of the tools just like they gave us with the AE. This becomes a win for the devs, a win for Architects who want their own mission maps, and a win for base builders too.
Now instead of a small base editor with limited tiles and items, you have a big, beefy, map editor.
Needless to say, I look forward to talking to him again here at the end of April ... -
My objection to the demolition of Sister Psyche is that it required use of not only the IDIOT BALL but also a thorough beatdown with the BRAINLESS BAT on The Man WITHOUT A Plan ... Batmanticore.
I mean, seriously ... when he says in the cutscene "I'll do/think of something!" (can't remember the exact phrasing off the top) ... does anyone for even the slightest instant believe him? I sure didn't. Manticore plays out his part in the cutscene like a Deer In The Headlights without even the slightest clue what he might be able to do (let alone what he should have been PREPARED to do ... in advance ... in case something ... anything ... went wrong).
Psyche only got shot after being railroaded by a Killer DM relying on Script Immunity.
Manticore had the core competencies that underpin his entire existence character assassinated out from under him ... and *then* he got railroaded by a Killer DM relying on Script Immunity.
As far as I'm concerned, the *writing* of the whole SSA was spiteful in how it handled multiple characters. -
-
-
-
-
-
Interesting side note ... Ms Terry appears in the latest Samuraiko Trailer for Issue 22 in the Drowning in Blood section (from 1:20 to 1:31). She's really easy to spot too, since she's:
- The only Kheldian
- The only Warshade
- The only one running Orbiting Death
- The only one who looks stunningly awesome in PURPLE!
- The only one who looks directly at the camera while casting Mire to crush the life out of entire spawn groups
-
I'm of the opinion that it's always helpful to have a character who either isn't ... or can't be ... all that they seem. The very nature of that "blank slate" in the direction of "unfinished" can occasionally be very useful in lending a necessary interest in resolving the ambiguities that revolve around such incompleteness (since they beg for answers).
One of the things that I noticed and marked about everyone else's Kheldians that I came across (when reading bios), whether they be PC or NPC is that the Kheldians always seem to have an extremely major impact on the Host's sense of identity ... even when that bonding results in more of a symbiotic "sharing" of minds rather than anything akin to a "hostile takeover" (per se). Sometimes the merging of personalities results in quite radical changes, enough so that the resulting blend bears little resemblance to that of the prior individuals. Others put the Kheldian aspect of the relationship into such a Front and Center position as to render the Human partner into being virtually a background character (or an afterthought) where the Kheldian person/personality is the dominant force in the relationship.
I wanted a character where that sort of "conventional wisdom" was turned on its head ... where the Kheldian involved in the host/symbiont relationship not only *wasn't* the dominant partner in defining the resultant blend of personalities. So instead, I took things to the opposite extreme, where being able to identify the "original" Warshade who blended with Ms Terry is something of a mystery ... which then brings up all kinds of questions as to why that should be so. Is Ms Terry's Warshade counterpart "on the run" or otherwise in hiding from someone/something? Was her Warshade partner incredibly weak willed or in some other way "deficient" such that he/she/it either can't be, or isn't willing, to be more dominant/forceful in their relationship? Is Ms Terry (the human) more "powerful" than she appears to be, meaning she's somehow gained the upper hand over her Kheldian parter and is somehow "dominating" them (either deliberately or un/subconsciously)?
What makes this all the more interesting is that Ms Terry's $Battlecry is ... "Your soul is my chew toy!" ... which earned her a comment of "MFing Warshade indeed!" from none other than The Man Himself (a Mr. D K) on a Dr Q TF one fine afternoon this past year. Ms Terry often speaks about her Warshade abilities (particularly Stygian Circle) in decidedly Necromantic terms with the sort of relish rarely seen outside of gamer geek circles. She is also a Tri-former, so it's not as if the "range" of her Kheldian abilities are somehow "limited" to just those of being human.
And yet, it is always Ms Terry ... the human persona ... which everyone who interacts with her sees ... leading to the still unanswered question of ... who *did* Ms Terry blend with to become who (and what) she is today? -