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Posts
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Joined
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Ranks I'd like to have:
(totaling 6 ranks)
Probationary member - this is a person who has the same functionality as a regular member, but the SG name does not appear on their character visibly. So they're a "secret" SG member. Used for people you're considering but don't know well enough to let them mess with your SG's reputation yet. Also useful for bad behaving members to put them "on probation"
Full Member - as currently.
Recruiting officer - able to invite people into the group at probationary status only. Also able to demote full members to probationary members.
Full officer - able to promote probationary members to full members, and able to kick out anyone below their own rank, or demote anyone (recruiting officer and below). Also able to invite.
Staff officer - able to promote anyone to any rank (full officer and lower), able to change the message of the day, able to demote / kick out someone of same rank or higher if they've been gone 30 days or longer (to clear out roster). Staff officers are also allowed to set and remove alliances with other SGs. If a staff officer demotes or kicks the leader, they become the new leader.
Leader/founder - only one person can hold this rank. They are able to change the SG colors and logo, change the motto, and do everything else below. They are also able to pass on the leadership to another player in the SG, and automatically become a staff officer when they do this. Only the leader can promote anyone to staff officer. The leader can also do everything listed for all other ranks. -
How about changing it from disorient (which ends toggles) to knockdown? a very high magnitude knockdown that knocks you down even with unyielding on maybe? then toggles wouldn't drop but the Rage-ended hero would still be unable to attack just as if they were disoriented. They're unbalanced by the end of the Rage and fall down, eh?
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Please put this in the Guides board (if you haven't already) so it doesn't get cleaned up later on. It's good reference material. I have a Kin/rad and a Rad/psych so I need the info on Kin *and* psych
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So basically that only leaves Faultline and Terra Volta as zones that are tough on JUST super speeders. Which, honestly, is just the way it is. You CAN get around those zones just fine. It just takes 4x as long.
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I'd be fine with 4x as long. even 8x as long.
But I did a terra volta trial with a superspeeder at 24. (she is going to get teleport also, but doesn't have it yet). Well, I *tried* to do the trial.
Even getting to the entrance to Terra Volta with superspeed is a challenge. I figured out two ways, but it took me 4x as long as the others. Well, that's fine. I was ok with that.
But once we finished the preliminary mission and were heading to the reactor. I spent 45 minutes trying to get to the reactor with superspeed. Maybe I went the wrong way, but there was another superspeed only character in the group. The two of us ran around looking for how to get there while everyone else started without us (though I did ask them not to... but oh well... if they wanted to start without either of the 2 defenders... back to the ss in Terra Volta story) I found a ramp up. But it dead ended in walls in every direction. Then I ran to the other side of the zone. I found a catwalk to get me up further. *if* I had a cling type power so I couldn't fall off pipes and such, maybe I could've got up to the next level to see what the next challenge was. But there were groups of purple mobs along this catwalk. I was defeated 3x before I gave up trying to even get to the door of the reactor. I don't mind the debt that much - was a respec after all - but to get it without even getting to attempt the respec mission was horribly frustrating.
So, I'd say Terra Volta is more like 25x the time and effort with SS only. That's a bit much. I like having other travel powers also, and so I want it to stay difficult in some places with only speed, but not *that* difficult. Make some reaosnable if roundabout way to get to important locations like mission entrances, please. -
When you got stunned by the Murk, your toggles shut off. Then the Embalmed was free to explode.
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The first time I did respec was maybe before it was made easier; it was extremely hard, I can say that. The team had a bit of the level spread problem and no controllers.
We also had 2 of the 7 players on the team go afk at various times in the final mission. 1 of the 2 dark defenders, and 1 of the 2 blasters.
Overall we had 1 kinetic defender (me), 2 dark defenders, 1 tank, 1 scrapper and 2 blasters. We all died enough to hit the cap and never even got to the reactor room. We were fighting groups of 5-8 purple sky skiffs at all times. (and the dark defender who did not afk, did not have their toggle debuff which would've greatly helped)
This was after breezing through the first mission with no deaths, by the way, for those who say you can tell from the first mission. Losing the afk dark defender and the afk blaster hurt us badly.
The second time I tried the mission, we succeeded. On this try we had 3 scrappers, a tank, and 2 kinetic defenders. No deaths till the very last couple waves. On the last wave, all but the tank and one scrapper went down. the other Kinetic defender and I used awakens and buffed before going down again.
The hardest thing about the respec, for me, once in the reactor core, was finding the way around. There is no map (it's the only place in the game I've been without a map) and I couldn't tell where to go to exit and get another red bubble (which protects you from the reactor damage). It was that, and not the enemies, that killed me after the awaken - I couldn't find where the red bubble exit was.
So - whatever about the sewer trial etc, but for a level 24, this is the hardest mission yet that the level 24 will have seen, unless they tag along on missions +4 levels to them regularly or something. -
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I think the main problem is that Mez's got a HUGE increase because a lot mor mobs have them, but there are a lot of defenders who have zero defense against them. How many defenders have zero defense to offer their team against mez's? Rad? Dark? How many defenders have glaring weaknesses that preclude them from fighting certain mobs? FF, Storm, Kinetics. How many defenders actually have a solution to mez affects? Empathy.
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Have you not been reading the thread? Radiation's buff Accelerate Metabolism protects from all status effects. How is that "zero defense"? Storm and Kinetics also have buffs to protect vs some status effects. All of which have been mentioned already in the thread. Force Field hasn't been mentioned yet but... I'll leave it to someone else to tell if they have a bubble that protects from status effects or not. At the very least, the higher Defense a FF defender's bubbles give makes you less likely to be hit by the status effect in the first place.
The problem that this thread is about is giving buffs a little longer of a duration. -
"Clear Mind" is not the only power that should be addressed with regards to Stimulant. There is also Increase Density (as mentioned above) and the buff effect of O2 Boost. These should all last the same duration.
Clear mind to make it superior you might want to give it a small recharge rate boost as well as the status effects.