-
Posts
1697 -
Joined
-
I wasn't sure if the bases forum would be better for this thread or not, so apologies if it seems better suited there.
In a recent thread, someone was complaining about trying to find teleporters in other SG bases. Now, far be it for anyone to demand a certain base flow, and Feng Shui isn't my forté. But when you think about it, navigating someone else's base, or being new to a SG base, can make finding your way difficult. And let's not forget those base leaders who change the base layout every week!!
So what can we do to alleviate this problem? I suggest two things:
Navigation Signs
This might be the fastest solution to create. Just make wall detail signs (with a few tech and arcane design options) with room names and arrows on them. So for example, you'd have a "Storage Room >" sign, and a "< Storage Room" sign. Maybe some signs with straight ahead arrows, but at least left and right.
Base designers could place these in entrance rooms and other key locations to help navigate SG members to the rooms they want to get to without having to pull their hair out.
Color Coded Maps with Keys
This could be a little more time consuming with coding (but what do I know), but would be less cluttering than placing signs all over the base. What if the map screen in an SG base color coded the rooms, with a key to the side explaining what color meant what type of room it was. SG designers wouldn't have to compromise their design ideas if signs broke their look and feel, but strangers to the base could open the map and know where the room was they were looking for.
For example, you open the map and see grey, blue, red, green, and orange rooms. On the side, you would see that grey rooms were just decorative rooms, but the red rooms were for teleporters, and the orange for storage, and so forth. People who had to deal with a constant base-changing-SG-leader would stop pondering mutinies as an option.
So, thoughts? Suggestions? -
If these are for melee attacks, I would suggest slotting all 3 Crushing Impact Triples, and Mako's Quad, Triple and Dam/Rech. I don't have Mid's here at work to confirm, but I believe that will give you ~81% on Acc and End, and 95+% on Dam and Rech. And you'll get 2.63% HP bonus on that. Good times!
-
I would prefer they just make them tied to an account, rather than the actual characters. Logging in a character just for the sake of logging in a character shouldn't be necessary. If you had an active account during the badge period and logged on at all, you've helped to celebrate.
I've been around for most, but not all anniversaries, so I've missed some in the middle. So I can accept not having it for being gone from the game. But because I didn't log in that character? Seems a little much. Maybe there were things I wanted to get done on other characters.
But it's just a badge, so I'm not worried about it one way or the other. -
I'm seeing different answers here:
1. 8 man group kills a foe, each person in group has a chance to receive a drop from said foe, for a potential 8 recipes from one foe.
2. 8 man group kills a foe, game rolls to see if the foe had a recipe to drop. If yes, then it rolls again to see which of the 8 gets the dropped recipe.
Which is it? Has there ever been a red name confirmation on this? -
Ah, ok then. Good to know most are tagged accordingly. Thanks, Min!
-
Quote:I thought I heard somewhere that the multiple damage-type attacks have to be tagged as such for that to help. So a ranged ice attack with smash damage would have to be tagged as ice and smash before your S/L defense did anything to help. I'm pretty the same person clarified it as: Resistance checks damage types, Defense checks damage tags (or something to that effect).The majority of all attacks are S/L outright and a majority of the non-S/L damage types also have an S/L component to them, so that defense applies.
Can anyone confirm that? -
Quote:I'd just be happy if we could stop all this symmetry design, and allow different patterns/custome pieces on left and right sides.Hey guys,
A decent feature that would help in costume creation is if you could place more than one detail onto a selected costume piece.
For instance you have a white glove, you place a red artic design on it, but over the top of that you also place a golden coloured blend design.
Effectively you get three colours on one costume piece area, two colours is a little limiting currently. This idea could be put in game simply by bringing up another detail box underneath the first one, should you change the detail on the first one from 'none'
Of course you are going to get people trying to put 5000 layers on the piece like this, hence why i think it should be limited to 3 designs per costume piece.
It just stops a lot of charecters looking so monochrome with little effort, you are still going to get it sure, but it adds a whole new feature with customisation which the players love with very little effort on the devs part since all the pieces are already in game, it just need a minor UI change to accept more designs.
Layered patterns would be cool to, so /signed (if it's feasible with this engine). -
-
Now that we can customize the colors of our powers, wouldn't it be great if we could customize the sounds for those powers? How about it devs!?
First order of business would be a "Slide Whistle" option for all powers! -
-
One of the things I love about Heroes is the gargantuan statues of past heroes. There's nothing like like flying/jumping/speeding/teleporting through the zone and discovering a giant homage in the middle of the city. Of course, when you're new, there's more excitement to seeing them. But since you can only be new once, how about some new statues. And instead of being statues of fallen/past heroes, how about some of the Phalanx Team or any of the red names?
My first suggestion would be a statue of Positron. For a cool pose, I would suggest any of the poses of Positron which can be seen in this image gallery. You may need to have a profile on Facebook to see it, but as long as it's one of those poses, it would be golden!
-
Quote:As CMA mentioned, once SOs come around, you'd be best off with end-reduc in attacks. One SO tops, for toggles. But, if you have the money for it, then frankenslot your toggles and attacks to max out what you can. There's a lot of suggestions for frankenslotting Dark Regen and Siphon Life. Use those to your advantage. A well slotted SL can deal some great damage while reducing your dependence on DR somewhat.Have DO end reducers in everything right now. (5 in my AoE dam toggle, 3 in each of the 2 shields I run right now) Still running end short, probably will for at least another eight levels until stamina, and maybe until after SOs. Plan to keep cramming more end red on my toggles through the late teens.
[edit] And get your +end accolades. That will help a lot. -
Quote:Seriously? It's not like the XP a tank gets is less than the XP for another AT. So why would only a tank be able to get it in AE?Is the only fast leveling for a tank to get on a AE team?
No, you can level quickly anywhere. As mentioned, radio missions are a fast way. Join a team of higher level capable of killing quickly, and stick with it. The RWZ is also good for repeatable missions. When you hit 30 (35?), run some Citadel TFs with a decent team. It's good xp and merit reward. This way, you can purchase some decent IOs without going broke. Other TFs are good sources as well. Level 45+? Jump in with some RWZ raids.
On the bright side, if you stay away from AE, you won't have to blow tickets on salvage purchases. -
Quote:I was responding more to CMA's response to all the Inv/Dark talk.Actually I was talking about dark armor. From what I understand Dark Melee is a top damage dealing choice, especially when in a 10+ spawn. I think with Dark Armor you are almost wedded to Dark Melee because of end issues, but there are probably a couple other sets that would work with it.
As for DA, I'd consider it a good "pure" tanker primary. 3 aggro auras? That alone should count. It's res is low, but it has a lot of different mez mitigation to help. Add in a little defense and it's solid enough. Frankenslot DR and you can get plenty of mileage.
In regards to the OP: Any combination can be a "pure" tank. It's what you do with it that's going to make it work as one. It also depends on your opinion as to what a pure tank is. So pick a combo that interests you and go with it. There's no way you can't turn it into what you want. Especially with IOs. -
Well, I'd say /dark for any tank will make it a demon. As mentioned, there's a lack for AoEs, but its high single target damage and utilities rolled into one. A minor heal with high damage? Nice! I'll have to load up mids when I get home and post my frankenslotting for it.
-
-
Quote:Failure to dodge enemy attacks carries some pretty hefty consequences.
Awesome way to show off some new upcoming foes. Happy April Fools! -
Quote:As has Super Strength as well. But those have had minimal damage attached to them, haven't they? Kinetic's short range is still short. But Claws' ranged attacks have a fair bit of range to them. Add in the ability to get Fire Ball, and that's three mid- to long-range attacks on a tank. It kind of stops feeling like a tanker set at this point.I would start playing Spines on a tanker at the drop of a hat if it were made available, but the issues seem to be fairly similar. On the other hand, the Kinetic attack set they're planning on introducing seems to have a number of short range attacks, and Stone Melee has always had one.
I'm not saying it wouldn't be a fun set for a lot of tankers to play with. But it would need tweaks. Personally, I wouldn't be bothered with it being brought over, but it doesn't fit the Tanker concept in my opinion. -
Well, back in the day of Axe doing KB instead of KD, many tankers complained about it. A seemingly overwhelming majority of tankers. That's why there might be a problem. Brutes don't play as tankers, so I can see why there's not an issue with the set. They're purpose for getting aggro isn't the same as the tanker.
-
If they move claws over to tanks, they'd have to tweak it a little. A cone knock-back power isn't ideal for most primaries. Not to mention it having two range powers, which may be a little outside the realm of tanker concepts (from a game point of view).
-
Quote:...but not EVERYONE would be doing the most effecient thing. This would also be the simplest way to diminish the merit disparity.Quote:But you CAN by far run all the SFs in a day, which is where the merit imbalance comes from as the 1 merit / 5 minutes rule holds to both sides.
Besides, you can still run Ouro for merits. I think most people would prefer more content as an answer. Not something that opens up exploits. -
Quote:Have the whole 10 months been soloing level 47+ foes? That would help.Well, I've been playing 10 months and have never gotten one.
Got another one over the weekend. It was just a Fortunata, but still good inf.
**looks at Smurphy's Respec Recipe thread**
Well... good inf for me, anyhow. -
I can assure you, there has been no leg pulling. With IO's, it is very possible to build a tanker who can solo an AV. I've done so with my SD/DM tank, without the use of temp powers. With enough recharge, and a solid single target attack chain, you can overcome AV regen. If you look around the search engine, you may still find a video of someone's SD/DM doing this. So "numerically", it's possible.
-
Hmm... I wanted to stay away from Touch of Death since they can get so pricey, but they may be worth it. 34% defense is hard to say no to. I'd drop the second LotG in CJ and put in a Karma KB IO, but that's because I hate getting knocked around when I jump. Good build, Kioshi.
-