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Posts
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Joined
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As for the "must fire bullets" complaint, BV uses the Resistance pistols to fire normal bullets. You don't get that defense, dear devs.
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Quote:Concept?Don't bother respecking?
Seriously, what's wrong with picking up some one-slot wonders: Stealth, Recall Friend, Vengeance, Health Pool powers, TP, etc...?
Frankly, I get annoyed when I'm the only one on the team with Recall Friend.
Hope you don't intend to SK down anytime soon. And don't mind the people who use the Alpha Slot to bypass ED restriction outdamaging you. -
Quote:Correction: That should not happen outside of A: explicit mission bosses and B: boss heavy groups (Freakshow, Arachnos).Well, the settings are consistent. When I play on +0x2, I see the same enemies I do actually on a team of two.
The problem is that every single frickin' spawn is Boss + Minion. That should be the exception, not the norm.
No, I have the selection set up for "do not degrade bosses to LTs when I solo, please". -
So yeah, I'll be brief. Ever since the Super-Sidekicking update let us pick any difficulty combination we liked, spawns have been wonky. And by wonky I mean "not behaving like they used to be, which was a superior fashion"
Look. I like my game to be challenging. Before I get with the IOing and tweaking, most of my characters are most comfortable fighting spawns of either +1x0, or +0x2. Some of you might recognize that as the old Tenacious/Malicious setting.
The problem is, due to the spawning code being broke, that's no longer possible. The thing that changed? Under the old system, spawns that were +1 to mission level were also -1 to spawn size. So they were either bigger, or stronger. The difficulty was more even, the experience was more enjoyable, as opposed to now, where half the mission (usually the bigger half, too) is either too hard (if I play on +0x2 over half the spawns will be +1 boss and +1 minion*) or too easy (if I run +0x1).
So, hey. Can we get that size reduction for +1 spawns back in already, please?
*Which shouldn't even happen solo at those settings, except for boss heavy groups. Last I checked, Sky Raiders weren't boss-heavy. But that's another rant entirely. -
There's a reason I have an Arcology on Virtue. Anyone want the name? =3
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I just want to chime in and say I love the sound of the attacks, especially Howl and Shout.
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Unless something isn't right, the half you "lose" goes to your pact mate.
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You don't lose XP unless the otehr player doesn't keep leveling up.
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The 5th Column is a bad Council clone, scrap it!
Wait, no, wrong line. Um, let me try again.
Down with the 95% tohit cap!
Nope, not it. Hang on.
Fix +1 spawns!
Okay, I give up. Let me focus on what I wanted to go on, that is:
Leveling Pacts Are Awesome And I Want More
Seriously. I can't get enough of leveling pacts. They're the best thing since sliced cheese. Do you have any idea how many times I got onto That Other MMO and went "Hmm, I feel like playing this character -- oh wait, no, I can't, because then I'll outlevel my duo partner. Dammit." Well, let me tell you, a lot. Unfortunately, the same happens in City. I have this awesome duo of Spine/Elec scrappers who are unfortunately not level pacted (we missed the 5-level window), and have that same problem. And that problem is one half of what I want to address.
In brief, I'd like to see three major... changes, extensions maybe made to the awesome system level pacts:
Change One: Establishing Pacts Past Level Five
I don't want to change how they're established at low levels. I'm happy with that. But I'm also aware of what the Devs want to avoid. Thus, here's how this'd work:
First: The inviter and the invitee must be the same level. No exceptions, except if both are five or under.
Second: Once the level pact invitation is accepted... nothing happens. The characters are considered pacted, but gain no benefits from the pact.
Third: The characters cannot level up. They will stop gaining XP 1 point from the next level.
Fourth: Once all pacted characters are 1 XP from leveling up, they all level up and start behaving like a normal leveling pact.
Yes, this results in lost XP, but it is lost XP that is given up entirely voluntarily to establish the pact. A price for the later convenience. More importantly, it's impossible to power level a different character using this.
Change Two: Leveling Pacts Larger Than Two
Now, I'm not one to speculate how big the maximum size should be. That's the Devs' decision. Me, I just want to suggest how to make it work.
Okay, so. There are two important things to note. First. Level Pacts are not teams. They're (ideally) made up of people who know and trust each other. Second, Level Pacts have no leader. Everybody is equal in one. So, how would it work?
How to set up a multiplayer Leveling Pact? Simple. Have two characters level pact as normal, then invite the others.
How to invite more characters into a Leveling Pact? Less simple. You do it by group consensus. First, each and every member must agree to send the invite. This is done as follows.
The Leveling Pact tab on the Friends list gains a new entry: "Currently Inviting: None". When a member of the Pact clicks "invite to Leveling Pact" on someone who's eligible (not in a pact, the right level), two things happen. First off, the "Currently Inviting" changes to the just invited person. Second, there is a tick mark added to show that the inviting character has voted "yes".
Now, the others have a choice. They can either vote "yes" by right clicking the prospective pactee and clicking "invite to Leveling Pact", or they can click the red "Veto" button next to the name on the Leveling Pact tab (and the confirmation window). All invites must be unanimous.
Once all members have voted "yes", the invitee receives the invitation and may accept or reject as normal.
Only one character may be under voting at a time. To invite another, that one must be accepted or vetoed. Trying to invite another character will give a box saying just that.
All changes in voting should be reported in /lp ("X has invited Y, Z has seconded Y's invitation, Q has vetoed Y's invitation"), preferably also while offline.
How to remove players from the leveling pact? Deceptively Simple. You don't. You either ask them to quit, or you all quit yourself and reform. Since you were a leveling pact until not long ago, you should all be the same level and eligible to form a new one.
Change Three: Offline Leveling Pact Invites
This one is very personal in why would it be useful, and even if it didn't go through but #2 did, it could be worked around. It'd be just more convenient.
Now, why would you need this? The answer is simple. So you can level pact with yourself. Why would you do that? In brief, people who like having multiple versions of the same character. Two examples from my own stable:
I have a character who is made of flammable shadowstuff (DM/Nin stalker). If successfully set on fire, he can no longer dodge attacks by way of phasing through them, but instead the flames fuel him, turning him into an engine of destruction (DM/Fire brute).
Another of my characters is just branching out (forgive the pun) into a new type of magic - Plant Control/. I'd like to keep level the versions in which he combines it with his fire magic in offensive (/Fiery Assault) and defensive (/Thermal Radiation) ways.
As I said, very personal, but for me, very useful. -
Blasters - Dark Blast, with following changes:
-Tenebrous Tentacles replaced with Aim
-Dark Pit replaced with Dark Obliteration
-Drain Life damage buffed to not useless as an attack levels
WARNING: Night Fall conflicts with Soul Mastery. We warned you, but you didn't listen.
Blasters - Dark Manipulation - Punches, single target fears, the lot.
Controllers - Dark Miasma - Loses Fearsome Stare for... something. Don't know what. Uses MM numbers on Dark Servant. Fearsome Stare gets moved to Darkness Control.
Dominators - Urban Assault - A combination of Dual Pistols (the less flashy ones) and Martial Arts (withs pistols out!). Note that neither DP or MA has a good 15' PBAoE. Por ejemplo: Pistols, Dual Wield, Empty Clips, Executioner's Shot; Storm Kick, Cobra Kick, self-buff, two "other" powers. -
Martial Arts/Dark Armor.
I'm sorry, did you expect me to stop stunning you anytime soon, Mr. Boss? -
Loved it.
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For the same reason Freaks rez, Nemesis vengeance and Wailers -res.
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....so my Ice Tanker wasn't imagining things!
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SS/Fire brute with an AoE from the Patron/Epic.
Ice/Fire tank with an AoE from the Patron/Epic. -
Ah, so when'd we leave "I want a new animation for power X" and moved to "I want power X to receive a damage buff to nuke levels and to be made AoE"?
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Quote:That's what it used to be. And it sucked.I hate the gun drone. A placeable, automated, chain-gun turret would be awesome. I'm thinking with a damage like Automatic Fire from the AR set. I guess that really isn't an alternate animation though; more like an alternate power.
As for my request: Armblades for Dual Blades. As used by Victoria androids, complete with the new and awesome sounds they use. -
Quote:While I love the idea, that would mean I couldn't run those arcs for tasty tasty tickets and would have to use the disliked standard rewards.Alternately, if you want to add new contacts at the various levels, take the winners' arcs and use them for the new contacts' missions. To expand on the awards thing from HeroCon 2009, create certain categories for us to compete in (by faction, by zone, by level, etc). Instead of making them Devs' Choice, put them in the game. It's not much of a stretch to say that a LOT of us can write arcs better than the 'filler' missions for several contacts (the ones you do between arcs).
Just a thought...
Michelle
aka
Samuraiko/Dark_Respite -
The taunt sets bit can't possibly be right..
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/SS. Rage and Footstomp and Icicles oh my.
Plus, Energy Absorption synergizes great with the energy-hungry Raging SSer.
That said.
If I wasn't /SS, I'd be /Fire.