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Posts
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Joined
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It is indeed the 8th (and last) anniversary of Tanker Tuesday. You are unlikely to get a tank. My wife and I would like to run this too, but we'll be tanking that day and Thursday is likewise the earliest we could make it. The weekend would be better as we could get a friend from the west coast who has run this one before.
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When I follow the link it says no polls are available. Do I have to join your guildportal group to vote?
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Will this be at 8:30 or 9:30 tomorrow? I was under the impression the time change was permanent, but the BMT MotD says differently.
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I have Energy Melee on a brute and I'll echo what CMA said. The animations of both the high end attacks take much too long for team play. Soloing or duoing it's fine, but on a large team you feel pretty useless.
That said I recently created a stone/stone tank, and it seems like a fun combo so far. But I'm only up to level 12, so I have no idea what the high end attacks will look like. -
Why the accuracy concern in Fire Imps? According to the detailed description on the tooltip they have an accuracy of 2.00. If I understand that correctly that means they are already at the wall with accuracy. I used to have an accuracy in mine, but when I replaced it with a recharge reducer and watched them, they really don't seem to miss very often.
I'm also wondering about choking cloud. I skipped it, it drinks endurance and only works on minions that are close to you. I prefer flashfire/fire cages or cinders which can all be cast at range. EM Pulse is nice as a failsafe, and once you get things locked down you can usually use char to keep them that way while hotfeet and the imps take them down. In a worst case Bonfire will work on everything that is getting too close to you.
I do like choking cloud for defenders, but they don't have the controls fire control gives you. -
Plaques are fun and mostly harmless. Tanker Tuesday is always a blast. I say add it. If you limit plaques to events that have run continuously for 5 years, there won't be too many additional plaques.
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Feature Name or Description Double XP for time logged out
Server: Champion
Zone: Talos
Character name: Ebon Starlight
Time: 10pm Central
Location: A happy cheery council base
Mission: Defeat Nosferatu
Mission Contact: Sunstorm (my wife's mission, not mine)
Bug Description: Lost earned XP
Link to Forum Discussions: n/a
I died during the mission while 4/10ths of the way into level 41. When I rezzed at the hospital I was reset to base level 41, no debt, and had all the high end inspirations as if I had just leveled. So I lost 4/10s of a level. This is the first time I've played this character since issue 13 went live.
If this is a feature it really needs to make it into the patch notes. That way the PvPers won't feel like they are the only ones being picked on. -
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Ideally, the Enhancement change shouldve gone hand in hand with I7. To be honest, there was an error there. Unfortunately, we discovered that we couldnt pull the change out without jeopardizing the I7 release schedule. Right now, QA (at NCSoft and Cryptic) is working away at I7 and shaking out bugs. If we were to roll back this change, our teams would need to put I7 aside and retest the current build. I made the decision to stay the course instead.
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This issue keeps repeating itself. I have lost count of how many times something went in "by mistake". This is a systemic problem you should address at the source.
Someone needs to review the build for correctness while there is still time to redo it without such a severe impact on schedules. -
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One thing I am curious about, though, is why they just don't remove xp and debt in the PvP zones.
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Because it's part of the game. In particular it's part of Siren's Call. In the other PvP zones the NPCs aren't such a big deal. Siren's Call (at least on Champion) is the most popular PvP zone. So why would they change it? From the Dev's point of view it's the one that seems to be working the best.
Debt really isn't that big a deal, you work it off pretty quickly in PvE, so I don't understand what all the complaining is about.
Fight Club is an effort by players to impose rules that aren't supported by the game itself. As such it needs to be policed by players, you can't expect the Developers to do it.
If people are doing something the Devs disapprove of, they will change the game to prevent it. From they're point of view, any other ruling than the one Cuppa has give us would be a nightmare to implement. -
For the record, I rarely solo anymore. My wife and I duo most of our missions and on weekends play with a friend as a trio.
That said, I think you need to watch the relationship of influence and experience if you raise the xp for team missions. As it stands with the increase in mission bonus xp from issue 2, I find I have less influence at level 12 than I used to. Most influence comes from selling enhancements, and as more xp is gained for missions, a player has less influence when he/she reaches the critical levels, 12 and 22. This doesn't matter after level 30, but I do find it an issue in the teens.
My solution is to pass influence down from my main character, but new players don't have that option.
Also as a team we run the risk of leveling past some of the badge missions. It would be nice if they could be offered a little earlier or available after you level past a contact.
Other than that the changes sound good!
Solar Eagle
lvl 34 Fire Blaster on Champion
Alts: Lots!