-
Posts
1285 -
Joined
-
I'd like you to point to the specific single power in Fire Control or Kinetics that is performing at nearly twice the explicitly intended strength.
-
My character saved her clone. She's a massive narcissist, and it's not every day that you get an opportunity to make out with yourself.
-
The old interface had performance issues, but not UI issues. The new interface has no performance issues, but gains UI issues. That's not quite progress.
-
I like my Plant/Elec, and I'm looking forward to rolling a Praetorian Ice/Earth. Then again, what makes me happy is sometimes orthogonal to performance - I went with Plant/Elec because they look pretty, and I want Ice/Earth because I like knocking things down. :P
-
Quote:Still there on my end. Report it as a bug, in game and in the appropriate place on the forums.Seriously, guys. The "Mission Complete!" flashing text is also gone on my end. The only way I can tell that a mission has ended is to stare at my objectives and catch when they change from "Find your clone" to "Mission Complete (Exit)." This is problematic. I don't want the music back, but I do wish to see the text.
-
Given the kind of disaster that Statesman is canonically capable of causing, perhaps Arachnos needs a figurehead with a monomaniacal obsession with killing the man and the strength to do it.
Statesman: the greatest threat to all dimensions.
Heh. -
Forts are fun: they're somewhere in the intersection point of stalkers, dominators, and corruptors.
Widows are fun: they lose some control, gain some offense, and keep the team buffs.
With dual builds, you can have two for the XP of one (and the price of two: currently slotting my Widow build...). -
-
I have a pet theory that "leader of Arachnos" is merely the title awarded to whoever scrambles to the top of the heap, and Arachnos itself runs on its own momentum. This would also be a satisfactory explanation for why a villain wouldn't want to "take over Arachnos" - it's just a way to make yourself a target for the next ambitious thug.
-
Quote:This is actually an interesting point. Many systems of privilege are built around the idea that some people are simply superior to others: men and supermen. These systems are fundamentally wrong and inefficient because humans are more similar than they are different and the variation between the groups tends to be dwarfed by the variation within the groups.Basically, the "one death is a tragedy, a million deaths are a statistic" approach, where the few in power matter and the many underfoot simply don't count.
However, our characters live in a fictional universe where some people are literally, factually, demonstrably and incontrovertibly superior. There are people in this universe who have dozens or hundreds of times the strength and durability of an ordinary human, and those are the easiest to deal with. It is conceivable that if the world is divided into humans and superhumans, the balance of power will lie with the superhumans.
Under this interpretation, some variation of Lord Recluse's social darwinism actually makes sense. Note that his entire organization, from government and social problems to research and training, is designed to create an environment that an ordinary human being cannot survive. While the heroic metahumans are spending time, effort, and resources on protecting and preserving non-metas, Recluse is filtering the ones with potential to play on the grand stage and simply discarding the rest.
Consider also that his policies are informed by people who can actually see the future. What do they see that could make this kind of brutal culling of unhelpful baggage seem necessary?
(Note: Recluse as written is a mere dictator. It's not my intention to refute this, but to demonstrate that it wouldn't be hard to write him as an uncompromising visionary.) -
And honestly, even if half of the posts in this thread are GG, this thread would be far less than half as long without her presence. She provokes responses.
The downside is that she's not a very good gauge of what constitutes a convincing argument, because A) she has no particular interest in facts, knowledge, or experience, and B) nothing changes her mind, ever. But once you keep this in mind, it's all good.
Now, a bit more on the topic. It's clearly the case that neither heroes nor villains can win in the sense of creating a change so great it affects the shared world. But in fact, heroes fail all the time - not just in the sense of impermanent change, but canonically. Countess Crey lawyers up and walks away. Villains are thrown in the Zig, only to break right out again. Blue Steel swoops in and saves the day when you can't. Plots are foiled, but the plotters escape. Player villains would like to be afforded the same courtesy: to plot, and fail, and escape. -
I'm inclined to say Mind Control/Poison.
-
It's worth reiterating that no opinions expressed here need to be refuted or even addressed in order for change for the better to happen. Prolific posting does not make anyone important - far from it, in fact.
Edited to add: If someone says something so wrong that it motivates a better-informed person to post a thorough and well-considered counterargument, that is worthwhile, even if the wrong person goes on being blithely wrong. -
One-time-only badges should be account-wide. Nothing else need be done.
-
The good news is that I don't need to convince any player of anything to get what I want. The ones I need to convince are Dr. Aeon and the other mission developers, and it seems like they're already on board. All that needs to happen is for people who play villains, or want to play villains, to play the hell out of the new arcs and then come to the forums to say "more like this, please."
Edited to add: In general, there seems to be a fair degree of support on the forums in general to update and revamp old content, especially in the lower levels. The public stance of the developers is that they'd prefer to create "new stuff", but the Positron revamp and the Faultline update seem to have been extremely well received. I would argue that revamping old content is great PR for existing players, as "new stuff" is judged in a vacuum, but revamped stuff is judged based on what preceded it. It also helps retain players trying out the game for the first time or after a long absence, who come for the "new stuff" but end up hitting a lot of the bad old stuff, and the better the new stuff is, the worse the old stuff compares. Going Rogue dominates the development schedule now and for some time to come, but when they have the chance, I hope the developers take a long hard look at all the launch content that hasn't had a bit of polishing since, and scratch some old itches.
(You think old Posi was a drag? Run Quaterfield some week.) -
-
If you're used to fighting in melee, you may want to give a Fire/Rad Controller a try. The Rad toggles and Hot Feet encourage you to stand amongst your enemies, and you can take on and burn down many enemies at a time. The level of damage is quite respectable. It's also helpful on teams and against hard targets.
-
Always remember: any thread requesting developer attention for any aspect of the game is an opportunity to complain about PvP, which has been Hard Done By and don't you ever forget it.
More on topic, it seems like base builders have not forgotten the non-base-building majority in their feature request lists, which is a smart move. Devs like to make changes that get more people interested and involved in an aspect of the game. This is a good thing when they are advised and aided by people already involved in and knowledgeable about that aspect. A community perceived as too insular, hostile to outsiders, and unwilling to consider changes will be ignored, to the detriment of all concerned. -
As the proud operator of an EM/DA brute, I'd be happy to talk about mez auras and fury generation - but not in this thread, please?
At this point, given that effect suppression on hidden is probably not in the cards, the change I think would be most preferable would be to turn stalker OG and CoF into click PBAoE mez powers. Looking at the power data available to me (which could be outdated or incorrect), it seems that OG and CoF take 1.17 seconds each to toggle on. This actually compares favorably with the only PBAoE click fear in the game: Invoke Panic, which has a 1.97s cast time. On the other hand, Invoke Panic is a terrible power, so the only comparison I'd use it for is as a lower bound on performance. So if we left the cast time the same, what would be the pros and cons of the change?
Pros:
- A click mez power is likely to last longer than an aura effect.
- Once enemies are affected, they will remain affected even if they then leave the area around you.
- The effect will not prevent you from re-hiding mid combat via Placate or waiting for the hide timer.
Cons:
- A click mez power will not be permanent out of the box.
- You can be caught by surprise with the power unavailable.
- Enemies that enter the area around you after you cast will not be affected.
Of these, I would say that the ability to re-hide mid-combat is the overriding concern - I find this a key part of my Stalker strategy, but I don't know how important it is to anyone else. -
I would like to see the mez clicks giving the same benefit to Dark Armor stalkers that defense gives to defense-based stalkers: prevent them from being hit while using Placate > AS in mid combat. This also preserves and enhances the synergy with EM and DM: apply CoF + ToF or a stun + OG to one boss, placate and AS another. If you were mad enough to invest heavily in the Presence pool, you could even apply both PBAoE fear powers and temporarily fear an entire spawn including LTs and bosses.
-
Stop having fun, guys. The new arcs don't actually deliver. It isn't possible to feel like you're in charge when you're taking missions from contacts, no matter what you may have thought at the time. Bases can't be expanded, dialogue can't be rewritten, new systems can't be implemented. Party's over.
-
Let us revise the wrongness, then: if you want to be treated decently by the game, you need to leave Villainy behind. Villain content exists only as an object lesson that no matter how powerful you are and how willing you have demonstrated yourself to be to apply that power to anyone who stands in your way, you still should not expect respect from anyone - unless you're a hero, in which case everyone should be nice to you. Not that it matters because heroes are so good that they'd do the right thing even if treated like dirt.
Yes, that is a very nice and shiny piece of WRONG. Let's just hold this shiny WRONG up to the light a moment. See how it glimmers with falsehood? Now, let's put it in the cabinet and never think of it again. -
I can't wait to go rogue and make Paragon a better place... for evil.
The reason why you can't actually take over the Rogue Isles is the reason why you can't actually defeat the Malta Group. The reason why you can't try to take over the Rogue Isles is because the developers didn't think we would want to, which was not very clever of them. -
Quote:I personally think of the Mayhem timer as "time until the capes of incoming heroes blot out the sun." Being able to take on Lord Recluse one on one is one thing, but being able to take on an entire city full of heroes, many of whom are considered Statesman's equal, is entirely another. But until they show up, we can sure make a mess of the neighborhood - and we don't need Arachnos's help to do it, either.But then if you're that much more powerful than him, why wouldn't you go and take over Paragon City?
Quote:... or leave the Rogue Isles and carve out your own evil territory?
Quote:It's still coming back to the problem of the game telling you you're the most powerful villain in the world, but then telling you you have to stay in the Rogue Isles and watch a pathetic no-mark like Recluse rule them.
I'm glad you see that being expected to respect Recluse and do his bidding after having defeated him in single combat is a problem, though. We're getting somewhere at last.