Tangler

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  1. Quote:
    Originally Posted by MrCaptainMan View Post
    Wow, you were a bit harsh on Blappy with the rating there, I thought I can't wait to see what you consider a five-starrer

    I like your 'brief, with screenies' style, but I think you could perhaps work on your screenshotting a little. The pic of WNs bio, for example, would have been a lot nicer if poor old WN wasn't hidden behind a pillar. Although I know it's hard to grab good pics sometimes during combat.

    Eco.
    Aye, that was the only shot I had of WN from my stock unfortunately. I had a lot less leeway of taking good in-battle shots with my dom compared to my scrapper, due to the squishiness factor.

    Next review will probably be up tomorrow as I'm nursing a flu right now, and the next arc was one I enjoyed very much.
  2. Quote:
    Originally Posted by airhead View Post
    Yup. I still play arcs that are marked as Final, for fun, but there's no point giving detailed feedback if it won't make any difference.
    Just as an aside, you already mentioned that the upcoming awards requires authors to mark their works as final in order to qualify. While I don't qualify for that competition myself, my arcs are still marked as final in the off chance the devs ever pick up DC again, and that my arcs are essentially final in that I've since stopped coming back to them for tweaking, unless someone brings something up about them to me in the comments or a review. I'm probably not the only author that is thinking along those lines.
  3. So does best EU arc mean all authors residing on the EU servers, or just non-english arcs? And what about arcs that can fit across several categories?
  4. I had a choice between reviewing this or Death to Disco. Both had a pretty interesting premise, but I went with this arc because it had the lowest plays.

    Have a Blap, Blap, Blappy Day Kids!
    ID: 2019
    Author:
    Wrong Number
    Tags:
    Hero, Humour, Origin Story

    Have a Blap, Blap, Blappy Day Kids! Is an origin story that covers several of what are presumably the author’s alts within a single storyline. It starts off with your hero turning on the TV in the middle of breaking news coverage that the titular Blappy, beloved children’s TV presenter has gone missing in the most suspect of circumstances. It is at this point that the news anchor addresses you directly and- wait, what? So yeah, apparently Television has managed to leak its way out of the Rogue Isles airwaves and into Paragon’s. It’s not really clear how Television came to Paragon, or why it cares if Blappy went missing, though I’m more worried about how my hero is so easily ready to listen to the infernal tube. Back to the story, Television tips you off that you could squeeze some information about Blappy’s disappearance from some shady TV executive, and so off you go on your quest to save Blappy. On the advice of a news anchor… that spoke to you… directly… from the TV… But hey, I guess your hero wouldn’t’ bat an eyelash if he happens to be Malkavian.

    In your adventures you’ll meet Bright Angel, a former major children’s TV star herself who now resentfully plays second fiddle as Blappy’s sidekick, and is at tipping point from doing a Sideshow Bob, the Nemesis group, who only play a bit part though the author lampshades the dreaded possibly of yet another Nemesis Plot, The Injustice Legion, who are the real major villains that drives the story along by kicking Blappy into another castle, and finally the elusive and children’s nightmare fuel inducing Blappy herself, who may or may not be the lovable children's TV presenter everyone thought she was.


    Ruh-roh...


    Yeah you're absolutely right. I can't see what could possibly-

    'Danger! Danger!'


    I'm not sure if her appearance is part of her descent into villainy, or if she always sang songs about sunshine and rainbows through blood-drenched fangs. I really hope it's the latter.

    As an origin arc it works out pretty well, as it doesn’t fall into the trap of making your hero second to the author’s characters, and the author’s villains are distinct and varied enough so it feel like you are fighting an actual super villain team, something that the vanilla game so desperately needs instead of all the grunt bashing we end up doing. Though I do think the author should have made completely new bios for her villains instead of just copy-pasting her normal ones, as I found it jarring having examined a villain only to get their complete life story.


    Damn.

    There are a few problems I found with the arc though, notably some of the minions possessed mez protection, and some of the bosses had additional mez protection on top of their boss level protection, which proved to be tricky for my Dom even under domination, though thankfully I had Hotfeet to fallback on.


    Yeah that's right! Run like the dog you erm... are.

    There were a few inconsistencies in the writing, such as one point in the arc where Television informs your hero that their next task is in a warehouse located in the Rogue Isles, and then in the debriefing it reports that you raided a warehouse in Paragon, or at another point where your hero recalls Bright Angel mentioning something that she never did. Things that were once relevant to the arc are later never mentioned again. Nemesis who were the driving force at the beginning roll over halfway through and just fade away, the initial urgency of saving Blappy in time for her next show proves to be completely pointless and is not even mentioned in the debriefing even if you succeeded, and even Television doesn’t seem all that bothered about Blappy by the end.

    Ultimately, this arc is an origin story and doesn’t try too hard to be anything but, which makes it somewhat tricky to rate. It serves its purpose as to explain the origin of the author’s characters, but unless you were really, really into the author’s characters (you creepy stalker you) there’s no strong hook to play this arc.


    Aww yeah, so you were in the bubble bath and then wha- uh, erm... >.>

    Final Verdict: Serves its purpose. Nothing less, but nothing more either.

    2.5/5 Stars

    Edited to resize one of the images.
  5. Tangler

    Round 3 P.P.

    Pretty much everything I wanted ported now has. I would have liked to see SS for scrappers too, but with GR over the horizon I'll be pretty satisfied just porting a SS brute over to blueside.
  6. Oh and just to clarify, I don't dislike chained objectives, I just thought there were too many instances in your arc that didn't warrant it or made me think 'oh, now what?' In the ship for example, I know why you made it chained, but as a player I could see no reason why my hero can't just make a beeline towards the boss and bop him if I just wanted to.

    I just spent the last 15 minutes trying to search for an old arc I remember playing that did chained objectives in a very neat way, but I suspect the author may have taken it down now (it was about aiding a spirit in a warehouse full of Family iirc).
  7. Quote:
    Originally Posted by MrCaptainMan View Post

    Another thing I just noticed is that I received 15 tickets, which together with your rating of 2/5 suggests that you gave 2 stars to one part and 1 star to the other. I note that you didn't mention anything about missions 5 or 6; did you play them? I ask because mission 5, the musical mission, is extremely heavy on the thing you disliked the most - chained objectives - so it's possible you might have just given up on it.
    I gave 3 stars for the first half, as I was still in 'wait and see' as to how it will end, and then gave the last half 2 stars. You get 15 tickets for 3 stars and no tickets for anything lower iirc.

    There were a few things I had left to say about mish 5 as well as all the other missions really, but the review was already getting pretty long as it was, and I didn't want to list out every mission detail.
    Quote:
    Originally Posted by MrCaptainMan View Post
    Mercytown has a great subtitle, btw.
    Thanks.
  8. Quote:
    Originally Posted by Aisynia View Post
    I just played and rated Might Makes Right: The One With Tin Hats.

    My thoughts on the arc in general are in your comments. I liked it.

    I would like you to play and review The Most Important Thing (266877).

    Also if you would like a full review in my thread (yay I'm invisible), let me know.
    A review is always appreciated if you have the time Aisynia, it's always good to see what people like and dislike in your work, and the publicity sure doesn't hurt.

    I'm just writing a review for Wrong Number's now, but your arc will be next after that.
  9. Quote:
    Originally Posted by MrCaptainMan View Post
    I will explain one thing which you seemed to miss; the PJs and matador outfits that some of the mobs are wearing in Mission 3 are doing so because they have accidentally been delivered the costumes meant for the costume party that's being held at the villains other base, which fact is mentioned numerous times by various mobs that you encounter.
    That's what I thought initially, but some minions mention having lent out their uniforms for the party, as it was a dark $name themed party.
  10. The Audition
    ID: 221240
    Author: MrCaptainMan
    Tags: Hero, Humour, Non-Canon, Challenging


    There’s a certain charm and sympathy to be drawn from beleaguered assistants like Kif Kroker, the otherwise competent worker brought down by their highly incompetent and often obnoxious boss, which is the overarching premise that the player will find themselves in this two part arc. However while we may root for the little guy often seeing ourselves in an all too familiar situation, there is also the danger of producing resentment from the audience, as the assistant’s own actions and attitude lets the abuse happen. This is unfortunately, the overarching problem that the arc finds itself in.


    Guest artist Matt Groening's rendition of your hero.

    The arc starts off finding your hero being scouted by Synapse to join the prestigious Freedom Phalanx. Synapse’s intro and his… illuminating contact description immediately establish that the player is in for a very non-canon ride. Still, I found Synapse’s voice to be very off, as well as him suddenly fancying himself to be an expert in MacGyvering fantastical devices of super-science into even more fantastical devices. Synapse has hijacked the AE systems to tell your hero that before he can join their ranks, he must first pass 6 trials that all heroes must face at some point in their career, and with the magic of technobabble he rigs the AE portal to act as a teleporter to send you to your first and next consecutive trials. Why Synapse didn’t just super-speed up to the player to scout him, instead of camping the AE systems in the hopes that you may use one, or why Positron who is smart enough to override and change the very core of the AE system, isn’t the one doing the scouting is never explained.

    Moving on, your first trial is to defeat a hundred villains that are rampaging all over Skyway, and you jump into the teleporter to get your initiation rolling. Something goes terribly wrong however, and your hero finds himself on a far off planet somewhere.



    The choice of map and scarcity of enemies was a good choice for portraying a distant alien world, though the map size was far too big. What inhabitants this world does have however are a collection of blue skinned creatures called ‘Destiny’ that all speak as one hive-mind. The choice of them all being Empaths was a good choice on reinforcing the idea of a hive-mind I thought both thematically and combat-wise, though having them all being Gravity was just a killer for chars with no mez protection and just made fights annoying for those that do have. The Destinies all eerily speak of you as if they know you and as their lover which reminded me fond memories of Deionarra. Unfortunately nothing ever develops from this subplot, and after going through some tedious chained objectives that really shouldn’t be chained (how on the blue-bottomed blazes does my hero miss THOSE objects), followed by a rather epic and satisfying fight (squishies need not apply, though the arc does warn this from the very beginning) out you come to be berated by Synapse for not showing up at Skyway.

    The first mission is pretty representative of what to expect from the entire arc. Synapse will teleport you to your next trial, you’ll find yourself in completely the wrong place that invariably gives you the opportunity to complete your trial anyway, you’ll have to run through a series of bafflingly chained objectives across a longer than necessary map, and before any interesting plot can be developed you’re pulled straight out to be berated by Synapse. It’s like being handed a novel, and just when you get to the point where things are picking up someone yanks the book out of your hands and tosses it into a fire, at which point Synapse super-speeds up to you to remind you how incompetent you are and that he needs you to do his laundry and by-gods-man you better add more starch this time. All this time, you’re banging your head screaming at your hero that this time, use the freakin’ trams to go wherever Synapse wants you to go instead of passively resigning to their fate.

    On the plus side, heroes will encounter a true abomination of a custom enemy group in mission 3, and the fights can indeed get pretty darn badass:


    Our hero proves to have some intimacy issues.


    Restraint... to not reference Highlander... waning...


    Ha! Let's see if you can beat-


    all my-


    is it too late to repent?


    A Special Note: The Director’s Commentry

    This arc is accompanied by a director’s commentary. As a player, it is interesting to see the thought process that goes behind a creative work and to fully appreciate the nuances of a piece. However as a critic, it also doubles as a yardstick to gauge how well the author is able to convey those very ideas into the work itself. There were too many cases that the author felt were ‘obvious’ that I thought went by too fast in actual play and required re-reading (I still have no idea why casual-dress in Praetorian Earth means Matador outfits and jammies).


    Why??

    Final Verdict: Confusing, underdeveloped, and not all that funny. Missions are just loosely connected at best, and would have been better served as complete arcs themselves.

    2.5/5 Stars

    Edit: In retrospective, I have bumped this arc by half a star from its original 2/5 rating. While all my qualms with this arc still stand, I nonetheless cannot deny the obvious effort put into this arc, even if the execution falls short.
  11. Assuming you haven't outleveled the range already:

    Mercytown: The One With All The Fish Arc ID: 6017
    lvl 1-10
  12. I would say check out my Might Makes Right arc located in my sig. It's a relatively fast to complete action arc featuring the Malta, so you know you're in for a slight bit of a challenge.


  13. Review sites
    Note: QPQ = quid pro quo: Play and rate/give feedback to the reviewer first in order to get a review on your arc, some are more lenient on this than others. Also, tends to have a shorter queue.

    Also, some non-QPQ have more than one reviewer with some not accepting new submissions, check the most recent page for up-to-date information.

    Semi-QPQ means that the reviewer only requires it for longer, in depth reviews and not for short, quick reviews.
  14. Update - copy/pasted from my latest post
    Quote:
    *Wipes off the dust*

    Well I hope everyone's been having fun with GR, things are starting to slow down a bit so I thought now is a good time to re-open this old thread for new submissions.

    I've decided to go with a different format this time round: I'll write up a review like I normally do, but now I also want to write up some technical feedback directed to the author. The first part will be a player review, giving my general thoughts on the arc and how I would rate it. The second part will be a line by line examination as it were, highlighting any parts that I thought worked and what didn't, any errors or general comments. The second part will by its nature contain spoilers, and is really only for the benefit of the author and anyone interested in the craft.

    Also new rules: this will be quid pro quo, and so I ask anyone that submits a review to have rated and commented on at least one of my arcs (you don't have to comment or rate my arcs as the bestest arcs evar, but I do ask that you submit a reason on why you think the arc did not work). If your board names differs from your global, do be sure to tell me as well. Lastly to ensure that the reviews are done in some semblance of reasonable time, I will only have 5 arcs queued for review at any one time.

    Happy MA'ing everyone.
    Welcome fellow MA fans to my review thread, where I'll be reviewing MA arcs to showcase a glimpse of what the MA pool has to offer.

    As you undoubtedly know the drill already, Authors who would like their arcs to be reviewed should post here and I will do my very best to review them thoroughly and in a timely manner.

    With that out of the way, let me lay out the general guidelines so you know where I stand:

    Ratings

    5 stars - I would sing the praises about this arc to anyone that will listen, and I definitely think this arc deserves some kind of distinction as well as a cookie or two.
    4 stars - A really good and solid arc, and while not *quite* good enough that I would put it on a shiny pedestal to lovingly polish everyday, it will still be an arc I would immediately suggest to others who are after an arc with 'theme x' and etc.
    3 stars - A solid arc, more often than not the difference between getting a 3 or a 4 is just a matter of polish. I would recommend this arc to someone if it fit their specific criteria.
    2 stars - The arc might have some good ideas, but something about it was just done poorly, and would have greatly benefited with the arc having being cooked in the proverbial oven longer.
    1 star - The arc must be so severely flawed in not only its execution but its very premise in order to achieve this distinction.
    0 stars - I have yet to encounter an arc that would warrant this, but if I do the mysterious author in question should probably feel very bad.

    Edit: For half scores, consider them to be rounded up for the purpose of ratings in-game.
    Edit 2: Times are tougher than they once was in MA when it comes to getting your arcs in played. In recognition to the current climate, I will be bumping up the score I give in-game. Anything that I liked (so a 3.5 stars or higher) will get a 5 stars in-game, anything that I think needs more work (2.5-3 stars) will get a 4, and anything lower than that I won't rate in-game.

    Not A Good Sign

    We all have our personal distastes, most of mine are already covered in the generally agreed upon no-nos such as defeat all on large maps, objective hunting on large maps, ridiculously powerful enemies without warning, timed missions without warning, and more controversially proper level range editing. Yes it matters, having your character fluctuate in power between missions without reason just smells of lazy craftsmanship, and 99% of all missions labelled as 1-54 will brutally traumatise lvl 1s. Now that said, I won't be knocking off stars the moment I see these, but they are generally Not A Good Sign to the overall quality of an arc.

    Next For Review
    -

    Reviewed
    The Audition
    Have a Blap, Blap, Blappy Day Kids!
    The Most Important Thing
    Splintered Shields
    The Consequences of War
    Blood, Sweat, Toil and Tears
    Whack A Mole
    The Power From Out Of Space
    The Coldest Of Wars
    In Pursuit Of Liberty
    End Game - Final Moves
    BE Prologue: Gangs United
    The Fall of Rapture
    Glory of Moment

    The Tangled Weave
    Assault on Aru Prime
    The Long Road Back
    Glory Days
    Hobo Rising
    The Descender
    Dragonslayers (scroll down)
  15. Quote:
    Originally Posted by Vermain View Post
    The problem is more in the fact that you only have Terrify as the AoE lockdown for each individual group. Mass Confusion and Total Domination are pretty good, but, barring some insane recharge, can't be used on every single pack like Ice Slick or Earthquake can. I like playing Controllers/Dominators that have some sort of power that can largely neutralize an entire pack and do so consistently, as it improves the life of the group a great deal and speeds things up quite a bit.
    Not really, with 3 rech SOs and hasten up MC and TD will come up every 90 secs, you don't need 'insane recharge' to get those two up frequently.
  16. $name doesn't seem to work when the player is too far from the speak btw, so it's best not to use that in the 'when X is inactive' text box.
  17. I'd just like to add, Mesmerize is a great mez in that it will effect bosses in 1 application without domination, so it's a good 'ohcrap' power in the early stages when Dominate still needs some nurturing.

    Total Domination is useful in that it can be staggered with Mass Confusion, so you will always have one good aoe mez for the next mob.

    While ElA is not really an aoe strong set, Static Discharge still does good damage, and more aoe is always welcomed on teams. It's also a much wider cone than most, put in 2-3 range SOs into it and watch the numbers fly.
  18. Will miss you ML, hopefully I'll see you again.
  19. You know, the worst part of it is that it's not like we're demanding some mad skillz from our more lagging behind teammates, but just to use their powersets in a semi-competent fashion.

    How many times have you found yourself in a team that's struggling through a TF, and yet the buffer still refuses to cast shields/sb unless he's prompted several times, or that scrapper still insists on soloing that mob that looked at him funny, when everyone else is trying to beat the AV's regen?
  20. Tangler

    Fire/ Help

    Quote:
    Originally Posted by serpentcommander View Post
    In AE teams, my AoE controls don't last long enough to matter too much--to some degree, I assume this is because I'm not into SOs yet.
    Right.

    Quote:
    Originally Posted by serpentcommander View Post
    Hot Feet + Fiery Embrace or whatever the buff is called results in fairly decent AoE Damage--I kinda want to grab the AoE Immob in order to maximize Hot Feet's damage, but then I end up losing whatever mitigation I receive from them running around, no?
    Use Flashfire + Fire Cages.
    Quote:
    Originally Posted by serpentcommander View Post
    With that said, I turn to you, the Dominator community. Is there any advice that can help me suck less?
    Get two more levels.
  21. Despite what the MA text implies on what is 'good' or 'excellent', the current system means any author who wants a shot at HoF (and thus be rewarded with some distinction for their efforts) will need to almost always get 5 stars. As such I rate it as:

    5 stars: I think this arc deserves HoF status.
    4 stars: I don't think this arc is worthy of HoF, but I would not object if it did wind up there.
    3 stars: Needs more work.
    2 and below: Everything else.
  22. Hi Fringe, not sure if I'm too late with my 2c:

    Quote:
    Originally Posted by Fringe View Post

    1. Char: I've played with 2 damage enhancements in Char for several levels and haven't seconded guess the decision, until now. Would I benifit that much more by replacing them with 2 accuracy instead (for a total of 3 accuracy). I haven't noticed much of a problem with accuracy but then again I've only had 1 in place this whole time.
    Char already gets a hefty acc bonus so 1 is fine, especially once you start adding in any bonus acc from set bonuses.

    Quote:
    Originally Posted by Fringe View Post
    2. Fire Breath: Once I found out about cone effects being merged with range enhancements I put 1 in Fire Breath and loved it. So, I put another 1 in there and have liked the added distance as well. However, would I be better suited changed 1 out for another accuracy?
    Yep I find adding range enh makes a HUGE difference in how many people I can hit with these cones, and is the reason why I always add at least 2 range enh in any cones <60ft. No more than 1 acc is neccasary for Fire Breath since it also gets a hefty acc bonus.

    Quote:
    Originally Posted by Fringe View Post
    3. Fire Imps: Does the 1 accuracy actually help? If so, should I put more in or is it good with just 1?
    Having 2 acc for pets is always good, especially since imps will spawn a lvl lower than you, though you don't need to use an extra slot for it thanks to the cheap pet sets you can get.

    Quote:
    Originally Posted by Fringe View Post
    4. Health: Does health benefit enough as is with only 1 slot or should I put more in? The difference didn't seem like much but again, I only know so much about the overall picture.
    I find Dom's live by the creed 'Mez or Die', so regen isn't all that important when you're going to get 2 shotted by that boss regardless, but that said I really can't comment with confidence on the usefulness of regen to Dom's outside of Psyche Drain.

    Quote:
    Originally Posted by Fringe View Post
    5. Patron Pool Powers: They didn't impress me but I haven't tried any so I'm only skipping them based on what I've read. This is a theme character and none of the patron powers impressed me on what they do and how they would fit into the concept. Any thoughs for a conceptual fire / fire dom?
    If anything, I'd say Doms have the best PPP picks out of all the ATs, and that was before we got the PPP buff as well. Hopefully i16 means you can colourise the PPPs however you want so they fit more thematically, though all the shield's are pretty subtle. The two favourites are Mu for all-round ability plus a 'godmode', and Soul for the +dmg buff which you can stagger with Fiery Embrace. Levi gets you an extra control in Water Spout, and Mace gets you a def shield and a respectable -res debuff.

    Quote:
    Originally Posted by Fringe View Post
    6. Teleportation: These were chosen at the end as a lack of anything better to choose plus I guess it helps in PvP, which I don't do a lot of but things could change. Even in PvE I like the idea of pulling a single foe out of a crowd, quickly jumping to safety in a pinch, and helping teammates out with a quick port to a mission door. Any suggestions on anything better for my last 3 powers?
    TP is always a nice power to have, especially if you're running with stealth too so you can ghost when necessary.
  23. Tangler

    Any Advice?

    I've got a 50 Mind/Thorns myself.

    Mind is a great set. Mesmerise/Dominate/Confuse will mean you can solo effectively at a very early level. You may find yourself lacking in effective aoe controls, but once you get Mass Confusion you can just alternate between that with Total Domination and Terrify for each new group while you're in a team.


    I found Thorns to be ultimately lacking unfortunately. The dmg buff in Aim is low, and the +tohit is overkill on a set that already inflicts -def. Thorn Burst takes so long, most teams will have destroyed the entire group bar any bosses by the time you can get in position and wait for the incredibly long activation time.
    The main killer I've found though is the constant redraw animations, which if youre pairing with Mind, you are going to see a lot, and that your strongest ranged attack Thorn Barrage, will cause guaranteed kb on foes, which is just shooting yourself in the foot with such a melee orientated assault set.
    Are there any positives about Thorny Assault? Sure in that it's one of the most badass looking sets, and that it was Skewer's animation and high damage which was what originally sold me to Thorns in the first place, and Fling Thorns' wide and shallow cone is also one of the best aoes you can ask for a melee focused set.


    If you're not set on Thorny Assault, I'd recommend going Ele or even NRG Assault now if you're in need of a melee focused set, or just fire for general badassery.
  24. Tangler

    Mind/ Concerns

    I notice that the AR Longbow Wardens are particularly mez resistant too.
  25. Quote:
    Originally Posted by Diellan_ View Post
    Gravity is the only one whose immobilizes don't have -Knockback (its holds still have it, though). Grav/Earth might actually work well, since Earth can help with Grav's mitigation issues, and Grav can supply Lift to help with Earth's poor ranged damage. The whole no -KB thing also helps.
    Good point, I can see some good mileage out of Fissure + Crushing Field to give grav doms a good backup aoe mez. Propel/Lift will also let a stoney have a full range combo when they need to keep out of melee (provided the thought of Throw Boulder and Propel does not drive them completely batty), plus the two go together quite nicely thematically.