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Posts
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Joined
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I thought about entering, but then I saw the time on the giveaway and figured it's likely I'd have to buy the pack before I found out whether I'd won or not and decided to furget about it.
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I haven't really liked any TFs I've been on enough to want to commit to any of them on a regular basis.
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Quote:I love Thunderous Blast. Especially with perma Boost Range from /Energy.It does have a nice hold (even if the animation is a bit long), but that leads to the REAL reason to get Electric Blast - THUNDEROUS BLAST!!!! MUHAHAHAHAHAHA! Sure it comes with a full endurance drain. Sure its a challenge to avoid faceplanting if there are any survivors who can retaliate - toggles are for wussies anyways! (But lots of +ranged def sets are fair game and recommended...) But come on now - its the only RANGED full nuke in the blaster sets (not incuding Arrows and DP, which are more partial nukes) which means you do have a slim chance of escape after firing it since you dont have to be in melee range. Once you hit Aim + Buildup + thunderous blast and watch your toon charge up, fire off, and leave 12 mobs standing there convulsing in electrical agony before slumping to the floor there's no going back. Worth the price paid in debt every time to giggle like a loon every 90 seconds even if it means yet another trip to the hospital or giving the rezzers on the team a workout. After all, we dont want the defenders getting bored do we? Even better when paired with the /elec secondary as a single blue insp + power sink will fully restore your End bar, then its just a matter of racing to finish off the remaining mobs before they finish off you (as you WILL draw aggro). Who can argue with that kind of fun???
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Isn't Fury's damage bonus affected by Diminishing Returns?
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Which should I feel worse about - that I was unaware of Alignment Merits altogether, or that they've put yet ANOTHER form of currency in the game?
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They helped my blaster stay alive a bit longer, but that's all they did. My experience with Trapdoor using my Blaster, Corruptor, and Defender was about the same - I attack him until he Bifurcates, I break off to kill his double, I return to him and he's regenerated all (or nearly all) the damage I did. Eventually, he defeats the character or the character retreats aftertaking a great deal of damage.
My scrapper was even less effective, but I wouldn't expect him to do well anyway given his Toggle Man-inspired build. -
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Around level 38 or so I began to hate playing my Fire/Rad on teams. It's particularly loathsome to be playing a character who relies heavily on offensive toggles without any mez protection at those levels, I've found.
Meanwhile, I'm rather enjoying my Elec/FF Controller thus far, who I ultimately plan on having softcapped defense versus S/L and Energy before even bothering with set bonuses. The toggle, the sleep patch, and the chain knockdown have been a blast to play with. -
I think the long recharges and recovery debuffs are enough balance and the end crashes should be removed.
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This could work. All they have to do is kill off Wolverine in a different title he shows up in every quarter.
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Quote:I don't exactly elect not to pay attention to them. That implies a conscious choice.You're not required to pay attention to everything, but if you elect not to pay attention to the insp tray that is not the fault of the inspirations: their value in the game is not based on the degree to which the least attentive person chooses to exploit them.
Inspirations can help, and can help to a degree virtually unmatched in any other MMO I'm aware of. More than many people think is even healthy. If a player doesn't actually use them properly, then of course they'll get less benefit, but that is presumed. Its not a valid argument against the utility of inspirations. They will often save your life if you choose to manage them, if you choose to use them, and if you don't run out of them.
Nor was I arguing against their utility, but rather merely discussing the whys and wherefores of how a person might come to defeat with a tray full of them. There are a great many things in the visual symphony of destruction that is team combat which can keep one distracted from piddling concerns like managing one's inspiration tray. And they do seem to be a minor issue right up until the moment things suddenly go awry and one finds oneself face down in strangely beautiful green sewage. -
Quote:That's what I do when I'm paying attention to the ersatz potion bar. But I often forget about such consumables even in a fantasy game, much less in a superhero game.In teams like that I just burn anything that's not a luck, respite, or break, and let the continuous hail of insps eventually fill me with the right ones. And then, I start burning all the small ones until eventually I have nothing but medium and large lucks, respites, and break frees.
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Quote:Keybinds are useless to me. My keyboard only sees in-game use for chatting, chat commands, and the market. I find using it for gameplay to be an exercise in awkwardness. But the mouse cursor generally hovers over the tray and I can click any inspiration quite easily as needed with a tiny movement of the left joystick.I find that setting up custom keybinds for inspirations helps with this a lot.
I already addressed the first point. And a small orange wil not do anything to save me in most situations in which I get defeated. Yellows might depend on the situation or character, but generally speaking I'm setup to not have much trouble hitting things, and when I do have said trouble I'm in a situaion where I'm outclassed to the point that a yellow isn't going to save me. -
Because I'm on a team that's moving quickly and I haven't had time to stop and manage my Inspiration tray just yet, and/or I didn't notice the need to empty it until it was too late because consumables aren't a high priority for me.
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If I died, chances are those cyans, yelows, blues, and solitary tiny orange weren't going to stop it.
I often forget to use them other than in an opening volley. It's one of the reasons I hate such short-lived, long recharge buffs.Quote:People who don't take Aim or Build Up, or just never seem to use them. -
No, we're at the "My Little Pony is equally as valid a topic as Transformers or G.I. Joe" stage of justification. Toy-selling cartoon gets comics that expand upon the characters, and then new series and new toys. Arbitrarily excluding them because they're pastel ponies is just silly.
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He said it was unrelated to Comics or Hero/Villain culture. I sent him a PM pointing out that the original cartoon was produced at least in part by Marvel, and that they published a comic for it in the mid 80s that ran for a few years, and that more recently Tokyopop published a limited series of comics/manga for it. But since when has being wrong ever stopped moderators before?
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Quote:I have few characters that I would solo above base difficulty, and have had many characters (mostly Defenders and Controllers) that have trouble with base difficulty. Even those that I would turn it up for, I'm more likely to increase the number of enemies than the level. With a few (Tankers in particular) I'm liable to increase the number of enemies and lower the level.I don't care what they intended. What they did was create a game where base difficulty is, indeed, easy mode. I do not have a single character above level 22 that plays on base difficulty. Not one. Only the squishiest fail to turn up difficulty well before that. In the post-SO game base difficulty is suitable for exactly no one.
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Quote:I don't know about Toggle Man himself (or if he actually existed anywhere but the original poster's head), but back when the post was made I was inspired to make a scrapper called Togglobite based on the concept. I played the character all the way to level 50 and to this day it's the only character which I've managed to set up almost completely with IO sets (for Recovery and Endurance boosts, mostly). I really want to get his incarnate slot, but he cannot beat Trapdoor.Where is Toggle Man now? With Inherent Fitness he surely has room in his build for even more toggles.
And I have not respecced him since we got inherent Fitness. I believe he already has as many toggles as I could get anyway, and in any case respeccing the character when all his slots and enhancements have to be placed just so is a terribly painful process. I did it ONCE, and I do not wish to do it again. -
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Since the rewards are already lowered when you put it at -1 difficulty, I took that as a given. I would have used the option numerous times in the Villain patron arc had it been available way back when I was doing it. And I would certainly use it for the Trapdoor mission that I have been unable to defeat on my own.
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Quote:I agree, it should have a decent level of challenge to all players. Keeping in mind that what any given player considers a "decent level of challenge" is liable to differ from any other given player's notion of the same.I think the whole game should have a decent level of challenge to all players.
Personally, I still want the ability to adjust the difficulty down as far as it can be adjusted up. Hooray for -2 to -4 missions! -
So, his red hair turns black and he suddenly goes un-crazy? He should be called Lex-El and have the power of palindromic telekinesis.
