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Quote:The game is stingy. AE exploits can be a method of coping with the stinginess.You know, it's interesting to me that the exploitative way of playing is actually the preferred play style of the average player when it comes to AE.
OH NOES!
Sure, we have very vocal posters on the boards decrying the practice and citing it as bad for the game, but the chief complaints (it's impossible to find non-farm teams or that "real missions" are buried under five starred farms) are actually pretty good evidence that those who wish to play non-farms are in the minority. -
Quote:Street sweeping has never seemed like a very good team activity to me. It has a tendency to be too spread out and chaotic. I dislike outdoor missions for the same reason.Isn't it funny how people have such fond memories of street sweeping.
It really did have the potential for great fun and unusually high levels of inter-Team bonding, as there was no real "goal" other than to get xp and have a blast.
I like the bonus xp and reduced debt in missions, but I miss sweeping as well. Seems like people just zip from mish door to mish door nowadays, even if there are perfect-level baddies on the way from one to the other.
Personally, I'm making a pledge to try to drag my teams into a little good old-fashioned sweeping between mishes from now on. -
Quote:I believe some of the dual damage type powers in the game are described with a single damage tier (for instance: "Minor Damage" or "High Damage") despite the fact that the damage is split unevenly between the types. Granted, I could be misremembering, but that was my method of thinking going in. But personally, I'd take the fire out of the main damage altogether and just give it a minor fire DoT as a secondary effect.The suggestion doesn't say Energy dmg with minor additional fire dmg. It just says energy/fire. I say why shoot bullets when you can shoot energy and fire and you respond "Oh, the fire is minor damage, not the proposed split." I'm just saying
Quote:I feel I can express my distaste for putting bullets in an advanced armor blast set (you're blowing stuff up with explodey missiles, no need for tiny non-explodey ones). It spreads the concept of the blasts themselves. If that's not an issue with you all, then why not give the set 1 laser, 1 chain gun, 1 missile, 1 grenade, 1 flamethrower, 1 energy net, etc. etc.?
Neat, but probably a bit much. -
Quote:I've never felt an inherent need to get Hasten with a blaster. In my experience they destroy things well enough without it.Hrmm, I don't agree. If you say that "Tanks are supposed to be so tough that the Fighting pool is unnecessary," then that will prompt other classes to do the same. Blasters are meant to deal damage, so they should deal enough that Hasten should be a waste for them.
I don't like thinking about where that spiral leads.
Conversely, my tanks seem far too squishy with just their native powers. -
Quote:Which actual suggestion? The OP's suggestion doesn't specify the ratio of energy and fire damage in his laser. Presumably - given the nature of the attack - the fire part of the damage would be on the low side at best, making up a relatively insignificant portion of the combined "high damage" the attack does.Suppose that conveniently nullifies my argument when you disregard the actual suggestion.
If you mean your own "Boba Fett" suggestion, it has little to do with arguing the reasoning behind shooting bullets when you have lasers. As well, you should specify which attacks you would replace with the flaming attacks - the bullets or the lasers? Of course, straight up fire attacks are pretty low tech - even moreso than bullets on the face of it. Why shoot fire when you can shoot lasers, in that case?
Given that the set seems to have a secondary fire damage thing going, rather than straight fire attacks I think the chain gun attacks should be incendiary ammo and do lethal/fire. -
Should be about as high as resisting both smashing and lethal. In any case, the fire damage should be relatively low on the laser. Perhaps even only existing as a possibly DoT effect as the laser sets the target on fire.
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Quote:That's pretty much how I always thought it should be. And seperate the hair colour from the hat's.Sam's pretty much right when he points out that the hat is the hair but you're also correct in that there isn't a lot of room for variation when a hat is covering up the top of your head. I think 2-3 variations per hat is workable even though it might clutter up an already cluttered costume creator. In a pinch, a bald option, a short option, and a long option would be cool. Not perfect but better than what we have now.
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Quote:I was just going for the insinuation that they haven't finished it and aren't getting in gear to reach that end in a timely fashion. Your insinuation is much more insidious.Definitely--you've nailed it in one. The Devs already finished I17, but they just don't care.
Quote:Next on your list, curing cancer. -
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I don't even have test installed anymore. I just want it to go into OB because that's a good sign that it may release to live in a timely fashion. Having invested money into getting Demon Summoning in a very timely fashion, I have a vested interest in seeing it hit live ASAP.
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When they say this is going to be available in April, do they mean April 2011? If not, they seem to be dragging their feet. Someone should crack a flaming whip at them and tell them to get a move on.
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How about: the ability to custom colour all the current choices.
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Quote:They've never seemed powerful enough to me.Developers have stated that ED and GDN needed to happen, as characters were far too powerful
Out of all the changes, though, the aggro cap annoyed me the most. I miss both stumbling upon and being the center of Perez Park Parades.
Of course, I also miss fighting Lusca. -
So do I, and I have different expecations for those games than for video games.
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You may as well condemn us all to playing nondescript monocoloured stick figures swinging and hurling identical little lines and say we should be happy with it because we can imagine those little lines to be whatever object/energy we want and we can imagine we have costumes. Gullywash. This isn't a roleplaying game, it's a graphical representation of a roleplaying game, and thus the importance of visual aesthetic is, well, unimaginable.
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Well, it's pretty much a given that four powers in a controller primary will be the single target and AoE holds/immobs, right? So that's four powers you don't have to put a whole lot of thought into. Instead of tentacles and such, though, I'd probably go with black, sticky web effects.
I'd like to see a more unique toggle aura for the set. Like, perhaps, one that inflicts a decent to-hit debuff with a percentage chance of inflicting a damage debuff and/or healing the user a small amount.
A targetted friendly toggle that gives the target a PBAoE disorient effect similar to that in Dark Armor could work.
A patch that slows and reduces regen - sapping life energy, as it were - perhaps even slightly buffing the regen of friendlies in the effect.
An AoE summon-shadowy-pets-from-corpses power might be neat. They'd be relatively short-lived pets, but you could summon a fair amount if you had the bodies handy. Or perhaps it would work on living enemies, summoning a shadow for each enemy it hit, effectively having them fight their own shadows.
And then there'd be an actual pet power, of course. Hopefully something different than the Dark Servant. Perhaps more in line with those dark blue shadow enemies in the game. -
ED didn't bother me too much when I actually gave it some thought. Other nerfs, on the other hand, are a different story.
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Since all of the animations involve flinging, an observant person might recognize that the issue isn't necessarily the animation but more likely what's being flung.