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Posts
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She could reply to tells (/r instead of /t), which really needs to be better communicated to free players.
And I know this isn't always an option, but a one-time $5 payment is all it takes to unlock tells & SG membership, which isn't a bad deal to be honest.
Alternatively, come up with a way for all free players to have access to the various communication channels without opening the door to all the griefers and RMT spammers to come charging in and spoil the game for everyone. It's not as simple as it seems, especially when a large section of the paying playerbase seem to be inherently against giving anything away to the free players, regardless of the consequences. -
Buildings aren't flat, there would be much jumping required.
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The bombs are planted in the in vents along the sides of the "trenches" in which you fight on the mothership. You have to break open the grates, go inside and click the glowie to plant the bomb.
It is possible with a well coordinated team to re-set the bombs near the end of the raid in order to extend the time, but it's tricky to pull off successfully. -
Remember that the difficulty that shows when you're on a TF is your difficulty, not that of the TF (unless you're the leader, of course).
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I think it's your standard uncanny valley problem; they look just real enough that their flaws are much more noticeable than the older, "lower quality" faces.
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Probably one of the 40 billion 3rd party content and advertising servers that sites like IGN use these days.
Noscript makes me happy but also rather sad. -
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Well no, it doesn't. It takes a one time expenditure of $5 to unlock Tells. Unlocking Globals and Broadcast takes another ~$45 on top of that.
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It may well be that premium players who have already unlocked EATs get to keep them unlocked, or it might be bug
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I've made a lot of tanks in my time, some better than others. As it stands I currently have:
Ice/Fire, Ice/Stone, Dark/Dual Blades, SD/KM, Inv/Axe
I think Fire is probably my favourite secondary because of the AoE goodness, although Stone is fun too. DB was a bit fiddly for my tastes and I really don't like KM on AT I've tried it with so far. Dark Melee has the advantage of being a less resisted damage type, but it lacks in the AoE department.
Primary-wise, Fire is the obvious choice if you want Damage, though Dark Armour has quite a few Tanky tricks up its sleeve with Dark Regen, Cloak of Fear and Oppressive Gloom improving your survivability dramatically if you can handle all those togglesPersonally I like Ice Armour but then I'm a "proper" tank at heart and Ice is the go-to for Aggro Management.
Your tank is never going to out damage an equivalent scrapper or brute, but built right it will easily out survive them and put out reasonable damage at the same time. Not to mention your primary function, which is to keep the rest of the team alive - not matter how suicidal they might be -
IMHO players can be "worth" something even if they don't buy anything (or very much) from the Market. If they play the game long term, enjoy it and bring other people to play it who may themselves buy from the Market and/or subscribe then arguably they've provided a net benefit to the game.
Obviously the game can only sustain a certain proportion of non-paying players, but I don't think it's fair to write off F2P players simply because they haven't directly paid money into the game. -
I'd just like to state for the record that I'm not particularly for or against my own suggestion, I've just noticed that the primary "complaint" from Free players is the lack of access to Tells, Broadcast, Globals and so forth and so this was a possible way to offer loyal players - who may have spent money but not enough to unlock Globals for example - a way to obtain those things and therefore keep them playing.
I was not suggesting necessarily giving them all the other bonuses that come with the reward tokens and certainly wasn't suggesting that you allow them to move beyond what I would consider the "essential" tiers, which contain primarily the Social components of the game. -
Are there any specific sets you want to avoid? Any specific ATs come to that?
Stalking is not Tanking is not Scrapping and so forth.
I'm the other way around, I can't do ranged toons. I've got a Blaster and a couple of Defenders but they're all sets that allow me to operate in the middle of everything rather than standing around on the periphery. I much prefer to just leap into the middle of the nearest group and go from there.
Right now I'm loving my Night Widow, but she was a complete nightmare up to Lv24 at which point she suddenly became awesome, but that's just the nature of SoA I guess. -
More than 8 man teams won't happen any time soon. All of the instanced missions in regular content are designed with 8 man teams in mind and appropriate spawn sizes.
Adding more players would mean adding more mobs which would mean a huge mess - a lot of maps struggle to fit all the mobs in as it is, especially for groups like the Council who have larger than average spawn sizes to start with. -
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Please note that this post is dependent on the devs being able to tell the difference between an active and inactive Free account, and I don't know if they can. With that said:
I think that Free players should be able to earn a limited number of Reward Tokens for maintaining an actively used game account. A lot of Free players genuinely can't afford to (or don't have the facility to) buy stuff from the store right now, but might well be able to in the future if they're still around, but the restrictions on free players are such that it makes it difficult to keep playing long term as a Freebie.
So, as a compromise that still minimises RMT/Scam abuse, if you, say, give Free players who have played for 3 or 6 months a Reward Token so that they unlock Tells and SG Membership it encourages them to stay around. If you continue this scheme up to a cap of, say Tier 3 so that they can get Global Access as well after 1 or 2 years then it gives them further incentive to stay around and increases the changes of them spending money in the store when they can.
I appreciate that the devs want people spending money to get access to these things, but I'd hate to have players leaving because they can't afford to buy them right now and aren't able to make the most of the social aspect of the game due to the Free account restrictions.
And please, no "It's only $5" arguments. I've made the same myself but ultimately some people either don't have any disposable income or don't have access to a supported method of payment. -
No, not directly, but by virtue of activating the power via a macro the icon for that power will go through the recharge animation so you can see when it is ready. Obviously this requires you to have both the macro and the power in question in a visible tray somewhere.
Or you can use a bind, which removes the need for another tray slot, but the same limitations apply. -
This is mine, which fits your concept more or less - no promises about quality however. If you wanted to drop Eviscerate then you could take another Soul power and have plenty of slots to throw around; you could also drop Elude and take a 3rd Soul power but I kept it for the "I don't care how many Def debuffs you've thrown at me you're still not going to hit me with any attacks" ability.
It's softcapped to Melee and Ranged without Mind Link and Perma-Mind Link without hasten, so there's a lot of headroom and you don't need a bunch of Purples (just a bunch of LoTGs). Though if you can afford the purples you can make it perma-hasten as well pretty easily.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Relict: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Combat Training: Defensive -- LkGmblr-Def(A), LkGmblr-Rchg+(7)
Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(13)
Level 4: Combat Training: Offensive -- Acc-I(A)
Level 6: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(19), RedFtn-EndRdx(19)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(25)
Level 12: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29)
Level 14: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), LkGmblr-Rchg+(31)
Level 16: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33)
Level 18: Slash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
Level 20: Mask Presence -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), ResDam-I(39), ResDam-I(40)
Level 24: Mind Link -- LkGmblr-Def/Rchg(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/Rchg(42)
Level 26: Mental Training -- Run-I(A)
Level 28: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43)
Level 30: Placate -- RechRdx-I(A)
Level 32: Tactical Training: Assault -- EndRdx-I(A)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
Level 38: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45)
Level 41: Eviscerate -- Erad-Dmg(A), Erad-Acc/Rchg(45), Erad-Dmg/Rchg(46), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-%Dam(48)
Level 44: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 47: Elude -- RechRdx-I(A)
Level 49: Tactical Training: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 1: Conditioning
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
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Even Reactive is broken, only the DoT component is working. And I like Diamagnetic on some of my Def based toons because it does a -ToHit which is useful as pseudo-defence and the -Regen is always handy too even if it is a tiny amount.
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If you're looking at Lore pets, the Cimerorans and the Warworks are the best for DPS
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Dean MacArthur & Leonard's arcs.
Why? Because they're virtually the only redside content in the game where it feels like *I* am in charge. They're my missions, to benefit me and my contacts are just that, contacts; they're not ordering me around to do their bidding for them and it's not all some grand scheme where I am just a pawn.
That's how you make people feel villainous, by making them feel like they're the ones with the evil plans rather than some mindless lackey who's just following orders. -
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Quote:The irony being that at the time the game was launched it basically wasn't possible to run TFs over multiple sessions 90% of the time because of SK/EX bugs, rejoining quirks and other issues but now that they've changed everything to be "2 or 3 missions in an hour or so" the TF system is actually solid enough on the whole that you could easily run them over several days without running into issues.When the game was designed, it was assumed that things like TFs would be played by a group over several days - it was part of the "casual MMO" approach they were going for - but the new design idea is to make TFs that can be played in a single short-ish session, with lots more chained objectives in each missions, meaning that fewer missions are needed for each TF.
For example, the Tin Mage TF has 3 missions, and the Apex TF only has 2 - but the chained objectives, multiple maps on missions, and in-mission talk-to objectives make them much more dynamic and faster paced than the older TFs. -
I actually ran into this 2 days ago whilst verifying my syntax before answering someone's question in /help - thankfully I wasn't too far into the mission in question