Vox Populi

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  1. Vox Populi

    Kinetic Melee!

    This is cool news, I've been suggesting a Kinetic Melee set for years, usually using the name "Kinetic Fury".

    I imagine the animations in that video are more for showing off the effects than actual combat use.
  2. Marvel should not reboot, that's what separate lines like the Ultimate books are for. Keep the classic universe running, warts and all. Don't throw away fifty years of history like DC did.

    Crisis on Infinite Earths was a new and radical idea 25 years ago, but today reboots are an excuse for lazy writing. DC is plagued with it, writers no longer feel any responsibility to repect the work of those before them. The last ten years of Superman comics have been an editorial trainwreck with multiple origins, Supergirls, General Zods and just unprofessionalism in general.

    And like others have said, a reboot without strong editorial control would be pointless anyway, and I don't see a lot of editorial control at Marvel or DC right now.
  3. I expect some tweaks will be made if every AT becomes available for either side.

    One way I've suggested to keep Tankers somewhat unique is to make them the best at control and debuffing- better chance for mez or longer duration, better debuff numbers than Scrappers and Brutes, AoEs hit more targets (including Taunt, it could be bumped to eight or even ten targets).
  4. Vox Populi

    'Who is Jack?'

    Quote:
    Originally Posted by Manofmanychars View Post
    In all honesty, it's not that I hate Jack, it's that I don't respect him. He seems like the sort of person who wouldn't understand what you're getting at if you told him you disagreed with him. He just doesn't comprehend anyone else's wishes but his own. If anything, I feel bad for him, because he's in the worst possible business for a guy like him. Even as a single-player game designer, I think Jack would do better. But for MMOs, you need to know when to listen to feedback.
    The problem here (and with many posters) is that you're talking about an imaginary person in your head, based loosely on someone in real life.

    You can't tell much about a person from a few message board posts and interviews, especially when most of those were done with selling a product in mind, not being himself.
  5. I'd be a lot more excited about this power if it was tier 1 and I could take it instead of Conserve Energy.
  6. Quote:
    Originally Posted by ThongSnapper View Post
    The three Desdemona T-Shirt!
    http://i27.tinypic.com/rr08xy.jpg (Image)
    Three thumbs up!
  7. Vox Populi

    Making A Tanker

    Quote:
    Originally Posted by New Dawn View Post
    So if you have a Tanker, then what powersets combos do you have and why? Why the concept and what type of intentions?
    Invulnerability/Super Strength/Flight is a pretty obvious concept. And the Tanker Archetype really helps you feel like the team powerhouse, leading the charge.

    Quote:
    Is there anything you feel that is too hard to accomplish with it that you would like to?
    Nope- teams great, solos great.

    Quote:
    Is there anything that you find that you can't do with it or any part of the game content that you never seem to be asked to be main tank for? (I certainly think that if X type of tanker never gets asked for Y TF then how the hell are they supposed to learn to conquer it?)
    If there's specific content I want to do, I'm generally not just going to stand around and wait for an invite- regardless of your AT, you could be waiting awhile. I'll try to start my own team or look for interested players on the server-specific boards or channels.
  8. Vox Populi

    'Who is Jack?'

    Jack is a guy I don't really know other than he has a cool job.

    That description goes for all the devs, past and present. Just because they post on a message board sometimes doesn't mean we know them, any more than you know me, or I know any of you. So let's just enjoy the interaction we have with the developers of this game, and not project made-up personalities and motivations onto them. We all want the same thing- a better game.
  9. Quote:
    Originally Posted by Kruunch View Post
    So according to you, reaching L50 is the end of the game?
    It's not the end, and neither is it the beginning. "Endgame" is just not that interesting to a lot of players- I'd be curious to know just what percentage of players have ever done a Hamidon raid, or the Rikti ship, or even STF/LRSF. Most players are switching off between alts, enjoying their characters and not powerleveling to level 50. Some have been here for years and don't even have a level 50 yet.

    My main character has been 50 for over four years and he's still my most played. There may not be much level 50-specific content, but between Oroborous, AE, and exemplaring down to play with lower level teams, there's always something to do.



    Quote:
    Originally Posted by Kruunch View Post
    And having said that ... have a great weekend all
    I'll be having a great week (back on vacation!)
  10. "Legend" is a much cooler title, if we could choose I would have stuck with it. It's like your title gets lamer the more you post on the forums, which I guess makes sense.
  11. Quote:
    Originally Posted by Kruunch View Post
    Any person with a smidge of MMO experience knows that the main focus of additional content should always be the end game. In 5 years they've added what ... 6 end game TFs ... hero and villain side combined?
    The devs know how many players are generally in what level ranges at any given time, and add content accordingly. The lack of endgame-specific content probably wouldn't bother you as much if you stopped powerleveling your characters and enjoyed the game.
  12. Kruunch seems to be working on raising his own personal aggro cap.
  13. Hand Clap is a fun power with a great Super Strength "feel" to it, but of limited actual use during combat. The fun factor is very important to me, so I like to squeeze it in eventually. Your mileage may vary.
  14. Quote:
    Originally Posted by Lohenien View Post
    Yes the swap would be nice, but also it would help new players choose between temp. invul and tough hide. Many players skip TI not knowing what it does due to the name alone, but TH would be better than just having RPD for early newb tanks. They'll encounter more experienced players that can tell them about defense and resistance instead of trying to explain why temporary invulnerability isn't temporary.
    This is why my final fix for Invulnerability would be re-naming TI. My suggestion is "Bulletproof", feel free to throw in your own idea.

    Swapping Tough Hide into the first power is a good idea, or even just swapping RPD and TI, but they're not "must do" changes for me. "Temp Invulnerability" should have been changed a long time ago though, it's completely misleading.
  15. Quote:
    Originally Posted by _Deth_ View Post
    I duo with my gf a lot, we both switch off from tanker to support role. Taking on single groups is not fun for us, however, because not all spawns are the same size, when one of us gets over the cap, it's not unusual for the other to have to run or faceplant. This isn't a lack of skill.
    Again, this is a good thing. Enemy AI is already extremely low, why make it even lower? Some of them should think, "Hey, why are we all piling on this guy and ignoring the person buffing him?"

    Let's keep some level of challenge in the game, not just "Tank takes all aggro, everyone else blasts with impunity."
  16. Vox Populi

    Gauntlet 2.0

    You should probably delete that last sentence, Tank. It's pretty bad taste.
  17. Vox Populi

    Gauntlet 2.0

    Blasters really needed help, they were getting smacked around. Tankers as a whole don't have any real performance issues (certain sets or powers might), so I don't think there's much justification for an outright buff. Small changes to make them more interesting or fun to play are good though, there's always room for improvement.
  18. Vox Populi

    Gauntlet 2.0

    Quote:
    Originally Posted by Johnny_Butane View Post
    For Positron, it's no skin off his nose if Tankers have concept issues or if Brutes take a huge chunk out of the Tanker population.
    Sweet, he's pretending to know the devs again! This was hilarious last time.
  19. I hate to be the one to rain on the parade, but the "most users online" probably only refers to these new boards. For all we know, the record was much higher on the old boards.
  20. Quote:
    Originally Posted by Durien View Post
    My ONLY problem with the aggro cap is that it can be broken through normal play. If I'm playing on an 8 man team, and 2 spawns are a little to close together it can mean death to the team if we don't have an off tank.
    That's a good thing, it gives the other team members something to do besides spam attacks.
  21. Good article.

    Power customization looks really cool, and really shows the team's commitment to continually improving the game. Along with Mission Architect, that's two huge features added to the game this year, with Going Rogue on the way. There's no way I would have predicted these kind of changes a few years ago when the game seemed to be stagnating.
  22. I posted my idea for improving early Enhancements in the Suggestions forum. Naturally, the responses there are the opposite as here- that the early levels aren't that bad.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    What you're suggesting, effectively, is capping enhancement performance at level 12, and then not touching it for the next 20 levels.
    Not really- veteran players may be able to afford all Origin Enhancements at level 12, but new players won't. They'll probably stick with mostly Training Enhancements.

    But more importantly, even with stronger Enhancements, there's still a lot of growing in power to do. At level 12 you only have a limited number of powers and slots, and each new pair of slots becomes more noticable when you can put effective Enhancements in them. That sounds like more fun to me.
  24. Short Version: Greatly increase early Enhancement effectiveness to improve early levels and relieve the perceived "grind".

    Full Version:

    While the game overall isn't very hard, the early levels can sometimes be a problem. Characters are limited in powers, limited in Enhancement slots, and the Enhancements themselves are weak. It's the last point that I think is a problem- new players are told to enhance their powers, but they are getting very little for their effort. Devoting slots and Enhancements to a power should have a very noticable effect, even in early levels.

    My suggestion is to greatly improve Training Enhancements, to possibly around 75% of the effectiveness of current Single-Origin Enhancements. They would be available right from level 1 to 50, serving as "discount enhancements" that are cheap enough for new players to afford, but effective enough to keep up with veteran players.

    Dual-Origin Enhancements would be removed from the game, and instead Single-Origin Enhancements availability would be lowered to level 15. Enemies could probably get a small boost to deal with these increased player power levels, though they are still limited by few powers and slots.

    Invention Enhancements would start at the new Training Enhancement effectiveness at level 10 and increase from there. At level 30 they would equal Origin Enhancement effectiveness and by level 50 be significantly better than them. While Training and Origin Enhancements "expire" and need replacing, Invention Enhancements do not.

    My main inspiration for this suggestion was how often I see veteran players complain about the "grind" from levels 1 to 20, towards Stamina and SOs. But I think it's more important for new players- using Enhancements should be simple and effective, with Inventions as the "advanced" version. New players are told to use the Training Enhancements, so they should be worth their while.
  25. Quote:
    Originally Posted by Heraclea View Post
    In this screenshot, she has only 1/3 of her endurance bar left after having soloed 2 even level level 14 Skulls, one a minion, the other a lieutenant. I did not need to use the self-heal, which as you can see is charged. These were the first two spawns in the instance.
    The number one tip has already been mentioned: if you want to use less Endurance, slot Endurance Reduction in your attacks.

    Also- you don't need Unyielding running against two Hellions, and Sands of Mu uses a lot of End, more than Shadow Maul. Since you can't slot Vet powers, they can be an extra drain on your Endurance.