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Posts
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Joined
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Oh it's higher perception. They have Targeting Drones plus a weird hax stealth that toggles itself on and off but doesn't suppress. Powers are listed for them in Paragon Wiki. The biggest headache is that they have Rikti Drone styled defense (high ST defense but weak to AOE).
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Victory is a little different than elsewhere since we seem to run it and enjoy it. I often see complaints about Reichsman's hp (valid complaint) and comments that the AT temps force team makeup and thus restrict them when the intention was to try to mix things up and only the MM power is truly required.
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That's actually my annoyance with Ouro and a lot of the easy mode travel options (though I admittedly use them): they trivialize actual travel powers and people ignore Ouro's real purpose.
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Is it truly lag or is it due to DOTs/multihits that naturally hit later? My only CoP was a failed villain run where the MMs were doing a noticeably poor job of reigning in their pets during the obelisk stage.
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So...I like AE. Have a few arcs here and there. Something I've been contemplating but may or may not do is an arc that is explicitly meant to be Stalker friendly. What would everyone here suggest?
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Well, it looks like rain. Guess it's time for Redemption or Revenge?
Overview
Right out the box, your description for your arc is dull. It seems like "Look at my arc. See it has morality". You need something far more organic so that you extol the virtue of the arc's merits outside of that.
Dr. Eva Lone's betrayal fits her but there's a critical gameplay error. While I and several others probably won't cheat and use Ouro to avoid the Find Mission Exit, the arc's intention of fighting her and the other spawns can be broken simply by dying. Standard lab maps lack jail code so if you die you have to hosp or wait for an ally rez. Since you are fighting Crey in this mission, it is unlikely that one of the few maps with working jail code (Arachnos, Council, 5th Column) will suit you. On that note, the last time I checked the Longbow maps that SHOULD have working jails are still bugged. Also, you might want to rearrange the order of the clues so that they fit spawn order.
I will give you props for using an assortment of the Rogue Island Villains and using Hero Corps. It's nice to go through content with something other than just Longbow, Arachnos, Vanguard, and Rikti (though the first two do make appearances).
Both Mission 2 and 4 require you to defeat all of Comrade's spawn when it would make more sense to only require Comrade himself. Also have to give you a thumbs up on the repurposed enemies you used to represent Comrade's personal army.
For Bad Penny in Mission 3 and Comrade himself in Mission 4, you have them speak their emotes out loud. It doesn't give the effect I think you're going for. Bad Penny's would make more sense as a defeat clue while Comrade's could be done with gloating exposition. "You see this? I press this button and -insert threat here-"
I'm on the fence on whether or not directly mentioning the optional choice in Mission 4 is a good thing or not. However, I'd say it is better to do it like that and make a more exciting arc description. It actually gives me an idea for a suggestion (eww, Suggestion Forum).
You mention the Hero Corps offices but then you have Comrade elsewhere in a nearby warehouse. Comrade is the type to be there in the midst of the threat though he does have an escape plan. I wonder if using the Freedom Corp warehouse could be a decent enough thematic fit. There's two of them and they're pretty linear in structure.
One thing that mildly bugs me is Comrade's actual escape plan though sadly it might not be solvable with how the MA is currently setup. You can stop Comrade for good but people die or get the cure but let Comrade free. While it probably "works" it just feels...cliche. Also, in being genre savvy you don't know if he'd truly keep his word. A better option would be a timer to rescue the people who are poisoned or taking the option to fight Comrade. Still mildly cliche but it is a better example of heroically saving people versus getting revenge on Comrade himself. It may take a small bit of rewriting but it might be a viable option. Plus, the timer could be used for the victory/failure condition.
Spelling/Grammar
-Mission 3 Accept text
Guess it's time to prove Im worth the money you're offering
should be
Guess it's time to prove I'm worth the money you're offering
-NPC
Bad Penny: There's a price on your head, and Im bringing your tail in!
should be
Bad Penny: There's a price on your head, and I'm bringing your tail in!
-Mission 4 intro
Will you intervene and put an end to this?
Nothing wrong grammatically but it feels a little stiff considering the situation. Perhaps a slight rewording would be best. -
Quote:Requesting permission to point and laugh at people who complain about group content in a Massively Multiplayer Online game. (Not you, just pointing out what you're missing).Regardless of any opinions I have on this content, I absolutely cannot stand "official feedback" threads in any capacity.
Quote:Well, who knows. They can sneak in buffs to powersets that aren't in the preview: they've done it plenty. Had some Scrapperites just find out over the weekend that Tanker's received a buff via Bruising with GR/I18. Go figure!I would like to see changes to Gravity as well, and I guess Stalkers need a little something more for people to like them more.
Quote:I do agree that we'll have to wait and see on the TFs and alpha slot, but what they had for the alpha sounded interesting last time around. Hopefully it'll fit in better. And if they can lean the new TFs towards the Barracuda version of Kahn, I'm good.
I think the high level Praetorian mobs will make things different in their own right due to their difficulty and greater need for situational awareness. -
Quote:Emperor Cole does not approve of your logic.Basic but versatile options >>> shiny but limited options.
And yeah, it IS rather odd that Kinetic Melee and Electric Control weren't mentioned. I'm hoping they're in and simply weren't mentioned due to being considered on the level of bug fixes (and thus not mentioned in a general overview). -
Should we be intrigued or worried about two new Task Forces being added for I19? Personally, I feel the greatest problems facing Stalkers isn't actually our powers or stats but rather the design of content and how rewards are given. At the very least, high level Resistance have naturally higher perception so hopefully Stalkers get a small edge over other stealthers.
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While I am looking forward to some of the stuff in I19, the main things that would perk my interest would be:
- Real fixes to some of the issues with Mission Architect
- Fixes/buffs to Gravity Control and/or the Stalker AT as a whole
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IDF is a mix of Praetorian Clockwork, Seers, and Praetorian Police so I would hope that they will be included.
The nail was perfectly hit on the head that Praetoria as a whole is very limiting concept wise and there aren't many requesting for its parts for AE. Then again, while I mildly dislike their tech labs for being so soul crushingly sterile, I do hope we get the Praetorian office maps (despite the fact that I may not be able to put them to use for any of my arcs). -
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Quote:Hmm.
Mission Architect Enhancements: The Tunnels and Tech map sets are now available in Mission Architect. You can now also select the Praetorian Clockwork, Destroyers, Resistance, Praetoria Police Department, Seers, Ghouls, and the Syndicate as Mission Architect NPC groups.
While it would be disrespectful to punch a gift horse in the mouth, this seems rather underwhelming. Granted, we don't know if other smaller things are being added. Plus, pending on the level it may be possible that the mobs can be repurposed for other uses. In fact, the main "easy" fix I hope to see would be expanded levels for the Rogue Island Villains/Paragon Heroes or adding the new mobs to standard groups like Girlfriend From Hell and Super Stunner. -
Just as there are people who randomly 1 star, there are also people who feel they are entitled to 5 stars only and there were people who vocalized this. While I feel an author SHOULD have such info, it's most likely done to prevent such outbursts and headaches. Also, though the system logs such information it's possible that support doesn't know the proper way to access it.
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It's...odd. This is a very good issue yet I don't find myself all that excited.
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I think it would be a folly to unpublish it but it is ultimately up to you.
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Quote:The fun thing is that this can apply to a number of powers that don't require line of sight, such as Wormhole.Okay, nothing special that anyone with invisibility can't do. What a stalker can do differently, however, is direct the tanker's taunt. If you - as the tanker - select the stalker's name in the team window as you're heading to the next spawn (where the stalker is already) the stalker can go ahead and unleash the AS as you taunt.
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I still think a lot of what hurts Stalkers is mission design as opposed to powers. You either don't need the stealth or the generic amount everyone else can get is satisfactory. Either changes to perception, fewer mobs that are mindless sacks of HP, or more missions with unique perspectives are needed.
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Since you're doing this for testing and not for xp you can give your AE enemies zero attacks. A small map like Johnny's Hell or the Tiny sized sewer or abandoned office will limit the ability for the enemies to run. In fact, it might be best to use a custom group of Council, Crey, or 5th Column snipers since they are immobilized by default unless they are hit by outside buffs and the attacks are ST as opposed to DE sniper summons and Nemesis sniper AOE.
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I can try to see who all I can threaten/bribe to help out.
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I'm fine with Fly itself. What bugs me is that temp fly is easy to get, lasts so long, and moves so fast. Temp Super Jump is isn't common and I think there's only one temp Teleport in the entire game.
However, they really need to remove the tohit debuff from Group Fly. -
This is a very useful piece of AE info that deserves bumping.
Quote:Yeah, plural text is quite the annoyance. You can stick the <BR> at the end but unfortunately it puts the comma on the next line.One slight problem with this trick that I forgot to mention. If you have an objective with a "plural" text, it won't work to put the "<br>" at the front of that line, because then the automatically added number will end up on the row above the text. But I'm sure everyone figured that out already. -
Trading Blood for Roses is enjoyable but has a few quirks that bear checking out.
Overview
This is a 1-54 arc. While you use Council, one of the 4 enemy groups that you can actually do that with, you also use customs that no level 1 character stands a chance against. Considering this is a Striga arc, limiting it to a range in the upper 20s or low 30s would make more sense. Also, the arc is listed as Neutral when it's pretty blatant that you're working for the good guys.
I must say, I have a hard time taking normal enemies seriously if they have Dual Pistols. Nothing I'd mark an arc down for but just a personal thing. For generic minions, you can actually use Thugs with no henchmen without worries about xp loss though this isn't needed. In theory you could use recolored Loyalists for the secretarial staff but I think they have questionably low xp.
I don't remember any specific part of canon where the Council are stated to be overtly sexist. Sort of doubly notable since one of their leaders is a woman.
The emote on the Mission 1 boss seemed a little weird. Likewise, the generic punch fist emote looked funny on Liberty's Edge since the sword was clipping through her. Menace might be better for her while clipboard or one of the talking emotes might be better for the first boss.
The difficulty was mostly okay for middle and upper levels barring two issues. First, the SR EB in mission 4 was frustrating due to the difficulty in hitting him despite yellows. The saving grace was his lack of status protection. The difficulty was exasperated by the sizable ambushes. I guess as a disclaimer, I was on my Stalker since it is the only one of my two 50s. I respect the challenge but I don't think both the large ambushes and SR are needed.
Second issue is that the final boss is AV class but a runner in an office map with an elevator. It's one of those things that I'm on the fence about. I feel the game should actually have far more runners but Purple Triangles make AVs far harder to actually stop. I had to run the arc twice in order to beat it, though it was partially my own fault since I deliberately avoided one of my allies on the first pass. Luckily, I had a nice Warburg surprise waiting on him. Something to note with this is that I had no problems with Liberty's Edge running.
Spelling/Grammar
There's a number of places where your interact bar for your glowies have the word starting with a lowercase such as "downloading"
-Mission 2 objective
Rescue last janitor
should be
Rescue the last janitor.
A few other objectives may need a once over for the wording.
-Mission 3 bio
Liberty's Edge has a really short bio. However, the Mission 5 version has a full bio that would make sense porting over.
-Mission 5 intro
"We think he's the mastermind behind anything that's going on."
should probably be
"We think he's the mastermind behind everything that's going on."
The title for the end of mission clue is too long. It actually clips the box without any word wrap. -
My numbers were actually wrong. It was 9 a while back when I first setup the mission but apparently I had changed it to 4. Oops.