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Posts
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Joined
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Talk about being stuck between a rock and a thick skull. If I go to a fort with a boss, then by d*** I'm taking out that boss turret, and I'm burning one turret to the ground at a time before moving on to the next one. I've been playing all my toons that way because it worked for my blaster. And it has not been working for the rest of them.
Really appreciate the tips in here, folks. -
Umbral, you invite someone to a team, and very reasonably expect that person to adapt the use of their powers to the needs of the team. Do you not, likewise, expect the team to adapt their playstyle to the collective abilities of all the people on the team? If you invite a storm defender, the team plays one way. If you invite a radiation defender, the team plays another. It's not a matter of the defender saying, "ok, here's what defenders do on teams, so I've got to make my powers fit this mold." The exact same holds for blasters, tankers, and any other AT in the game.
Knockback is a tool. If you invite an energy blaster, you have that tool available. EXPECT knockback, and make plans to put it to the team's advantage. It is not up to the blaster and the blaster alone to attempt to negate an inherent function of their powerset, nor is it useful for the blaster to try. -
"the majority of powers outside of nukes hit 10 targets at maximum, AoE immobilizes being one of the rare exceptions."
Most ranged aoe powers (not cones) affect 16 targets. Doesn't help much in controlling agro, though, since it's not usually the tanker throwing ranged aoe's. -
Actually, my biggest complaint against knockback is melee toons who want to gripe about knockback, but consistently bunch the mobs ten, twenty feet away from the walls. You don't like knockback, DO the simple and obvious things to help minimize its impact on your style of play.
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You're excited about SC? Definitely want to check the box that says 'show pvp numbers' on the detailed info; off the top of my head I want to say the base end drain is cut from 35% to 15%. The good part of SC is that it cuts recovery, but so does Tesla Cage and it's got range.
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If they go for blasters first it's because our damage output combined with our built-in defense makes killing us the fastest way to shift the balance in their favor.
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Castle on the hero heavy hold
Now, don't get me wrong. I know the dev definition of "soon" and the Webster's Dictionary definition rarely coincide. -
A girl scout could pull agro off my ice tanker when I forget to turn my armors back on. However, I'm going to pretend that's a rare occurrence.
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"Are the 2.8% end left enough for the critters to still attack you"
Yes. Critters need less end than you can see to hack you in two pieces. -
Weightloss made easy* -- have a cat claw the excess pounds away!
*This is not a guarantee or a prediction of future results. Please contact your doctor before undertaking any new diet or exercise program. Leaving a blood sample strongly recommended -
Well, since basically the only thing to say is to repeat my last post, and you both agreed with me anyway, I guess I'll pass.
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It is not even theoretically possible to design a pvp ruleset that does not provide an advantage to the skilled player, unless the rules are being changed at random intervals during combat. Even then, the truly skilled player will correctly anticipate more of the possible permutations, identify them more quickly when they come into play and shift their tactics more fluidly, giving them (drumroll) an advantage.
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One thing that annoys me on my db stalker is that two of my combo's begin build-up/assassin's blades. This means a) both combos are tied to the recharge of buildup, and b) neither is reliable in mid-fight unless I placate first -- which, unfortunately, is the finishing move of one of the two combos.
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I'm hoping that was short circuit, but I still don't think I like the idea.
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I got so sick of smokers half my toons are picking up tactics.
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A surprising number of my contacts redside, I would rather kill than work for. And the game won't let me. I can't even double-cross them.
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T2 was good for the effects. By now they're pretty vanilla but at the time it was pretty amazing. Story wasn't so much. T4, did I mention by now the effects are pretty vanilla? Unless I hear they have a really good story, probably will wait for DvD.
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If it's a simple matter of screening out the 51-53 results, set the default to display 1-50 results. The transaction history demonstrates that nothing outside this range generates any real interest. There are real enhancements past 51, but SO's primarily, mostly changing hands below 5000. The scary transactions are ones like 185 million for a lvl 53 range, training origin. Someone obviously transferred money. I wonder if it went where they intended. For their purposes, NOT displaying transactions past lvl 50 would be helpful as well.
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Forbin, what I would actually suggest instead of bidding for items that don't exist is bid for high-value items that do exist. Granted, if someone does sell the item at the price you bid you lose liquidity, but the general trend is for item prices to go up. Instead of having 1 billion influence in a slot, you'd have inventory that was valued at 1 billion influence at the time of purchase, and will probably sell for more now. The liquidity shouldn't be that big an issue anyway since it's likely to be a very long time before anything sells at 2 billion influence.
Naturally I can flag to search only for items that are for sale, but that doesn't work if I'm trying to get information on something that isn't currently on offer. -
I can drink almost any kind of coffee, black, as long as it's not weak. Now, carbonated beverages, on the other hand--
Oh, excuse me, Pepsi... -
Now, having said that, if they can accomplish the successful removal of those junk results from search returns without deleting the actual bids, that works just as well for my purposes. I just thought it would be convenient for the majority of the playerbase NOT to have the market tacitly suggesting bids for items that don't exist.
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No, my motivation is to make the market easier for me to use. If in the process someone loses something they have no use for anyway, I don't see that as a serious drawback to the proposal.
On the other hand, Havoc, I don't see the advantage of purging stale listings for actual items. If it actually exists and someone wants to buy it, let a seller find them. -
My impression was that unless your hold duration is a good double your recharge, you would have trouble since as soon as the first hold wears off the boss is free again until you slap on another hold. Having more than double duration would then give you some protection in case of hold resistance.