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Don't get me wrong......you definitely notice the increase in the number of mobs. Its just the fact you're going from a map that had almost none to what still feels like a pretty barren map. Mission 3 felt like it really changed the dynamic, whereas I didn't get that same feeling on missions 1 or 2.
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With enough people, ignoring the northern lights works. The smaller the group, though, the bigger priority they become.
Because once they get established on smaller sized groups, they become a huge pain. -
Can we get a thread about how people will start using the search function when GR hits?
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I ran through it again.
Mission 1 and 2 I feel the same way as before.
Mission 3 was definitely helped, imo.
Mission 4: Timer seems about right (still not excited about that being the mechanism, but at least now if you have your settings set for enough people you can run around and kill things while it burns off). However, I released the fractures on a run this time and they put a serious hurting on CWK. I thought he was pretty easy without them, but he becomes pretty much a joke with them.
Overall, the arc still seems far too easy. -
And it is the leechers causing all of the damn lag!!
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Quote:MANY bosses are immune to Force Bolt. Now, I'll admit, I've never slotted it for knockback; I was under the impression that only increased the knockcback distance.
The magnitude of force bolt scales with level and is increased by knockback enhancements. Your observation that 'many bosses' are 'immune' is simply not true considering that the phrase would denote something incapable of being knocked back. The proper phrase would be that they are resistant to X magnitude, with X being the magnitude of your force bolt at that time.
Very, very little in this game could be said to be actually immune to a certain effect. Most of the time that we think something is immune, we later find out they just have high resistance, and summarily have found creative ways to overcome said resistance. -
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Quote:Set bonuses, I would assume. Either that, or a misunderstanding of how procs work when exemplared.
The problem with the current setup is that you can outfit just fine at 50, but face severe problems on the ride up. Some items are just not available throughout their level range due to the way the merit system currently works.
Stealth IOs are a great example. A traps set, for instance, really gets a lot of usage out of a stealth IO, but they are no longer really available while leveling. -
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There are still a lot of simple typos.
Storywise, I really enjoyed this one. The pacing works well, and you get a really good sense why both the protagonist and antagonist are in the situation they are in.
That's tough to do in the structure of an MA arc, but it is done rather well here. The story is not only told well, but it has that omniscient inner monologue that works so well in comics. This makes what we have to read very concise and informative, and we get the mindset of the characters very readily.
For purposes on the contest, however, the story is pretty 'safe'. I found it enjoyable, but understated. The story, nor the mechanisms, really go beyond the outline of the contest. -
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Quote:Looking for feedback on mine before submission, if someone would be so kind.
CLAN DESTINY
Arc ID: 349053
Level: 30+
Length: Long
Keywords: [open to suggestions here]
Enemies: Rikti, Freakshow, Devoured Earth, Longbow, Custom
Description: Heroes are always supposed to do the right thing, but what happens when "the right thing" is a choice between two evils? When the line between what is the greater good and the necessary evil become blurred, morality is put to the ultimate test. What will you decide?
In the end, I suppose it works out, but I'm not real sure the pathway given is the right one for our hero. I'm also not real comfortable with the 'resolution' and how that plays out. For our hero's sake, it all ends up a little too convenient, and from the larger perspective of the story I didn't get a sense of fulfillment that anything was actually accomplished. It felt like the first act, or a TV pilot, rather than a composed story arc.
In some sense, for the purposes of this contest, having it play out the opposite may have worked better. I got the sense that we were screwed either way, and the bigger threat to humanity was not the situation the hero immediately sought to remedy. To me, given what is at stake, the choice the hero initially takes seems rather meaningless. (I'm intentionally trying not to give away story elements for the benefit of any other reader, so I hope you get where I'm coming from. Perhaps a little more insight into how the hero hopes to resolve the big picture, after his initial 'decision' would clear that up.)
From a gameplay standpoint, it all works well. The challenge is appropriate, and the maps chosen work well. But that's really kind of the problem here.....I got the sense that to win the contest one would need to stretch the limits a bit, and this doesn't do that. In some respects it felt like the story was chosen to fit the resources, rather than creatively using the system to do something innovative. -
I agree with most of what others have previously said. Like a lot of games these days, this was more to view/read than it was to play. The first level is really gorgeous, given the limits of the architect system, but it failed in keeping any interest. It really lacked much of an objective.
Mission 2, imo, would have worked better if it hadn't been on that map. It's just too open for those objectives to really play out.
Mission 3 really portrays the problems I had to a T. Great storytelling, but not fun to play. I understand that you were using that setup to tell the story, and from that aspect it worked, but not from a gameplay aspect.
Finally, I agree with the above on Mission 4. If it is possible to fail without waiting 45 minutes, I didn't know how. That is not going to work as a mechanism, imo. I'm not sure if we can use the Mayhem mechanism in AE, but it may work better to go the opposite way: Start with a shorter time limit and if players choose to not fail, they can destroy objects to increase the limit.
Also, the CK was pretty front and center for me, so I never released the 3 heroes and just took him on. I'm not sure if that is random or intentional.
To address your questions:
1) More of 'something'. That's pretty ambiguous, I realize, but I felt like I was reading a book rather than playing a game.
2) I found the entire arc too easy. I did it with a Blaster and was never the least bit threatened, even on the last mission. And, like I said, I didn't release the others on the final mission.
3) Re-structured.
4) Not really, and it doesn't really seem to fit to what I perceive Dr Aeon's challenge to be. A good example of what I feel his challenge is represented by is the story 'Identity Crisis'. Without giving anything away, that's a story about making and living with a choice that was made that simply "had to be made"......at least in the heroes eyes. I enjoyed this arc's story, but I didn't feel like my character ever had to make that same kind of decision.
5) The obvious one, based on the fact I had nothing else to do for 45 minutes. -
Quote:I was away for a long time, and now im back and it seems that MA has fallen flat on its face. I understand the need for farming nerfs, but now we are in a position where its hardly ever used.
Custom mobs give heavily reduced experiance at a significant difficulty increase. More powers, player levels, and 75% experiance for standard. Hard and Exrtreme are not even remotly worthwhile.
Mobs have their experiance modifier cut to 1.0 even if its over it.
This is back to news/radio being the prefered leveling method. The only people that ever use it anymore are hardcore Rp's telling a story and those people farming tickets.
But even with that most RPers tend to avoid it since it results in slower gain.
So Im wondering whats the point of it being here at all if its so rarely used, and if its so rarely used doesnt it need to be looked at, or is all the devs care about right now Going Rogue?
Where's the problem? You didn't state a problem, you stated a preferred leveling method. This is the ever failed argument of "if it ain't the best, it must be broken".
You did not state a mechanistic problem, you stated a people problem. When you find a solution to humans being lazy, please share it so we can implement it. -
That's your problem. Good Luck with that. (Been there, done that. Seriously, I feel your pain. My best suggestion is to use the stealth empowerment buff in your SG base, instead.)
As I've said before, with leveling speed being what it is, without toons turning XP off by 25 you almost never get enough merits out there for something like that to generate unless those folks grab one at that range on a random roll.
That's some pretty long odds, indeed. -
Quote:No.
Ive never missed a tier 1 attack on a PvE blaster. If you put more than dmg and acc enh in your attacks you wont need it.
As far as EM Pulse, I never got it on a blaster, just didnt want anything else in that 49 slot. Just threw it in there.
Leadership does not detoggle, so yeah no.
And TF is personal preference. Its hilarious.
I probably haven't played a blaster with leadership since the toggle changes, so if I am wrong about detoggling then I apologize. Still, the benefits aren't much, and therefore outside of superteam situations you'll rarely see a blaster dip into the leadership pool for anything more than perhaps snagging maneuvers to softcap (and even that is rare). Even for perception reasons, inspiration combining makes tactics pretty superflous. It's too easy to get accuracy bonuses and emergency yellows anymore for tactics to be of much benefit. (Pretty much the reason my blasters haven't had leadership since before the toggle changes.)
TF is personal preference.........I said as much. It does have its disadvantages, and those need to be addressed. Likewise, Energy Punch's benefits need to be addressed.
As to EM Pulse......why in the world are you recommending a power, for any purpose, that you haven't taken. This is a thread to help someone, after all. I feel sorry for anyone that pops that power in at 49 expecting it to do anything but suck, simply on the advice of someone that hasn't taken it!
Your comment on Power Bolt gives me the distinct impression you have not played Energy Blast much, or at least not to the extent of being able to give someone advice on it. Even in a high recharge build, the best attack chain for the blast portion involves all three attacks. This isn't Ice, Fire, or Archery where the damage is backloaded into a faster animating tier 3. The days of advising people on skipping the tier 1 are long past, and outside of a post 50, high recharge build on certain sets, it is almost always advisable to take the tier 1. -
Do not skip your tier 1 blast, especially on Energy Blast. The recharge times for the ST attacks are relatively long, Energy Torrent is a terrible substitute in an attack chain, you will want both tier 1 and 2 for mezzed situations, and the split of damage amongst the 3 ST tiers is pretty balanced. You lose far too much of your ranged ST damage skipping Power Bolt.
Do not take EM Pulse. Shocking Bolt is highly useful as a ranged hold. EM Pulse is on an outrageously long timer, has a long animation time and is a fraction of the power that is in the Rad set.
Those Leadership Toggles are going to be highly annoying. You will get mezzed on a Blaster and therefore you'll be putting those back up all of the time. They don't give you enough to be worth it. Accuracy is easy to come by, making Tactics a far less useful power than it once was, even while leveling.
Energy Punch is one the best DPA attacks in the game, whereas Total Focus has a huge animation time. If you can, it is nice to take both, but if not one needs to carefully weigh how much like they being vulnerable for 3.3 seconds while TF gets off. -
Quote:Just an idea for the Teleport Travel Power. Not really sure what the logistics would be for changing it or if there are even enough people who would care, but figured I'd throw it out here and see.
Instead of a click point click system for teleport, have it be a toggled ability. While toggled it could allow you to simply click where you want to teleport for the entire time that it's active. It would also eliminate the forced hover time, since the hover would always be on unless you click the toggle off, thus giving each person the ability to choose when and where they're sitting in the air not moving.
We have this.
It's called fly. -
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Definitely the safe way. Some people are too dense. Apparently an entire secondary devoted to passive mitigation, extra crit chances outside of hide, and bonuses to teammates being near is signaling anything but dev intended behavior.
The same dense person would also argue (and has, with similar arrogance and lack of success) that all trollers should not play in melee. Being prone to generalization and a complete lack of ability to self critique is a recipe for arguments. -
Quote:Damage, endurance, accuracy, is equal many of the blaster setsQuote:I do not know much about how the balancing system works in the game, but i see these numbers as resonable.
These two statements are not in agreeance with each other. If you do not know the balancing system, then you can't ascertain that the effective aspects are indeed equal to other blast sets.
Certain powers are, but your problem requires that the entire set is, since that is how things are balanced. M30 is a cloned power, so no troubles there. But as far as the whole set? You can't tell us that they are equal, without telling us also how they are balanced.
The question you need to answer is: Does AR's benefits, however difficult to leverage, outdo the benefits of an on again, off again power like Aim. When you can answer that, at base rates, then you can ascertain what the set needs. -
Quote:Well, it's obviously not a grouping build since the OP didn't ask for O2 Boost to be included, so I'm left to wonder why anyone would make a farm build that's not plant/kin/stone other than to be different and inefficient..
Many storm trollers don't take O2 boost. It's a very weak heal with some slight secondary benefits.