firespray

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  1. It's an interesting idea, but I'm going to have to go /unsigned for the same reasons fleeting mentioned.

    I'd be okay with changing the raids to be a little more interesting as long as they were still limited to 1 zone at a time and were time limited as they are now.
  2. [ QUOTE ]
    [ QUOTE ]
    User Interface

    * The issue involving random characters appearing in the chat line has been fixed. For example, players should now no longer see “asdawasdsawdsLevel 10 Scrapper LFT”
    * Global Chat Channels will no longer change colors randomly upon zoning.

    [/ QUOTE ]

    Love.

    [/ QUOTE ]

    Awesome.

    Been waiting for this to get fixed forever, glad it has finally been taken care of.
  3. [ QUOTE ]
    You can flame me if you want, but I just need to put this here. Nobody wants to hit the sewers in AP anymore. I can't spend two minutes outside in Atlas without being bothered with AE requests. I haven't started a toon in Atlas in a while, but I have to say, I didn't take the complainers seriously until now. While I don't hate AE, or have some self-righteous problem with it, I do think its a bit excessive in its use, since it seems to be to the point where there are no lowbie teams outside of it, and by the time I15 came around, the "new and shiny" status should have been considered worn off.

    So I have my own crappy idea: There should be one server with no AE buildings. Just one. Let the people who post here complaining about how AE is ruining the game be directed there. The people that want teams will either find them, or have a server so empty that they realize that the arguments are futile. Either way, one of the largest problems of AE goes away: there won't be people crying about it. Let us go roll our toons somewhere "safe from the AE evil," or whatever the larger complainers currently think of it.

    [/ QUOTE ]

    No reason to flame you, but no reason to listen to you either. You're only about the 15th person to post a thread complaining about AE farming in the last week. Like you said yourself, your idea is crappy. The devs are never going to make a server that runs different code than the others.
  4. You know, this isn't at all what I thought this suggestion was going to be when I saw the thread title. I think this is a rather good idea actually.

    We already have account-wide badges, so maybe you could have an account-wide accolade that unlocked once you had successfully completed every tf/sf in the game (or a significant fraction of them). That way you would have first-hand experience with all of the tfs, and you would know what exactly it was that you were going to try and solo.

    Even with this though, they'd have to have a minimum team size on at least dr. quaterfield though. No way around that one.
  5. I'm fairly sure a new control set will be the next truly new set to be put in the game. The last couple were melee sets, the next ones coming are ranged and MM sets, so control should be next. Personally I'd like to see a gadget or device themed control set.
  6. I finally decided to hop on the bandwagon and roll up a fire/kin for farming, especially since it'll be easier than ever once I16 comes out. I plan on farming for purples with this character, either BM farms or unai kemen's council farm, or both. How does the build look for that? Do I have enough defense/resistance to get by okay? I mostly was going for recharge in the build, but stuck in what I could defensively. I'll start slotting purples as I can afford them, but this is the build I want to start farming with if possible.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Siphon Cinders: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(43)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(5), Nictus-Acc/EndRdx/Heal/HP/Regen(37), Nictus-Acc/EndRdx/Rchg(37)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-Acc/Immob(9), Enf'dOp-Immob/Rng(40)
    Level 4: Siphon Power -- Acc-I(A), Acc-I(9)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
    Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(25)
    Level 10: Siphon Speed -- Acc-I(A), Acc-I(15), RechRdx-I(15), RechRdx-I(27)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(17), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(27)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Heal-I(A), Heal-I(19), RgnTis-Regen+(19), Numna-Regen/Rcvry+(46)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Speed Boost -- EndMod-I(A)
    Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34)
    Level 26: Increase Density -- ResDam-I(A)
    Level 28: Kick -- Acc-I(A)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResKB(31)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(43)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(46)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(48)
    Level 49: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]11.5% DamageBuff(Smashing)[*]11.5% DamageBuff(Lethal)[*]11.5% DamageBuff(Fire)[*]11.5% DamageBuff(Cold)[*]11.5% DamageBuff(Energy)[*]11.5% DamageBuff(Negative)[*]11.5% DamageBuff(Toxic)[*]11.5% DamageBuff(Psionic)[*]7.38% Defense(Smashing)[*]7.38% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]14.6% Defense(Energy)[*]14.6% Defense(Negative)[*]3% Defense(Psionic)[*]8% Defense(Melee)[*]11.1% Defense(Ranged)[*]3% Defense(AoE)[*]2.25% Max End[*]3% Enhancement(Stun)[*]5% Enhancement(Heal)[*]55% Enhancement(RechargeTime)[*]3% Enhancement(Immobilize)[*]43% Enhancement(Accuracy)[*]61 HP (6%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 4.7%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 4.7%[*]MezResist(Terrorized) 2.5%[*]12.5% (0.21 End/sec) Recovery[*]30% (1.27 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]11.6% Resistance(Fire)[*]11.6% Resistance(Cold)[*]10% Resistance(Energy)[*]11.9% Resistance(Negative)[*]10% Resistance(Toxic)[*]10% Resistance(Psionic)[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |942C4F0E4920203BD49336D3A83912751A351830A511F5113 F513B8C5F8355C3E86|
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  7. Some of my favorites that haven't been mentioned yet:

    Despite the horrible-ness of the movie in general, I'm a sucker for Neo's MA/WP in the Burly Brawl . 2:45 is where the action starts.

    Another favorite is Yoda's flawless Kat/SR AV-soloing rendition shown here . the saber duel starts at 1:30.

    Another good Kat/SR scene is Uma Thurman's fight in Kill bill vs. The Crazy 88 . Actually, there's a ton of scenes from these two movies I could choose, but this is one of my favorites.

    There's tons of others I could list, like the final fight scene from V for Vendetta, The BS/SD duel between achilles and hector from troy, or the fight between maximus and commodus in gladiator, but I'll stop there for now.
  8. You know, threads like this have me seriously considering shelving my fire/sr for a few months, pulling out his 3 purple sets, selling them, then buying them all back when I16 comes out at much-reduced prices.
  9. [ QUOTE ]
    [ QUOTE ]
    Throughout the normal game you will NEVER find all-boss spawns like you can make in AE missions (i.e. it spawns a normal number of enemies, as if the spawn contained minions, LTs, and bosses, but replaces the missing minions and LTs with bosses, so that the spawn contains 10-20 bosses). In the normal game, if a spawn contains nothing but bosses (rare, but it can happen) it's usually only 3 or 4.

    [/ QUOTE ]

    I know of two all boss maps redside. I also know of an all-lt map, with the exception of 2 mission bosses. They exist in game. They may not be commonplace, but there's your precedent.

    [/ QUOTE ]

    I wasn't aware of those, since I mostly play blueside, but they don't necessarily disprove my point. Do the bosses in the all-boss map spawn the way they do in an AE farm, with 10-20 bosses in each spawn group? Or do they spawn more normally with 3-4 bosses in each group?
  10. I'm going to be starting a stone tank eventually. I was considering either stone/ice or stone/fire, leaning towards stone/fire. However, since they announced tanks are getting electric melee come I16, I'm considering waiting and going stone/elec. Any suggestions on whether I should go stone/fire now or wait until I can do stone/elec?

    Any votes for stone/ice?

    Nah, I didn't think so.
  11. [ QUOTE ]

    What is the mentioned purpose of the AE?

    Answer, so you don't have to look: To allow players to make and share their own stories. So, no, restricting that is not "okay."

    [/ QUOTE ]

    That's a perfectly valid opinion. I simply have a different one. I would much rather they made this minor restriction to storytelling ability rather than remove xp from AE altogether (something I see as unlikely, but possible if farming continues to run out of control as it is now).

    [ QUOTE ]

    The devs will go out of their way to curb *exploits.* Exploits are not synonymous with "Farming." It is not synonymous with "All boss map." Bosses by default have more powers and attacks available to them. They are not risk free or nearly risk free by default, unlike the exploit that was just closed.


    [/ QUOTE ]

    I also disagree with you that all-boss farms are not an exploit. Throughout the normal game you will NEVER find all-boss spawns like you can make in AE missions (i.e. it spawns a normal number of enemies, as if the spawn contained minions, LTs, and bosses, but replaces the missing minions and LTs with bosses, so that the spawn contains 10-20 bosses). In the normal game, if a spawn contains nothing but bosses (rare, but it can happen) it's usually only 3 or 4.

    Just because something doesn't necessarily break the risk vs. reward ratio doesn't mean it's not an exploit (and I think there are strong arguments that can be made that all-boss farms DO break the risk vs. reward ratio).

    Now personally, I don't care if they ever stop the farming. I like being able to run a character up to level 22 quickly. However, the devs have stated they don't want people farming in the MA, and I'd much rather they did this to try and stop it than a lot of the other things they could do.
  12. firespray

    Fixing the LRSF.

    [ QUOTE ]
    [ QUOTE ]
    Making the freedom phalanx harder than they already are will make a lot of people cry. I would find it a nice challenge, but I guarentee you a lot of people would cry.

    [/ QUOTE ]

    The goal here isn't to make them harder. It's to make them reasonably beatable without relying on one of two specific strategies, and actually make them interesting to fight.

    [/ QUOTE ]

    I don't play heroes as much as villains, so I'm not SO up on the specific strategies for beating the LRSF, but I know the most common is using a perma mind dom to sleep everyone but the 1 enemy you're fighting and take out the AVs one at a time. I believe the other strategy is to pull out a ton of shivans, use warburg mutagen nukes on everyone, and just bum-rush them.

    The big problem is that your suggestions make the strategies that work harder, without making any other strategies easier. As it stands, it's nearly impossible to fight the AVs one at a time without using sleeps, and the fact that there are 8 of them makes fighting them all at once nearly impossible. Having them all buff each other would make fighting them all at once even tougher than it is now, and the status protection would mean you couldn't sleep them until you had taken at least 1 down while all of them were beating on you.

    The big problem with it is that the game is designed so that a single even-level AV is more than a match for probably 95% of the characters out there. A level 53 AV even more so. And yet, as it stands now, without using sleeps to break them up, there's really no way to avoid having to fight all 8 level 53 AVs at once.

    If you want to open up new strategies, either make it so that the phalanx can be split up and dealt with 1 or 2 at a time or reduce their level/rank, whatever, enough so that a team can take them on 8 vs. 8 and win without resorting to using shivans and nukes.
  13. I have to disagree with the OP on purples as well. I think purple prices are going to fall quite a bit. Maybe not quite to pre-I14 levels, but they'll be down quite a bit from where they're at now.
  14. firespray

    I16 and MA

    I can't freakin' wait for this. I'll definitely be rolling an elec/something scrapper. New difficulty rules will be kick-[censored] too.
  15. /unsigned.

    The intention behind the mission architect is for any character to use it as an alternate leveling path from 1-50. Anything that restricts the ability to do so is a bad idea. Stopping farming is not an excuse to do it anyway, especially since it won't work.
  16. firespray

    Fixing the LRSF.

    For a TF that the vast majority of people complain is too difficult, I'm not sure why you want to buff the enemies to make it more difficult. That seems like heaping insult on top of injury.

    I realize lowering their level would help a bit, but still, having to defeat 1 of the AVs, while the other heavily buffed ones pound the crap out of you would not be fun.
  17. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I'm always happy to see power sets proliferated, so please don't take this post as a sour grapes post. With that said, is anyone a little disappointed that the most wanted sets weren't proliferated.

    Here's what would've made me jump for joy:

    Blasters -Dark Blast (though I admit, Rad Blast is a fine choice)

    Brutes - Regeneration

    Controller - Dark Miasma

    Corruptor - Poison (though Trick Arrow was a fine choice too)

    Defender - Poison

    Dominator - Illusion

    MM - Kinetics

    Scrapper - Super strength or energy melee or fire epic powers

    Stalker - Shields or fire melee

    Tanker - Spines or energy aura

    [/ QUOTE ]

    Maybe next time.

    [/ QUOTE ]

    Only problem with that is that there is, so far, a year between proliferations.

    [/ QUOTE ]

    Indeed. I wish there was less "time" in next time and more "next".
  18. firespray

    Boss farming

    I may have gotten a pool C/D, but if I did it wasn't good enough that I recognized it as being so.
  19. [ QUOTE ]
    Why? All-lieutenant or boss factions aren't easier, they're the exact opposite.


    [/ QUOTE ]

    No, they're not easier, but to a decently put-together team, they aren't much harder either. And they aren't much slower. And the XP is TONS higher.

    Honestly, I think this would help with the AE farming some, since it would not give such massive xp gains. I realize it might restrict storytelling a little bit, but I think that's okay.

    At the moment, I can't think of ANY enemy groups in the game that contain enemies of only one rank. They all contain minions, LTs, and bosses, as well as some having underlings, EBs, AVs, and GMs. Why should the custom enemy groups we create in the AE work under different rules?

    I think this is a much better (and far more likely to happen) solution to the massive farming going on than many other things I've heard suggested (or fear may happen).

  20. /unsigned.

    The intention behind the mission architect is for any character to use it as an alternate leveling path from 1-50. Anything that restricts the ability to do so is a bad idea.
  21. I'm in favor of pretty much any suggestion that results in more proliferation.
  22. I'm not 100% sure what all mobs have them, but as far as I know it's most of the mind control attacks. The only enemy I know for sure that has them is the AV malaise. Maybe some carnies too?

    And as far as I know they still ignore positional defense, since malaise tore my SR scrapper apart when I tried to solo him.
  23. firespray

    AE Suggestions.

    [ QUOTE ]

    1. Don't allow custom groups that don't contain Minions, Lts and Bosses. At least 1 enemy per rank. This will eliminate Boss Farms and Lt farms.

    2. Award only half xp. The AE system was designed to allow us Publish and Share our stories. It wasn't given to us to Powerlevel as we see people have been doing.


    [/ QUOTE ]

    I'm absolutely 100% behind your first suggestion, I've suggested it myself a couple times.

    I'm not so sure about the second one. I think it would hurt the casual player in AE too, and I don't think that's a good idea. I really feel like they should take small steps here. Start by making it so custom groups have to have at least 1 minion, 1 lt, and 1 boss critter. See if that helps things at all, and if not make some more changes.
  24. [ QUOTE ]
    I don't know what primary you're using with Devices, but I have no problem stunning bosses with my Taser and Screech, or Taser and Beanbag, or Taser and Stunning Shot.

    Like someone else said, my only complaint is cast times.

    [/ QUOTE ]

    That's great if you're playing archery, AR, or sonic. If you aren't, you've got nothing to stack it with (unless you count psychic's nuke).