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Posts
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Joined
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Azure,
I wasn't sure it was possible, but you just made me like this suggestion even less. -
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I would like to see something done about the pre-20 endurance situation. I don't find those levels fun because of it. However, I'm realistic enough to realize that it'll probably never happen. The devs (and a significant fraction of the players it seems as well) disagree with me that it's a problem.
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The fact is, it CAN be a problem. the problem is mostly dependant on power selection and slotting. it is not an absolute problem because some players know through experience or even luck, what works and what doesn't, in addition to knowing how to slot.
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The real problem is that you can't really effectively slot for everything you need to at low levels. I know it's best to slot for endurance reduction and accuracy, and ignore recharge and damage before SO levels. However, most of the time, I simply don't have enough slots in my powers to slot for enough accuracy and endurance reduction to make me happy.
And I'm definitely NOT in favor of giving stamina earlier if it means reducing the benefit.
Like I said, I don't expect it to change, I just don't find dealing with endurance issues to be at all a fun part of the game. I would be perfectly happy if they removed the concept of endurance altogether. -
I rarely use more than my first costume slot, and have never used more than 3 on a single character (2 normal costumes and a SG costume), so I really wouldn't get anything out of this. It also seems like something that would be ridiculously easy to implement, and would barely take any dev time at all, so I have no reasons to be against it either.
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/unsigned just on principle. The game is based on american comic books/superheroes, not japanese ones.
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I would like to see something done about the pre-20 endurance situation. I don't find those levels fun because of it. However, I'm realistic enough to realize that it'll probably never happen. The devs (and a significant fraction of the players it seems as well) disagree with me that it's a problem.
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I do partially agree with the OP. Nerfing sometimes flat-out needs to happen. However, if it is necessary, I feel it should be done very, very cautiously. It seems like the devs have been getting better with this, but in the past, there have been sets nerfed into oblivion that in some cases took years to be brought back up to speed.
And Claws is right. Except in a few very rare cases, it's ludicrous to only invite people with certain powersets to the team. -
Although power customization might not let us turn 1 pet into 3, it might let us change more than the color of our pets. So it MIGHT (with emphasis on the might) let you change poo-man into something that looks like a DE rubble.
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We're constantly starting up new characters and sticking in the SG, some go somewhere and some don't. Inspiration and Salvage bins sound like a good idea though. I guess I might have to expand my workshop room. I don't tend to run a ton of Ouro stuff, but I might pick that up too.
What are the requirements for getting the SG healing badge? Support characters aren't really my thing, but I do have an empathy defender, so I could probably make some headway.
Thanks for the advice. -
My wife and I have a personal supergroup. We've each run 4 or 5 toons up to level 50 in it, and at the moment we have roughly 1 million spare prestige lying around doing nothing. I'm not too knowledgeable about supergroup bases, and what you can put in them, so I'm here asking for suggestions. What cool items could I add to our base. I'm not really interested in things that are decorative only. We already have the following items.
Teleporters to every zone
Power and Control (not sure which items specifically, but we have plenty of each)
Enhancement bin
IO crafting table
Basic base crafting table
level 1 and level 2 empowerment stations
med bay with 1 basic reclamator
So, any suggestions on what I should/could add?
It's a hero SG as well if it matters for some reason. -
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Hehe I always thought it would be neat to have alternate server names to reflect the heroism/villainy of the game. Here are some neat examples:
Freedom / Tyranny
Virtue / Immoral
Liberty / Restraint
Guardian / Destroyer
Protector / Oppressor
Victory / Misfortune
Champion / Anarchist
Triumph / Disaster
Heh I couldn't think of one for Infinity, Pinnacle, or Justice sadly but you get the idea.
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All pretty cool, but virtue's opposite should be vice. -
Several comments to make.
A growth powerset would be cool, but it's one of those things that isn't likely to show up soon/at all. It runs into the limits of the game engine. And since most missions are indoors, it would cause major problems.
Also, it doesn't make sense for being large to give defense. Being big would make you easier to hit, but the wounds would be less dangerous to you. It would make more sense for it to give a penalty to defense, but a large boost to all resistances except psychic.
Honestly, the ability to shrink very small (insect size) is more a matter of giving us appropriate maps/enemy groups than anything else.
Animal shapeshifting is unlikely to be added because quadruped skeletons don't exist, and would take tons of work to add to the game.
All of the inanimate shapeshifting seems underpowered to me.
The time control set is an interesting idea, but it's not really well designed. It blends buff/debuff and control powers, and those are two different powersets. You should focus on it being one or the other. The last two powers in the set are also VASTLY overpowered (mostly due to their ridiculous ranges. All current AoE holds in controller sets have either a 20 or 30 foot range). Also, having a power that prevents your teammates from acting would never be okay. -
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Owls and Bats find their prey in complete darkness with infailable accuracy.
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You need to spend a little more time watching animal planet. For one, owls rely mainly on sight to hunt, and although their night vision is much better than a human's, they still need a little bit of light to see by. Put them in a completely sealed dark room, or deep underground, and they'll be just as blind as a human. Bat's ability to echolocate does let them navigate in complete darkness, and hunt as well, but it's certainly not infallible, nor is it's ability to discern things as good as sight. -
I don't mind the idea of a badge for teaming, but I don't think it should be part of any accolade. People shouldn't have to alter their playstyle to get accolades, and some people just don't enjoy teaming.
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I noticed another one today. If I zoom in close enough to my character, to where I'm in 1st person view, or the character becomes hazy and I can see through him, the balls in other characters juggle emotes disappear. They still make the hand motions, but there are no balls.
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My wife and I ran a thug/dark and a thug/poison MM team. Her ST debuffs and my AoE mixed with the stacked leadership of the thug LTs made for easy play. We deleted them at level 35 though, because the prep time was way too much. I13 came out about 3 months later. It was an awesome team though.
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What mogura said. I want to create a custom faction that can use vengeance like nemesis do.
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My wife and I have lots of duos, and I find controller/blaster and controller/scrapper duos the most fun. Or corruptor/brute duos redside.
I might go something like a fire/wp scrapper and an ice/kin troller. -
It seems to happen randomly, but I often see the effects from ranged powers "hang" in the air after the effect ends. I've noticed it most recently on my spines scrapper. Sometimes when I use impale, the bundle of spines that I throw will just hang in the air. It happens occasionally with my fire blaster too. The power hits and does damage normally, but for some reason the power effect just hangs there.
When quills is toggled on, and I'm moving quickly with superjump, the bursts of spines emanate from quite a ways behind my body. -
In my opinion, things like this are only cool when they're rare. If it was commonplace, people would just get bored and irritated with it.
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I put them into aid self so I can use it more easily in the middle of a fight. One of my blasters has a sting of the manticore set slotted for the recharge time, so that's got some interrupt reduction too, but those are the only times I've ever used them.
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"But Vanden," you say, "won't putting the enemy's locations on the map take some of the challenge out of missions?" No, of course not!
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Yes, of course it will. Enemy spawns are not 100% static, and some map tiles are designed to allow enemies to get the drop on the player. It would take some of the challenge out.
And besides, this seems like an extreme step to take just to make kill-alls a little more friendly. (Also why are all my characters psychic now?)
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Apparently you missed the part of the suggestion where you could turn the enemy markers off. And apparently you've never spent 20 minutes searching for that last enemy that ran off into the depths of the enormous cave map.
This would be a huge QoL improvement. -
This is a very good idea. It would definitely make things easier in some of the defeat all missions.
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At the moment, auto sidekicking kind of has to exist. That's because there's no limits on what level you have to be to start a mission (i.e. a level 1 can enter a mission that has level 40-50 only enemies). I'm pretty sure that's being changed in I15, so maybe the auto-sk will be removed. That won't completely fix the problem though. It'll just make perma-46's popular again.
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Yeah, I really don't understand why we're not getting more proliferation. It seems like an easy thing to do.
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/unsigned.
This would be the death of the mission architect.