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Posts
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Joined
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I think gladiators should double as staff for your SG/VG base.
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I see it's time to decipher another message from SexyJay, the Living Sphinx.
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Imagine a team being able to lead with a Stalker that can confuse, -tohit, and moderately damage an entire group and live to tell the tale.
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Here's the trick about being a vigilante, become the target. Legally you can't jump in and start assaulting someone, but you can put yourself in harms way. In the case of an armed robbery, or armed assault, getting the target to turn their weapon on you makes everything after that self defense.
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Outside of what needs revamping a typical update should have:
1. New Power Proliferations
2. New Custom animations
3. More tip missions
4. More Flashback content
5. More custom weapons
6. New Costume pieces
...and a furthering of the game lore with new story arcs. -
Quote:TrapdoorI didn't think Trapdoor or Tin Mage were particularly tough AT ALL...unless going for Master of Tin Mage (the Dodge badge is pretty darn tough!).
Apex's Battle Maiden battle is hard, yes, but amazingly fun. Its my favorite TF for that mission alone.
Tin-Mage
Apex
One of these is not like the others. -
If someone from here doesn't win, I will be highly disappointed.
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Quote:No one is expecting sympathy for not being able to solo Trapdoor, but we also don't want to hear about how easy he is and he was "no problem" with this character or that and how you can't understand why people are complaining.You're saying that you have some characters you feel are unable to solo the arc and your friends have some characters that are unable to solo the arc. Ok, we might disagree on whether that is the case or not but assume for a moment that you are correct and your characters are completely incapable of soloing it. That doesn't mean you're locked out of the content. You've helped your friends defeat the arc, surely they would be willing to help you in return? Just adding a second character makes Trapdoor trivial, one player stands there and pounds on him, the other runs around and kills the bifurcations. If the player doing the pounding is a tank you probably won't even need inspirations.
Complaining that you can't solo it and are unwilling to team to do so gets you some sympathy from me. Complaining that you you can't solo it, are unwilling to team to do so but are perfectly willing to help someone else do it doesn't. Heck, next time someone needs help with Trapdoor instead of your Ill/Emp why not take a character who needs the arc as well? -
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Quote:So...when in doubt, get a team or a trick, because if you don't have the damage, he's too hard to solo.He pops a clone once every 30 seconds, undebuffed. If you debuff his recharge, its even longer between clone spawning. If you seriously can't kill a minion level mob, once every 30 seconds, while doing 3/4 of an EBs hit points, then its really a pebkac error and not one with the mission design itself.
Kill the clones first. Then beat on trapdoor. If fail the first time, grab some inspirations, pretend trapdoor doesn't exist, and clear the clones. Then beat on trapdoor some more.
If that doesn't work, either get a friend, OR use a envemoned dagger. The -regen itself is enough to counter an infinite number of clones, due to the fact he has 0 -regen resistance. So, throw a dagger in his face, and just continue to pound on him. Problem solved. -
Quote:Not for trapdoor, and its that logic that makes it hard. Once you realize that his bag of hitpoints just keeps refilling unless you kill the clones, it becomes a piece of cake.
Here's the trick. Kill the clones and he is a regular EB, but while you are fighting him, he's making more clones and if you don't have the damage output to make it quick, you find yourself fighting an AV. Oh and while he's held and immobed, he's still making clones. After you die and port to the hospital, he's still making clones. If you don't kill him in the first strike you can be looking at a dozen clones. Even while he is in the lava, he's still making clones. I saw the damage ticks get lower and lower as he continues to make clones while in the lava. -
" unconventional tactics that are necessary to win"
And here I thought the tactic was to beat down a bag of HitPoints until I win. -
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Remember the days when the Devs said everything in this game was doable with SOs? Oh so long ago.
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Quote:An Arena PvP system of Merrits is a great idea. Not only would it invigorate the Arena, it would give players a path to tricking out PvP builds for use in the PvP zones.This is a hopelessly naive thought process.
Players will always use whatever loot is available, whether it's Hamidons, SOs, IOs, PvP IOs, Accos. We're going to get the best gear, equip with the best gear and use the best gear. Given that, the Devs would have been wise to give other ways to acquire it, PvP Merits perhaps granted on completion of an Arena match, which could be cashed in for a PvP IO after a while. Award additional Merits for victory, defeat, damage dealt and prevented, etc. -
People are getting wrapped around the axle with the notion of "Challenging New Content". What the new stuff is a new time-sink for your level 50s. The Devs realized TFs alone weren't enough for most people to dust off old 50s and play them and regular content at the top end is pretty limited. The Tip missions helped, but the Incarnate stuff is the meat of it all. If people wanted head-against-a-wall challenging, they can either solo GMs or PvP.
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Quote:Hey Arcana,
The devs completely missed the bus on describing PvP's mechanics -- that's something I find particularly appalling.
As I said during I13's open beta, PvEers will not partake in PvP if there are barriers to participation; not understanding the rules is, IME, one of the worst possible barriers.
CoH is a casual-friendly game with one of the least casual implementations of PvP imaginable. You (almost) have to learn a completely new game in order to participate, with some powers working nothing like the way they do outside of PvP.
The whole system is designed for maximum frustration of newbies.
There's no longer even any tokenism of having community reps, let alone a dev, showing up in Bloody Bay for some relatively organised PvP.
As this is the only MMO I play, I would love to know what successful PvP looks like. -
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Quote:Sure, there are tactics for dealing with large mobs, but itmakes no sense to have to pace yourself for fear of being overwhelmed.I honestly don't have an issue with the way things are not. Mainly because in general solo play, with enough practice, you already have everything mapped up in your head as how to conduct. Mix that with Placate and you're dangerous. Sure too many minions at level 10 can hurt but once you hit fifty that power you chose at level 1 can most often take three quarter's of a minion's health easy.
The only issue I had was with waves that constantly follow you and hone in on you. That's the only situation I'd say that would require some fine tuning but I suppose that's due to "ghosting" missions. To each their own. I suppose the -to hit debuff on mobs after a successful AS could be raised a bit to deliver that sort of amped-up surprise, evade, and counter feeling in that movie (probably the best seen out of that entire film IMHO) but too much and it's just OPed. What if they made it so a regular AS couldn't be interrupted and it's base non-stealth variant does minimal damage but applies a -to Hit Buff that rivals something like Parry or Divine Avalanche.
Though playing devil's advocate on that scene. That's pretty much what Placate does. The only difference is if Nightcrawler were a stalker, his Placate is like a -to Hit and AoE effective while losing agro on the primary target; allowing for that critical. That's still be a little OPed by game standards though... right?