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Quote:Funny you should say that. One day, I played with two different tanks, both Ice Armor, but memory fails regarding thier attack set.To be fair, it's actually hard to learn how to play a tank well. I don't read any of the other AT forums, but tanks always struck me as more complex and more difficult to play WELL. And by 'playing a tank well', I mean playing them *AS* a tank, filling the classic role of aggro control and protecting the team.
Back to the main discussion - I think you can build for your role, that being a 'classic' tank, without taking Taunt. You just have to be using the right powersets and picking the right powers. I have an ice/SS tank who has no problem operating without Taunt. Out of six tanks, this is my only one that does not have Taunt. He has two taunt auras, two AoE attacks and four ranged attacks. Given that background, Taunt just doesn't bring as much to the table as it does for my WP tank.
Both were Taunt-less.
The first was nothing more than a poorly designed (and played) Scrapper, agroing just enough to stay busy slowly killing a couple of foes while the Defender and the Scrapper did 90% of the work. He left the team and we invited another Tank
The second was excellent at agro-control and made the game experience a lot smoother, fulfilling all of the expected duties of a Tank in "agro-control" mode. In team chat, I told the Scrapper that our SG should trade the first Tank for the second. The Tank merely "lol"-ed, but the Scrapper (my best friend since 1993) understood my criticism of his half-brother. He was a good guy, (catered my wedding ten years ago) but couldn't Tank worth a ****.
Taunt wasn't gonna change that for either of those two Tanks. -
Was this before or after Stan Lee went completely bat-**** crazy?
Just curious. -
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Good communication is one of the keys to being a good leader. Having everyone "on the same page" can be important.
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If this were a "Toggle On/Off" option, and the mission holder in your example had chosen to turn it on, it would be solely thier fault for turning on the "Only mission holder can interact with objectives" option and causing the failure.
Anyway, while we discuss whether or not the suggestion would be detrimental, I'm waiting for the OP to elaborate on the severity or frequency of the problem that it would solve. Hopefully, it won't be another 6 years until his next post. -
Generally most powers get a mix of Level X to L50, where X=approximately the level the power was taken at or L30ish, whichever is greater. Often, the levels of IOs in each slot reflect the levels those slots were added, as I tend to enhance as I go. If the IOs I want are not available at that time (See: Redside Market complaints), I will toss a Common in there until I get what I want.
The power gets decent stats that way, and while the last set bonuses will fall off quickly when exemplaring, there will still be a few while exemplared into the thirties.
There are exceptions, sometimes, such as the Scrapper I built for exemplaring.
Common IO's, when used on a L50, will be L50. -
Redside vs. Blueside discrepency:
I recently switched back to blueside after a lengthy time of redside play and have been playing a Scrapper level-locked at L33 to play out all of the story arcs at that level. To do so, I've really been struck by how much longer each one takes, and by just how much filler there was with each contact to get to the arcs. To be fair, it yielded a lot of merits per arc, but I'm STILL not done running all of them at that level.
Redside, I could have knocked that out pretty quickly. CoV lacks the old Emmert-era mission structure. (Not that I miss it at all.) -
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Quote:Theory: Too many people tolerate them, rather than effectively tell them off. Over time, having most people tolerate thier behavior just reinforces the fact that they can get away with it most of the time. If "not getting thier way" occasions happen rarely, then thier response to those occasions will escalate.The kind of arrogant self-entitlement is just how some people are, I guess, but I keep wondering how so many retain that kind of attitude for so long.
Year 2: Not getting thier way, they yell, then stomp out of the way.
Year 8: Not getting thier way, they yell, make threats of violence, knock stuff over on thier way out.
Year 12: Not getting thier way, they hit someone and are honestly surprised if there are repurcussions.
Self-Entitlement grows upon itself if fed.
But that's just a theory. -
Quote:Just do all the (regular contact story arcs) arcs of that level once, then Ouro at will?I like this idea, so I'll /sign it.
But... if we really HAD to make it a challenge to get, how about being able to flashback a mayhem or safeguard of any level range at anytime, but you first had to complete all the arcs in the level range of those mayhem or safeguard.
...
Though that would likely just make it painful and frustrating.
Okay, I'll take that challenge.
Do all the story arcs of that level, get ONE chance to Ouro the Mayhem?
<expletive> No. -
Quote:Welcome to the forums.I would love to see a feature added that allowed only the mission holder the ability to complete a mission with a click object. Would prevent other players from finishing a mission said owner isn't ready to complete.
First post ever, I created this account June 2004.
Anyway, how often has this been a problem?
If you truly are farming, as some posters have assumed, then I would recommend not adding random strangers to your team (they just suck up loot drops, lowering your wealth/hr ratio) and just using the difficulty sliders to pump up the spawn sizes. "Padding" or "Filling" is dead.
The first downside I see is having an AFK mission holder sitting around preventing the team from continuing play. Often, PuG-leaders only want to do thier own missions (screw everyone else out of merits, eh?), so the AFK mission-holder would thus be unkickable. But this would probably be an uncommon occurance. -
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Quote:I think that if you get the Mayhem/Safeguard mission temp powers once, that's it. Most other mission temp powers can be earned multiple times, even if 'repeats' are at a reduced value of the original in some cases.I'm more interested in the temp powers than the badges, although it is nice to get the Invader accolade on villains. The main value to me would be the freedom to get the jump pack over and over. I'm happy with the game whether this change ever goes through or not, though; it would be a small QOL perk that gives a little more build flexibility.
Those who want to challenge themselves to fit the mayhems / safeguards into the leveling process would still be free to do that, if they so choose, if mayhems/safeguards are incorporated into Ouro.
You can repeat purchases of jet packs through Grandville / Shadow Shard vendors though.
It just seems a bit inconsistant to specificly leave them out of the Ouro system. -
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The Bubbles as a defensive set idea has been around, and was included with the powerset poll that included Dual Blades, Willpower and Electric Hammer.
I voted for the Bubbles and the Hammer. -
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Quote:I'll be on tonight, but not with that account. Gotta rotate all the alts on my main account for thier various dayjobs, then check thier WW bids.Last night, poking around Atlas Park with my ice defender, I came across a character standing in front of one of the TO vendors near Ms Liberty. Curious as I always am, I clicked on the level 5 tank, checked Info, and saw he had zero badges. I sent him a tell asking if he wanted a partner for a bit, he invited me, and off we went as he started The Hollows arc.
Long story short, he only started the game on Saturday, had rolled and deleted a blaster, and was loving both his tank and the game. (He was also sporting the timecard Goldbricker jetpack.) It was fun to help a new player learn the game, and see that we're still pulling in new blood after six years.
I hope he's on again tonight.
--NT
It was fun though!
just kidding, it wasn't me. -
I would like a means of doing my Wentworth's shopping from within my SG base, where my crafting table and my storage is.