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Posts
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Quote:Hehe, my apologies for how I worded my post. I was actually trying to say just that very thing. Influence was relatively difficult to come by (to me) until IOs and Wents came about. Even after they came out, I stayed away from it all for quite awhile telling myself that when I made 50, THEN I would get involved in all these recipes/IO sets/salvage etc...I agree that using the market is important for a beginning solo character. I disagree that any character needs a 'rich uncle'. Influence is remarkably easy to come by solo now. Simply sell most of your drops and you should have sufficient money to frankenslot in the mid teens.
It's fairly important to plan a bit ahead, so the idea of getting new players involved with WWs early is a good idea.
But then a Miracle happened. No really ! A Miracle +rec recipe dropped from a mission in Brickstown. Sold it for a nice 60 million, which was about 30 times as much influence as I had ever had at one time and Wentworths became one of my favorite places to visit.
Actual Newbies would be well advised to check out some guides on buying and selling, because I have built characters (recently even) without giving them a slush fund who were easily able to get to level 20 and have a few million in their pockets. -
Quote:Yeah, I like this suggestion. It makes alot of sense as opposed to the current system where you have considerably fewer slots to enhance and they are at 1/4 strength until 12th. Then at 1/2 strength. And a change like this would not favor any AT....
I wonder if it would make more sense to lessen the difference between Acc TOs, DOs, and SOs. In other words, instead of the 8/16/33 progression we currently have, maybe have them progress 16/24/33 or something. Why acc in particular? Well, with less slots necessary to hit reliably, players would be more free to use the other slots on damage, without nearly as much inflation as just giving everyone SOs would have.
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I have probably been guilty of using the mis-nomer of "purpled-out" builds as a reference to the amount of influence invested in the build, not necessarily that every possible "purple" set was being added to it. My apologies.
Henceforth, I will call these "Mega-Influence Builds", so as not to add to the mis-conception
It wasnt ME ! -
Excellent Ideas McBoo. I especially like the idea of more facial options. Very Mutant-like.
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Hello Folks,
Has anyone heard anything or have suggestions for the as-yet-unreleased "Mutant Pack" ?
What would everyone like to see in it ?
Here is one of my own thoughts; Tailor option to alter your Origin.
Have you ever made a character concept and realized after playing them for 40+ levels that the origin you chose just doesnt fit ? -
Quote:Except that those same new players are probably dirt-poor as well. So they also need to get involved as early as possible with Wents. I know that before IOs, I struggled to get influence just to keep my SOs current. Once IOs came around and I learned how to make inlfuence and build better, it got much better. Its kinda like every other MMO out there, once you get someone into the end-game, they can "rich uncle" any of your newbie characters, which makes leveling alts so much more enjoyable.Although I've often thought that getting rid of TOs and DOs was a good idea, with IOs in the picture, it's easier than ever for a solo character to frankenslot early. I think educating new players about IOs and inspiration use is all that is necessary. Heck...even properly slotting DOs and good inspiration use is more than possible.
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Quote:I am 100% in agreement with you on this Sarrate. The vet powers help out alot, especially if you also happen to be playing a toon that can lower defense of their opponents and make acc a non-issue. But how about any new players coming on board. Its safe to say that many of them will try solo-ing and run into that "tough-spot" in the teens.I'm not sure I like the "Beginner's Luck for endurance" idea.
Firstly, the levels that it would be strongest (1-10) are the levels you probably need it the least. Every AT has nearly the same AT mods, so their damage is close together (aside from Brutes). At these levels, player accuracy is pretty good, as well.
The worst levels, in my opion, are 10-20, are where the potency of Beginner's Luck tapers off anyways. For this reason, I don't think it would help that much. Well, that and it would really amplify the feeling that you're getting weaker as you level up. It happens now with Beginner's Luck (A), but it would be magnified with a second BL for endurance.
You know what helps me most from lvl1-20? Sands of Mu. Heightened accuracy due to BL, simulated enhanced damage, and a cone. This allows it to simultaneously speed up killing, save endurance, and not lose as much health per fight (the enemies are dead faster, so they have less time to deal damage). I abuse the heck out of it at low levels.
Not trying to suggest any changes myself, and I know that the more astute newbies will seek out help from the forums or other players in-game, but would say... changing all store-bought enhancements to SOs kinda solve this whole level to 20 question ? -
Quote:Iron Man is one of my favorite comic heroes, so of course I have played an homage character to experience the fun of what it could be like as Iron Man. I have tried both the Defender and Blaster versions (several variations as well) and I feel that Energy-Energy Blaster is as close as you will get in the game. Just take some defensive powers, IO as much as you can and enjoy. As far as the comic version of him not being "squishy", I am gonna have to say that he was quite fragile compared to other heroes (and villains). In fact, both He and Human Torch could very easily be classed as hover-blasters more-so than just about anyone else I can think of. The fact that Iron Man could do some melee carnage doesnt make him less of a blaster in my mind either. Lets face it, Energy Melee is pretty deadly and in addition do we know how much money Tony Stark had to spend to repair his suit after every fight he was involved in?Good list, but I've seen a kick-*** Iron Man clone. He was an energy/energy blaster with one of the robot armor sets with the gold and yellow themes. He looked like Iron Man and the guy played him like Iron Man. It was pretty awesome.
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Good thing he was a rich man. -
Quote:Oh, and to address this specifically, I haven't neg-repped anyone in this thread. I make a point to only positively rep people as a rule. I also sign it.
Which, incidentally, is something BZB also does. And I respect him for it, since it's more than most do.
My apologies then. For some reason I cannot see my rep messages at the moment.
And I made an assumption. One of my many human faults I guess. -
Quote:Wow.... You are an unusual person Talen_Lee.One could choke on that kind of hypocritical piety; try to be careful.
Try to remember that every person that posts on the forums is a human being, with feelings, faults, desires and impulses. You can never know what effect your words can have. That Karma goes to you whether you believe in it or not.
I wish you all the best, even though you probably don't feel the same. -
Quote:I am not positioning myself in any way. Never did I say that I was better than anyone else in any way. In fact, I am sure that my many faults and foibles as a human being place me nowhere near the top of the "ultimate example of humanity". But if I said that a plant was "green" and you disputed my right to say so because you think I am trying to place myself above a blind man is kind of silly, since "truth" can fall from the lips of a moron just as easily as from a genius. It doesnt change what is true.You sound concerned.
Sorry, let me elaborate.
By drawing attention to this terrible woe, in our society, you have clearly positioned yourself as a true and clear-thinking indvidual who's so much better than hoi polloi who let ourselves get worked up, and point out when wrong is wrong and fail to accord respect to a person who has, through years of posting, through a long, protracted, and deliberate set of actions, chosen to make himself a laughingstock.
We are being respectful human beings; we are according to Ultimo every bit of respect he has earned, complete with his multiple second chances.
And you Talen_Lee are well known as a person that speaks his mind in blunt, harsh, cruel, sarcastic ways at times( thats how I choose to describe it). Whether your point is "truthfull" doesnt change the manner in which it is presented. So speaking your mind in a disdainful way is NOT respectful, even if it is correct.
Just to clarify my position on the whole thread as well. I dont agree that there is a problem.
I DO agree that getting from level 1-22 on ANY character (some more than others) is an endurance challenge. Luckily, there is plenty of game to explore after 22, so its not a major concern for me (or others, apparently). Can the road to 22 be improved? Certainly. Should it be improved ? Dont know. Will I stop enjoying the game either way ? Nope.
Can all these points be discussed without getting offended ? I would sure like to think so.
But apparently not.
P.S. Thanks for the NEG Rep too. -
Quote:This thread probably should be locked down.Now it looks like he's trying to get the thread shut down by a mod.
.
Personally, I think that respect for differing viewpoints is an important quality of mature and intellegent human beings. Looking around the world and watching the news makes me wonder how many of them we actually have on the planet, but I remain optimistic.
We don't have to all agree, but discussing our disagreements should not result in "name-calling".
That's something we used to do on the playground when we had only single-digit birthdays.
I would hope the forums could be an example of the better nature of MMO players but when it gets ugly like this, it should be stopped. -
Quote:Interesting thoughts Miladys. I too, wish that Stamina were more "optional", but even in its current form Stamina is not the "all-powerfull" gift most would believe....The other thing that I have suggested is to take the sum of base recovery + stamina and change the proportions while leaving the net sum the same.
I see no reason why base recovery could not be increased and the recovery value of stamina decreased, so long as the totals (with stamina 3 slotted with SOs) remain the same. This would have the effect of having Stamina "feel" optional, rather than feeling required.
Let me explain;
Stamina will give you a nice boost once 3-slotted, but there are two other things that occurr simultaneously. Your Attacks get a huge boost at SO level. So fewer attacks required to down a villain means less endurance used overall. And most folks (including me) will slot endurance reduction in the higher cost powers. Some people even slot endurance reduction in the smaller cost powers. I have known several Tankers that have done this in order to keep pluggin away with their attacks for indefinite amounts of time.
Dont get me wrong, I always take Stamina because its that good, but its not the "only" thing thats contributing to the wonderfully better experience after level 22 and SOs. -
Quote:Absolutely ! I have heard this idea before and completely agree.It's fine once you're in your mid 20's and have slots and SO's to work with. I'm currently leveling a brute and the end use is BRUTAL (no pun intended) from 1 to (currently) 18. There's not much you can do build-wise with limited slots and training to do enh.
I'd love to see them ditch training and do enhancements and just start SO's from level one, and perhaps scale back end use for the early levels until you have more slots to work with.
Pre-20 slotting is at such a premium that even SO-level strength will not do a huge amount to upset the balance, and if it did change things too much, they could always tweak mob HPs to fit their desired balance. -
Quote:Ouch ! What do you have against Empaths Frosticus ?Lucky for you there are hundreds of possible combinations that excel at solo'ing.
Don't misread what I said, I have no issue with people solo'ing or toons being designed to do it. I specifically said that I believe it is flawed to design this game so that every toon excels at solo'ing. Unfortunately, the devs seem to crumble to people that want their emp defender to be as competent as their scrapper while those same people fail to take in to account that said emp brings way more to a team. -
Quote:The first 22 levels of the game can be challenging on your endurance bar (I will admit), but this experience varies from AT and combination quite wildly. I have played toons from 1-20 that were gasping for air halfway thru every fight, while others seemed like they didnt need endurance at all.
Characters in this game go through endurance way, way too fast. It's especially bad for characters that rely on toggles, such as Defenders and Tankers, but as a general principle, endurance use is prohibitive. That means we spend a lot of time standing around, either waiting for our endurance to recover, or using one or two powers for fear of running out and detoggling (which usually means instant death, at least at higher levels).
I've said it before, I'm saying it again. Endurance use needs to be recalibrated. It should still be part of the game, but it should not be so prominent. It's not in keeping with the source material (when was the last time you saw the Thing gasping for breath out of exhaustion), and it's just not fun.
(All comments reflect my opinion. You may disagree, and I welcome any thoughtful posts that do so, but try to avoid flaming. The point here is to see if there is a significant percentage of the population that feels as I do, and if so, to be able to show that to the devs for consideration.)
Here are a few things that I have used to help out;
Attacks always get 2 ACC first off. Even Training Origins will give you approx 15% more accuracy. Missing is REALLY bad in the early game (Not so great at any level really).
Take your small endurance cost powers and use them almost exclusively. You can take AoE powers and high cost attacks if you need to, but use them sparingly. Lets face it, if you think that you can AoE stuff prior to Stamina, you are fooling yourself.
Take more single target attacks, even pool attacks. A good attack chain makes life easier.
Don't take a lot of toggles pre-stamina. 1 or 2 at most depending on the character and their powers. This is one of the reasons I love the willpower set. WP Tankers can have better than stamina by level 12. But everyone else has to wait till 20. You may think your survival depends on toggles, but that is not correct. Just play a Blaster to 50 and you will find out what survival IS.
Conserving endurance is a game of precision. Know exactly how many "shots" it takes to get to the center of a tootsie... uhm, Villain. You will be surprised how much endurance you can waste using your big hitter on a sliver of health. Instead wait for the appropriate smaller attack to recharge. Same goes for using small attacks. If the Villain has more health than your small attack can finish, then wait for the bigger attack. Dont use 2 shots when 1 will do the job.
Finally, play different variations of your themes. Some combinations are simply late bloomers and no matter what you do, the road to Stamina is going to hurt. If the theme cannot be changed, then get on teams for your early levels. Nothing saves endurance as much as having other players around to assist in Villain clean-up. -
I actually spend a great deal of time in Melee range myself, but in situations where that seems too deadly I will hang back during the alpha phase of a fight before jumping into the thick of things.
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Quote:I appreciate the effort Tenzhi, Thirty-Seven and GreenFlameAmong other potential characters. And a potentially terrible (or at best extremely random) name for yet others. Point being that only a relatively small selection of those "400,000" words will be deemed appropriate for any given character, and of that small selection there are even fewer that may meet aesthetic demands not all of which may be immediately apparent. All it takes is a handful of people with similar naming ideas to muck up the process.
Still, it only really bothers me when I do what you just (sort of) did and design a character around a particular name, only to find that the name is taken. And unfortunately the name-checking feature in the game doesn't work for me most of the time, meaning that I won't know if the name is taken until I make the character and try to enter the game.
Truth be told, I start every character these days with a search for a decent name and then see if I can design a concept around it. If you try to develope a concept first and then find a name, you are bound to be disappointed.
Also to be truthful, I ALWAYS choose 1-word names. Many will argue that therein lies the problem, but from my personal aesthetic paradigm, Superheroes are more pleasing with single or compound single-word names. Even though some may think I am complaining (which I am not), I have managed to collect quite a few decent super-hero names.
What IS dissappointing is the amount of time needed to spend in front of the character select screen trying to find the over-looked names. Time that I would rather spend IN-GAME.
So I guess that this thread will be /unsigned by myself just as the majority who have visited here. Thanks everyone for stopping by to share your views and good luck in-game
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Quote:Programming could be a challenge, but since we are only dealing with one element of a character's data-set, it doesnt seem like a huge difficulty for programming.I prefer unique naming, so not really for this idea. I always found names easy to come by.
My question is that does font add enough or any data to distinguish names?
Player 1 =/= Player 1?
I guess the real problem lies in how many other game functions are "touched" by the name-bit. Imagine being force-joined to a team because your alter ego hit invite accepted. Ewww -
From the time of launch it has been increasingly difficult to get names for your characters.
Although this has lead to some really creative names and character concepts, I have always wished that naming was more available.
What if multiple font styles could be incorporated into the names, so that first you would pick a font, then type out your name. Just adding a few Font-styles would allow more names to open up.
I understand that this would create the in-game phenomena of running into someone using the same name as your character, but this occurrence would probably be less frequent than you may suppose since most of us have tons of alts running around.
Anyone think this would be good ? -
With regards to building a less squishy Empath, all that I can say is that is a real challenge.
Prior to the BotZ changes I was sitting at 20% def to Melee/Range/AoE/Psi. But now my ranged and AoE defenses have taken a hit and am working on two new builds; one for teaming (where defense is a minor focus) and one for solo (where defense becomes a major focus).
The bottom line: Chasing Defense will hurt your recharge AND the amount of slots you can put towards your buffs, neither of which are good. I would explore trying to fit Maneuvers into your build (replace Aim perhaps). Also you might consider the Electric APP since you could get Charged Armor (giving you resistance to more than S/L), you could take Power Sink (which supplements Short Circuit really well) and your choice of Electric Fence (my favorite) or Thunderstrike as an opener; BOTH of which can be slotted with sets that get more recharge. -
Rather than trying to list all the minor improvements I would reccommend, here is your build with some slight tweaking to increase your recharge (No purples Added).
As an Emp/Elec myself, I have to ask if you decided not to go after sapping with Short Circuit or do you just use 2-3 blasts of it when needed. The reason I ask is that you seem to be heavily slotted for damage in your build and SC in particular. Just curious mainly.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Lady Inanis: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/EndRdx(5)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(11), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Dev'n-Hold%(31)
Level 2: Heal Other -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(21), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(23)
Level 6: Resurrect -- RechRdx-I(A), RechRdx-I(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Clear Mind -- RechRdx-I(A), EndRdx-I(46)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/Rchg(15)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(23), Mrcl-Rcvry+(25), Heal-I(36)
Level 18: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(29), EndMod-I(46)
Level 22: Recovery Aura -- RechRdx-I(A), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(39)
Level 24: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33), RechRdx-I(33)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(36)
Level 28: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(33), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Dev'n-Hold%(40)
Level 30: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 32: Adrenalin Boost -- EndMod-I(A), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(39), RechRdx-I(40)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(42)
Level 38: Short Circuit -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 44: Power Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45), RechRdx-I(46)
Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResPsi(48), ImpArm-ResDam(48)
Level 49: Voltaic Sentinel -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Rchg(50), ExRmnt-Acc/Dmg(50), ExRmnt-Acc/Dmg/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run -
How about something halfway between, like someone suggested.
Tier 1 pools open at level 6 with no pre-requisite. Keep the limit of 4 Pools.
Tier 2 powers open at level 14, but having no pre-requisite other than the 4 pool limit.
Tier 3 would open up at level 20, but require at least 1 pick from previous powers in the pool.
This would solve some of the "useless" filler issues, but make powers like Stamina and Weave still have an "investment" price to get. Additionally they could add more pool choices without restructuring the pool. They would only need to decide if a power was Tier 1, 2 or 3. -
That would have the same effect that I am seeking without needing to add more powers to each pool.
However, what would happen is that people would just pick and choose the best picks and have more overall power picks from their primaries/secondaries.
Currently if you want Stamina and Weave, you need to invest 6 powers of your 24 total and be at least level 22.
If I understand you correctly, then it would only be 2 picks of our 24 and be level 22 or higher.
That's quite a drastic change, since you would get 4 powers back to invest in other picks.
I am not saying that I dont like the idea however. We can all use a few more power picks