-
Posts
3400 -
Joined
-
Doms were pretty low on population for a while there due to their hardcore nature and lack of meaningful reward without a huge investment. Since the buff they've been becoming more popular. When I build teams, my common practice now is to have 2 Doms. I remember before the buff when there wouldn't even BE two Doms in my range online.
They're gaining popularity slowly now. And for good reason. Doms are my new favorite AT. They're redside Blappers with control. I have a Plant/EArth Dom I'm just in love with. If you want a fun experience on a somewhat under-appreciated (still) AT, roll a Dom. A powerful mezzer/flashy power user like my Plant/Earth will catch attention and garner praise from teammates. I've gotten lots of feedback on my Dom since making her. People are quite impressed at what a Dom is capable of these days and I usually get someone in every team I join thanking me, asking me about Doms, or deciding to make one. -
Quote:I've been on several ITFs too. Probably at least 50, since I used to do one a day for about a month, and have done plenty before and since. I've never once failed it, but came close with a boring team that wanted to separate Rommy and his pets. They spent like 25 minutes trying to very carefully and very strategically position him and the fluffies away from eachother with very little success, while Rom is pounding on everyone.I have been on several TFs and seen this done in 2 ways. The main way is someone on your team will taunt the essence that heals Romi and the other party members will defeat Romi until he has con rezed enough times to consume all the nictus.
The other is to just bum rush him but that's very risky and requires an amazing team with buffs, heals and damage.
Every other time we've just rushed it and seen nothing but success. And plenty of those were set to Invincible. Even on the +4 ITF I did before they removed the option, we completed it without trying to separate them.
Having done so many, I can't imagine the sort of team makeup it would require to be literally incapable of tackling Rommy. It may be that I'm used to building a support-heavy team where at least half the group is made up of Corruptors and VEATs, but I've never once suffered one of the "failed ITF attempts" that I keep hearing people talk about. Even on super-high difficulties. One of my friends has tried a dozen times and never succeeded, and I just can't fathom why, unless she forms a team with 1/8 being a support character or something. -
You know, there's a real easy fix for this. There's about 500 people shouting "lf banner team" when an event starts. Rather than join them and wait for someone else to do the work for me, I just started inviting them to MY TEAM. I almost immediately had 8 people, and I got 3 of the banner badges in one shot. Would've had a GM badge too, but it bugged out and spawned 43 feet underground.
-
Quote:Noticed that pretty quickly. I arrived at a simple solution by making a nice, steely gray interface for all characters.Impish Kat described the process of saving pretty well. Everything you have saved auto-loads on every new character. Keep in mind this is one-side only, so if you save your red villainous interface, you'll load a red villainous interface on the next hero you make.
I did notice that as far as colors go, it's a tad buggy. Every time I load it, the target window stays red (or blue). I have to go into the UI color settings and click on one of the bars. I don't actually have to change anything, just threaten to. That seems to reset the whole UI to the correct color.
Either way, the save/load speeds up my new character process a lot. Also allows me to make sure all my characters are set up the same way. -
I'm curious now too. I know how to save options and keep track of keybinds and some other settings, but I wasn't aware of a way to prevent me from having to resize, relocate, and redo all my windows every time.
-
You just made a new character, and zoned into Atlas, Galaxy, Mercy, or the tutorial. What do you do now?
My answer/list:
* Drag the chat window to double its size (height) to see more text at a time
* Reduce the size of the top half to about 5 lines of visible text
* Alter the bottom to remove broadcast and add two global channels
* Add a new tab on bottom called "Roleplay" which only has local, emotes, SG, team, and tells
* Open my team/search window; edit the search comment to read "No blinds."
* Click power tray ^ twice to bring up a second and third tray
* Change the middle tray to tray 2, top to tray 3
* Click + to enable a 4th tray; set to 4x3; place on top of the 3rd tray on far left
* Begin monitoring combat attributes: melee DEF, ranged DEF, lethal RES, energy RES, damage bonus; place over inspirations
* Enable pet window, if applicable, and move next to target window
* Move bonus pack items (mission porter, SD, tarot) to tray 4
* Increase size of map, contact, and badge windows
* Open vet rewards; claim powers from months 12, 24, 33, 36
* Move sands of mu, blackwand/nem staff, and pets onto tray
* Move pet to tray 5 (click right on tray 4, set, click back)
* Set mu and stick on tray 1; rearrange powers for a 5-power starting attack chain
* If necessary, place mez powers on tray 2, toggles on tray 3
* Open options, change chat bubble color to something color-themed for new character
* Manually add a few names to local friend list
New in i16:
* Set both auto-accept level ranges to 50
* Set email to be from friends/supergroup only
Things I can't do right away, but do when possible:
* Set team window to show player buffs
* Add Pocket D, base, and mission teleporter to tray 4 (at level 3)
* Make the 4th tray, inspiration tray, and combat attributes fit together neatly
-
Oh, there's one thing that needs to be mentioned as far as crashing goes. There's one thing that will consistently crash me. Besides the aforementioned Black Market, training, SG window, and just playing a long time.
Deathsurge will always crash me. Fighting Deathsurge always makes my game flatline. No other GM does it, and he can do it even if I JUST logged into the game. I can log in, join a team, start fighting Deathsurge, and crash. It was hell trying to get the badge for beating him. -
According to the wiki, the ranged damage modifier for Nova form is 1.2 (which is higher than anything else in the game, but considering it only has 4 abilities...)
-
I have some thoughts on a few power icons. Specifically:
Lightning Rod
Shield Charge
Carrion Creepers
LR and SC are basically the same power. They have the target reticle with a knockback icon. I believe icons should represent their primary function, and knockback definitely isn't the primary function of LR and SC. If anything, they should have the severe damage icon (ala Head Splitter and new TF), because that's what they do. The knockback is just a secondary effect. In fact, the example I gave, you switched TF from a very inaccurate status effect icon to damage. So it seems weird that these attacks would be given an icon that represents their secondary effect.
Carrion Creepers I feel is even less accurate. It does technically do knockdown, but it also immobilizes, and slows. And, in fact, tends to immobilize and prevent itself from doing knockdown. So knockdown is probably the least accurate icon you could do for it. Even an immobilize or slow would be better. However, I feel due to the nature of the power, it should have the Gang War "lots of pets" icon. Carrion Creepers will sometimes knockdown. It will usually immobilize. It will pretty much always slow. But one thing it will ALWAYS do it summon a bunch of pets. If it doesn't, it also won't do any of the other things you could possibly put on the icon either.
Rest of the stuff is pretty great. Just those powers stick out like a sore thumb against all the other good choices. -
Dang, it only took one post to derail it into a makeup joke due to the spelling.
Not that there's much to derail. All these "when is _____ happening" threads have the same answer: We don't know. If someone did know, they couldn't tell us. -
I have an "If I died, it's my own fault" policy. My characters are generally built tough, and I constantly manage inspirations to have something available. I always keep at least 4 greens and 4 blues on hand, and everything else is converted into purples. It's not the corruptor's fault if I decided to aggro two groups at once and didn't take action when my HP started to fall.
I also have a "no pull" policy. Most of the time anyway. If we're up against Longbow or something I can swallow my pride, but if we bounce up to a group of Council that's close to another one, that's just time for everyone to prove they've got guts! Steamrolling single groups gets boring after a while. I like to do something crazy from time to time. My new catchphrase is "Brutes don't pull," as I Lightning Rod into the enemies. -
Quote:I feel the opposite way. I would kill for the extra salvage slots, and the ability to take Combat Jumping + Flight. But I have to wait two more YEARS to get those rewards. I'm still waiting on my team recall, combat pets, and extra character slots. And by then there will be even cooler, better rewards, because it doesn't seem like the devs intend to stop. Every 3 months I get to hear about a new reward that I can't have for another two years.lame! why are the veteran rewards so lame? like, who cares about extra salvage slots? someone has been playing and paying for 60 odd months and they get this...
Yes, vet rewards are lame. -
Would it even be remotely possible to introduce something that only villains get, in the same issue where villains can become heroes?
-
Quote:Actually, this is fairly true of VEATs as well. The difference being they're more fleshed out to make them more unique than they originally were.Biggest problem with PPD being a HEAT is redundancy.
Want to be SWAT? Roll a AR/Traps Defender or AR/Devices Blaster.
Want to be Psi-Cop? Roll a Psi Blaster or Psi/Emp Defender.
Want to be a Quantum? Roll a Peacebringer.
The only ones you can't already be are Hardsuit or Detective.
Normal Fortunatas basically just have psi attacks. They don't have a bunch of team buffs. Neither do Banes and Crabs. Widows just attack with claws and hide, which a Stalker could easily fill. Aside from flashy visuals, Crabs and Huntsmen basically just shoot at you with guns.
Epic PPD could be similar. And they do still have unique things they can do. Ghosts and Equilizers for instance, two very annoying units to fight, which have some unique aspects. Ghosts are a ranged cloak that crits and has mezzes. Psi-division, yes, is basically just psi attacks with some empathy. But that's not to say they can't give them a unique flair like they did with the Tactical Training for VEATs. Power suits can easily be a crab-like character that has good defenses with ranged attacks. And who wouldn't want to be a police drone?! (Okay, that last one is a joke) -
Quote:Actually, they're easier to get redside. Especially since the change. There are no longer any PvP-related requirements, and no 5-hour badges. The damage badge can now be done in just a few hours, and the debt badge is possible to get on the way to 50 by accident.3) Preserves game imbalances. Much easier to get many Accolades as a Hero than as a Villain. This is a problem because again people would complain about having to become a hero to get Accolades easier (Atlas and Crey Accolades are especially easy for heros plus no 5 hour badges).
The hero ones are much more difficult. Geas of the Kind Ones requires about 1600 kills in a zone most people won't visit, against enemies that only exist in that zone, as well as 2 GMs and a Task Force. TFC requires SIX entire Task Forces. Portal Jockey requires THIRTEEN, SPECIFIC arch-villains. Magus requires numerous hunts against rare, annoying enemies. Even if farmed once gray, the enemies can be hard to track down and very time-consuming.
By comparison, CoV accolades are mostly easy things. The "difficult" aspects of each one are things you can do fairly easily, such as take 1m damage, kill 200 ice demons (very easy to find in Nerva), or do ONE-HALF of a task force. The only actually time-consuming villain badge is Force of Nature.
In fact, my main concern with side switching is that I'll have to re-earn accolades on villains that switch over. Which I don't want to do, because all my dedicated villains have all the main accolades, while for the life of me I've NEVER sat down and grinded out the requirements for TFC, and have only done Portal Jockey and Geas once. -
Quote:I recall in one of the comic books, Synapse breaking... Something and was literally able to create a time paradox and stand in two places at once, Statesman is said to have ripped straight through a Rikti Saucer and destroyed it during the first invasion (So why the @#$% doesn't he do that now once the pylons go down?!), I don't recall it ever being stated that BAB has any real powers and that his energy melee it from his gauntlets. So to at answer your question, he has bench press contests with Blue Steel. Positron, not sure. as well as various others.Quote:
It's good to know some of the information. The character I play tends to be stronger than most of the other characters I run into. Her limits are about 24 tons for super strength (which is about as much as a loaded semi truck, or about 1.5 empty ones), and a bit under 500 MPH for speed, which is well below the sound barrier. It's good to know she's nowhere near the signature heroes. I would feel awfully twinkish to have been playing a character who's supposedly stronger than the signature heroes. -
In canon, about how powerful are the signature heroes? I ask because I have a "powerful" character I play frequently, but I don't want to pretend that she's stronger than notable heroes like Back Alley Brawler or Statesman. Or the various Giant Monsters that roam around destroying things.
I'm curious about things like, could Back Alley Brawler easily lift a semi truck? Can Statesman withstand the impact of an anti-tank missile? Can Synapse break the sound barrier? Could Positron flatten a city block? Some notable heroes like Superman seem to have no limits on things they can do, since Superman is seen moving the planet around from time to time. How do the canon heroes and villains fare? -
I actually have this issue too.
During the first 45-60 minutes of play I can do anything I want. After that, hitting the trainer is a 50/50 chance of crash, and WW/BM is 100%. I can also crash opening the SG window. I will also crash if I play for about 2 hours, at a random time, during missions. Relogging to change characters more than once or twice will also do it. The memory usage gets very high until the game just crashes.
It's so consistent and reliable that I've gotten to the point where I just restart the program before doing most of these activities. Doing this will always prevent a crash, since the game will run fine for that first 45-60 minutes.
I've yet to find a remedy outside of just closing and reopening the program. I tried updating drivers, getting a cooling pad, and quite a few other things suggested by friends and forumites. I now just bite the bullet and restart every hour or so. -
My Widow is a Widow and not a Fortunata. She uses claw attacks. I have a very fast and fluid attack chain with just 4 ST claw attacks, and if I want AoE, I have high enough recharge that I can alternate Spin and Dart Burst. Any of the psi attacks available (of which there are only two) to a Night Widow would have a longer activation time, recharge, cost more endurance, and do less damage. So no, she's not loaded to the gills with psi damage. In fact, she has none at all, because outside of that one specific instance, there's no reason for me to use psi unless I want to dramatically reduce my DPS.
-
What percentage of the actual playing villain population do you honestly think logged onto the test server during normal work hours on a weekday, with only about a day's warning in advance? 1%? 0.1%?
-
Quote:Well, the 100% only applies to certain damage types. And it's not on all the time.adn yet the Devs are fine with 100% resists for NPCs
Statesman, The Honoree, Reichsman, Citadel ...
...But I still agree with you. It should be at most 95-99%. At that point you could at least contribute SOMETHING, and -RES could at least debuff it a tad. It's pretty annoying when Honoree hits Unstoppable and my widow can only contribute damage when her dark procs go off. -
Quote:Base for normal ATs:Added in.
The great thing about VEATs is that they don't suffer from not having a team. Their inherent is miniscule at best (something like +0.01 max end and something small for health? Its damn hard to find numbers)
Regen: 0.42%/sec
Recov: 1.67%/sec
VEAT:
Regen: 0.5%/sec
Recov: 1.84%/sec
+0.08 regen and +0.17 recov. It's about +20% regen and +10% recovery. It's a free Numina unique, and it basically pays for one toggle. The good thing about it, though, is that it's BASE recovery. Meaning all +recovery and +end bonuses are amplified more than for normal ATs. VEATs tend to run a lot of toggles, so it helps. If you add Health, Stamina, and other +regen/+recov bonuses, you get a bigger benefit than other ATs do.
I'd actually consider it a pretty good inherent power. Its effects just aren't that obvious or apparent. It's no Fury, but it's still nice. -
Quote:It also helps to prevent stalemates. If you fought a foe who had 100% evasion and nobody on your team could hit him even once, there'd be no way to win. At least with the 5%, you could widdle him down slowly. And foes that floor ToHit would be pretty bad if they could reduce your hit rate to 0%.Restricting hit chances so they never go all the way up to 100% or down to 0% is common in RPGs. It ensures combat is never completely predictable, which designers think makes it more interesting.
Plus, if it was possible to buff a team so that they never get hit at all, there would be no reason for any other buffs besides defense. -
-
I feel that HEATs need a buff in a few different regards. I played PB up to about 40 and then stopped. She just didn't do anything particularly well enough for me to enjoy her. And perhaps I was spoiled after having played a Crab and Widow to 50. Comparatively, they just do less damage, have long animation times, aren't as durable, and don't get mez protect outside of Dwarf.
But, having voiced my concerns before, there were enough vocal people that felt they were fine and didn't need to be changed. So HEATs go on my list of things I can't or won't play, like Stalkers.