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Emps are cool when they actually use and keep up fortitude on multiple people, put AB on the right person, and actually use their attacks. However from what I've seen, this is quite rare. Most emps I run across either A) don't attack or B) don't cycle their buffs or C) don't do either and just spam heals. Unless it's someone that actually knows how to play an emp, they're pretty useless.
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This and the last time they tried polishing up older sets with new animations (when they added extra animations to some of the powers in blast sets) they failed miserably because they didn't put in as much effort into it as they should have and it ended up falling far below the generally accepted standard of quality.
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Quote:Correct, the hover was added long after release for exactly the reason you stated. However the issue is that it is forced. They should have an option to turn the forced hover off (null the gull) as well as shorten the cast time of teleport pool powers significantly.Unless I'm mistaken, the forced hover on TP is only because it's used as a travel power. It would do a player no good if they always plummeted from the sky after a teleport while trying to get across a zone. The hover gives them a small window to choose their next spot to teleport to.
A combat tp wouldn't need the hover, as it couldn't be used for travel (efficiently). -
Quote:All this.There's more to it than just the level. You need the incarnate powers as well: Alpha fills holes in your build. Interface ups your damage, Judgment gives you extra firepower that will prevent team wipes when you start getting overrun by adds. Lore is invaluable during certain trials, often to provide "exotic" damage types when the league itself doesn't have it.
The Destiny powers are required for successfully running certain trials and getting certain badges. In particular, Clarion is required to successfully complete the Underground trial. Barrier will significantly up your chances for successfully getting many of the badges in the BAF and Lambda.
And it's really not all that hard to get the level shifts: those come with Tier 3 Alpha, Lore and Destiny. I've got several character that got all T3s in 15 or 20 trials.
The only trial I've had a problem with running unshifted characters on is MoM, and if the devs intended that characters be level shifted for this trial, it's not broken. If, however, they believe that you shouldn't need a level shift for MoM, they need to reevaluate it.
There are plenty of other trials to run before you try to beat MoM.
And to add: If they added sidekicking to trials it would completely run over the entire point of having level shifts at all. -
Quote:True, I wasn't thinking of SC, SA, and LR when I posted that.the hover issue doesn't exist in any of the three port and smash powers: Shield Charge, Spring Attack and Lightning Rod....so that part has been fixed
also, none of those three has a terribly long activation time
the only thing that remains is the location-based functionality
Also as a comment to the question of range, I'd say if it was a melee set based teleport it should have a 40' range in line with other melee set ranged attacks. 10' is barely greater than a standard melee attack (7') and even shorter than some unique melee attacks such as KoB (13') -
Teleportation has alot of issues in this game, namely long activation, high end cost, forced hover on arrival, and only location based functionality available (vs targetted). All of this would need to be fixed for a combat teleport to be viable.
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I almost always get the t3 via shards using the WST or Mortimer Kal for the rare. Otherwise trials are faster for getting it to t4.
It also depends on what you have access to. If you run TFs on a regular basis and have components/shards just lying around, then use those up. -
I had been avoiding this thread since I thought it was a RP thread.
Boy was I wrong. -
1) Get all the accolades.
2) With IO seets build for softcapped defense and +rchg. You will probably pick up a good amount of +hp by default building for defense and recharge.
If you have close to 2000 hp for an /EA brute you're good to go. -
Quote:Survivability wasn't an issue with the amount of support we had, the issue was dps, mostly because we had no enhancements. No enhancements is the most brutal challenge setting by far. Without that set we would have probably completed it quite easily.Just curious..doing it on +4 on made the normal mobs 54 right? SO Crimson, who is normally a level 50 hero, was still 50?
Can totally see you guys not able to kill him though. I remember reading that all those buffed enemies settings function like turning an even con minion into a +2 boss (in regard to hp, damage dealt, taken, etc) so I can imagine it would make a Hero very tough. Also, read some post saying a normal even con AV is basically working at +5 levels to you for the damage and stuff..so buffing that..yeah, ouch. Would have been interesting to see how much States could hit you guys for at the end though. lol -
I'd really like to see that, especially now that the base rent cost is trivial.
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Quote:Yeah you *can* do that... though I was more thinking along the lines of old RSF except with IOs, just to see what it'd be like. Ya know how the most difficult piece of content from the past would stack up to the new power levels we have access to now. I don't think it's codeable but it would be cool if difficulty affected the lvl set AVs, so if you were on +2 the freedom phalanx would be lvl 55.You totally still can. Get together 7 random people to fully simulate a PuG rsf team. Have everyone respec out of every single IO they have, as well as removing incarnate powers. Fill up the toons with SO's, run rsf with buffed enemies to account for the -1 level difference.
I am sure people will be lining up for that.
Sarcasm aside, I agree with you. It was a great feeling of accomplishment when I finished my first rsf, even more so when I 'tanked' it for the time.
At one point myself and other people I usually run with put together a +4 RSF with buffed enemies, debuffed players, no enhancements, all the challenges set. Even with the most stacked team imaginable for such a situation (I think we had something like 2 colds, 2 therms, 3 kins, and 1 melee).... well to say the least we weren't even able to kill Agent Crimson in the first mission, haha.
And yeah first RSFs was basically your rite of initiation into manhood
*ahem* as much as I like reminiscing, getting off topic xD -
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They give the warning that it's due before it's /really/ due. It was common practice before base rent cost was significantly reduced to wait until they actually shut your base down to pay the rent; you can save a fair amount of prestige that way.
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I don't mind the tips themselves and the awkward places they send me, it's just annoying that you have to do FOURTEEN of them to get both badges.
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Quote:Nice post. I just want to emphasize that alot of the kind of stuff that is in itrials has also been present in the preincarnate content as well.States TF - Broken because you NEED a tank/healer in most cases.
Lady Grey TF - Broken because you need at least somebody who can hold the mitos.
Hollows Trial - Broken because you need 8 people on it, most cases involve you having a person who can recall friend.
Sewers Trial - Broken because it requires teammates to time their attacks together to defeat the pylons.
MORuns - Broken because you most teams only allow players they know.
Now that i've got that out of the way with some VERY simple and quick examples [i can name so many more], lets move onto the trials themselves.
Keyes - broken because you need a tank with high energy resis.
Lam - broken because if you dont get enough of the temps in stage 2 then its very hard to complete it.
Underground - broken because it requires some players to have a clarion.
TPN - broken because of the auto kill feature such as marked for death.
MoM - broken because of the 15 second death penalty.
DD - broken because of the death penalty that buffs MoD.
Now can the people who are always complaining about trials see why people roll their eyes at them? [not you obviously cpt, teamed with you and know that your one of the few who see good/bad in trials].
There are so many examples of tasks ingame that requires a certain AT, a certain powerset, a certain standard of player to complete it already. When was the last time you saw a thread complaining that the STF is too hard because of the insame damage LR does?
When was the last time you saw a thread saying that the Hollows trial should have its requirements lowered or the igneous guarding the pillars removed?
When was the last time you saw a thread saying the LGTF was just stupid because it gave no warning beforehand that you NEED a certain AT/power than can be of use against the hami?
This is a bit of a rant post but its because while yes your obviously welcome to all your opinions, but when people try and show that X isnt as bad as you might feel, those people get instantly shot down with "well it is that bad because i say so".
Earlier in the thread a poster shoots down the DD trial while in the same post saying he's never tried it . . . .
People like myself get fed up of "itrials are broken" posts because while a very small minority will post actual good feedback on how to improve them, majority are just posting anti-trial posts for the sake of it now it seems
If those anti-trialers are so against itrials but want to actually improve them, then make a seperate thread for each trial where people can actually throw out ideas on what needs to be buffed/nerfed.
I remember when the LRSF came out (when the vindicators were lvl 53 and the FP was lvl 54). It has HARD as heck, and with no IOs back then I'd probably say it was harder than any itrial we currently have. What's the difference between that and now though? Everyone worked super hard to complete that tf. It was hard and eventually nerfed to a reasonable level, but no one complained about it like they do to the itrials. The iTrials are just an easy target, most because the community has made it so, and now even though people are completing these trials left and right the stigma still exists. -
Quote:It's not an outright lie, you just don't understand the change or RNG.In my experience with Keyes, saying that it has a higher chance of rares/very rares is an outright lie. Since that supposed change in November, I've received 12 commons, 8 uncommons, 6 rares, 5 very rares from Keyes. From my perspective, it is still heavily weighted to commons.
The change increased the chance that you would receive a rare or very rare on keyes. Never did it say you would receive more rares and very rares than commons and uncommons while doing keyes.
And I do notice I've gotten more rares/very rares post patch from keyes.
Edit: Sango Sumeragi gets it. -
Quote:If you're using a wakie outside of the bubble, you have a good chance at dieing, that's why you should use one inside the bubble (and you should have died in the area where the void bubbles are or will be, otherwise it's your own fault for being in the wrong place).This has been proven not to work during the Penelope phase. That is what I've been trying to say.
Quote:And they are not a factor in the main area of failure.
Quote:This shouldn't be a factor as to whether an awaken actually works.
Quote:Graphics check again. There is no distinction between the area where Aurora is and where the AV fight is.
Quote:Requiring everything including the kitchen sink for a trial that maxes out at 16 players is unreasonable.
Quote:The rez system in MoM is a highly abusive game mechanic that doesn't have a place in any game, much less this one. -
Quote:I don't think it's awful, it's just different from the other trials.MOM's rezz system isn't technically broken.
It is, however, fundamentally awful.
Quote:It IS retarded*. It isn't fun. It IS highly abusive of the developers for including it when they don't provide a reasonable alternative to the rez system in that trial.
Use a wakie and a break free.
Be rezzed by another player.
Use a rez from one of your powersets.
Use a vet rez.
Take desdemonas rez.
Don't die in the first place.
I see plenty of options/alternatives.
Quote:It is also the direct cause of the trial having a high failure rate, which I personally find unacceptable.
* (retard) be delayed.
Most likely you will fail because:
-People are dieing too much. People dieing means less dps, less buffs/debuffs, and wasted time recovering. People dieing too much is typically attributed from people not paying attention to the pink circles. Rebirth makes the Pink Circles significantly less lethal, checking to make sure your league has a couple of rebirths before the trial starts helps alot.
-Voids are not being pulled and killed properly.
-Aurora doesn't get healed. This can be completely avoided by making a quick check before the trial starts for a couple people that have rebirth.
-GM's aren't pulled killed properly next to Tilman and/or there is insufficient mezzing. This can be averted before the trial begins by making sure there is a couple of people that can control and that people with knockback are informed not to use such powers on the GMs.
-Insufficient mez protection on the last 2 stages. 2 Clarions is all this trial needs. It's a far cry from the 4-7 clarions required for UGT. Making sure there is at least 2 clarions before the trial starts makes this a non issue.
-Insufficient level shifts, meaning less dps, more death, and less incarnate powers. Requiring at least +1 is an easy work around. If you feel there isn't enough level shifts to complete MoM then run a different trial.
-Poor Leadership.
All of the above can be worked around to make sure you won't run into those issues. The rez system in MoM can make the above more pressuring, but it is not the direct cause of the [supposedly] high fail rate on MoM. At best the rez system in MoM is an easy scapegoat for why you're really failing.