DreadShinobi

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  1. Quote:
    Originally Posted by DarkGob View Post
    Did everybody in this thread forget that we have an endgame system now?

    No. /unsigned. Pointless.
    I came here to say the same thing, but tbh the 2 things are different. Endgame rewards that aren't necessarily incarnate related could be a good thing. Alot of people (not myself, but i notice it alot) complain how the only thing that matters now is incarnates and incarnate progression. This could be a great addition for people who aren't VIP and/or don't like incarnate content and it's not like the 2 couldn't co-exist either.
  2. Interface works exceptionally well for MMs since each pet can proc the the interface and for this reason cognitive actually works well for them due to the amount that they can stack it. Reactive is also good, but MMs are one of few builds that can really make good use of the interfaces with mez.
  3. Quote:
    Originally Posted by OutaControl View Post
    I've always played heroes but I finally rolled villain spider.
    I did the going rogue missions so I could go to either side.
    I just got to 45 and decided to do the Dr. Khan with 4 other villains.
    we all went to PI the hard way and did that mission there, but when it was finished we all figured we could Ouroboros out and use that way to get to the last mission.....

    we all jumped into the Ouro at the same time and found ourselves out of a team. no more TF..

    I don't get it.. was that REALLY the intention?
    if it wasn't, then how can that bug still be there?
    if I'm rogue, why can't I use the Ouro for both sides?
    You're faced with 2 seperate issues here.

    1) villain ouro and hero ouro are seperate. If you are a rogue in paragon city and you goto ouro you will be in the villain ouro, vice versa for vigilantes in the rogue isles

    2) There is a bug in khan, if a rogue goes uses ouro or goes to any villain zone during the tf, no one will be able to enter the next mission until they are back in a hero zone. It's quite annoying. I was unaware that it would disband the whole tf if everyone on the team did it though lol, but thats never come up for me.
  4. Just add "rewards" to a chat tab.
  5. Quote:
    Originally Posted by DarkGob View Post
    So I know Mission Architect access for non-VIPs can be gained through the Paragon Rewards Program with multiple purchases of 1200 Points, but according to this it sounds like it should also be purchasable with a license, but there doesn't seem to be one on the Market. Am I off my nut or what?
    IIRC, you buy it for x amount (I think it's 180) reward merits for a 1 month liscence from the reward merit vendor in the auction houses/black market.

    IE the guy you give your reward merits to for IOs, but not the actual wentworth employees.
  6. As someone who also leads trials, Incandescence just isn't worth it. It overcomplicates things and in many cases people aren't always needed in the same area and it can add confusion.

    For TPN specifically even if you're ignoring the telepathists outside, everyone should be moving into the buildings together, and there is plenty of time to get to the building after the previous building before the doors open.

    There are a few applications for it where it can be helpful (TPing after a wipe on warwalkers in UG, avoiding oblit beams if going for badge in keyes) but they are far and few between.

    Whether those are the same reasons as the leader of the trial you were on, I don't know, did you ask him what his reasons were?
  7. Quote:
    Originally Posted by Dark Energon View Post

    Con:
    -Needs a lot of time and effort to get this implemented.
    This. Would rather the devs spend their time working on other things that fiddling with a system that works well enough.
  8. yeah the mallet abilties (or any other powerset that mixes in "weapon attacks" like Fire melee fire swords) don't cause redraw. Seismic Smash uses a 1.5 sec bonesmasher/haymaker animation, a new mallet animation could probably be quite easily fitted into that amount of time as an alternate animation.
  9. Put everything in 1 zone and while it would be handy, it only makes the issue that most other zones are already dead worse.
  10. Quote:
    Originally Posted by Lothic View Post
    People have been suggesting this for years. Who knows when or if this'll ever happen. *shrugs*
    Well considering how long it took them to fix this, it could be 10 years before they decide, "oh, after you've thought they were useless all this time, we dictate that HOs be restored to their original value, now go farm RSFs daily again!"
  11. I'm glad I don't have any arachnos widows or /sd toons to be really hurt by this change, but it still sucks, and it's hilarious that it took them this long to decide to fix it.

    For me that makes the only valuable HO Micros, and only by a small margin over run/end IOs.
  12. Quote:
    Originally Posted by MrCaptainMan View Post
    Another problem I see with cramming storyline into the iTrials is that you only geg a tiny bit of story. It takes multiple hours of gameplay to run the whole of the Striga storyline, or Croatoa, or First Ward, and many dozens of missions. This gives a feeling that the story lasts a long time. The Praetoria storyline delivered in the iTrials is over in what, 8 short missions? The fact that thy are intended to be run over and over and over may fool some into thinking the iTrials give hundreds of hours of content, but they don't.

    I fear that the DA content will not be analogous to the amount of individual missions delivered with Croatoa or Faultline or FW for example, because the devs think that running a repeatable mission 5 times is as good as running a 5-mission story arc.

    That's a grim road to go down in terns of delivering content i
    IMO.

    It would be interesting to see a breakdown of each new zone that's been introduced with a count of the missions and TFs etc that came with them.

    Eco
    Longer story doesnt necessarily mean better story. Not saying trials have good story though, but the cutscenes in the trials are already long enough, I don't want to spend half of every trial sitting in a cutscene so people can have their story.

    As for DA, we'll just have to wait and see, but number of missions isn't a really good metric.
  13. Quote:
    Originally Posted by Hopeling View Post
    Compared to what? Certainly not other controller pets. Seems like a good set of attacks, controls, and AoE considering what most of the pets have.
    Well it's hard to say without actual dmg/recharge/animation numbers for each ability (which I would love to see). I guess I just feel like the pet won't be any better than other pets, which I don't value highly either.

    Jack Frost is in lolIceControl, Fly Trap has horrible AI, and I've never really had much experience with animate stone other than it sequesters leagues in BAF. And all pets have issues with keeping up with you and attacking what you want them to attack in anything other than a defeat all. Imps have good dps but still fall into the category of not being able to keep up and not attacking what you want them to attack.

    Also, does the pet debuff tohit? Does it have any base resistance/defense? Does it have increased movement speed (like imps, for a wolf it could make sense)? And with 2 cone aoes, will it actually make decent use of them? It doesn't have ranged attacks, which I consider a good thing, especially when it comes to AI (unless Shadowy Binds is ranged, which would make me qq). Whatever the recharge on Terrifying Roar is also pretty significant, if it is too long it won't be something you can rely on. Fear isn't a super good debuff, the best part about things like Fearsome Stare is it's tohit debuff, rather than the fear. I would hope Terrifying Roar has a tohit debuff, even if its a small one. If the only tohit debuff the Pet can dish out is Shadowy Binds I will be greatly disappointed.
  14. Quote:
    Originally Posted by Aquabladez View Post

    Claw Rake - ST Neg/Leth Dmg
    Vicious Bite - Another ST Neg/Leth Dmg
    Umbra Swipe - Cone (90 Deg Arc, 16 Targets) Neg/Leth Dmg
    Shadowy Binds - ST Mag 4 Immob, -To Hit and some Neg Dmg
    Terrifying Roar - Cone (30 Deg Arc, 10 Targets) Mag 3 Fear, Some Neg/Smash Dmg
    Doesn't sound that good, I'd love to be proved wrong though.
  15. Having more progression to work on for each character.
    More challenge than other content.
    Group content. (as opposed to solo content)
    Incarnate Powers.
    Seeing what groups of random players can accomplish.
    Reading all the rage the trials breed from players on other servers.
  16. Quote:
    Originally Posted by Golden Girl View Post
    By the way, the current rewards for the DA arcs give you a table to pick from at the end of each arc, with an option to choose 10 threads, or a random component roll, as well as super inspirations and reward merits.

    EDIT:

    The full reward table at the end of each arc is:
    Good list. I am glad that the rewards for DA content uses a SSA format and not a tip/hero merit format.
  17. DreadShinobi

    LFG expansion?

    Quote:
    Originally Posted by TonyV View Post
    Honestly, I think that the only people don't use them more now is because of the shortcomings it has had that this issue resolves (for example, not being queueable in missions and such), but I'm a little worried that the simple inertia of people doing things the way they've always been done will be a hinderance to the queue system, which I think is brilliant, becoming widely accepted.
    The only reason I use the LFG thing now is because it's required to start itrials. I won't actually use it to find groups though cause I hate to PuG. I welcome the change though, it's great for everyone that wants to use it, I just personally won't be using it.
  18. Whoa, redname party going on in here.
  19. Quote:
    Originally Posted by Phewmite View Post
    Info on I22 is up...images show a shadowed wolf.
    It looks very cool.
    The real question is what powers it uses with what numbers.
  20. I wouldn't personally make use of it, but more options are good.
  21. Quote:
    Originally Posted by AzureSkyCiel View Post
    Just for fun, let's mix and match various powers of NPCs to make the most frustrating enemy group imaginable!
    The winner gets absolutely nothing other than to wear the trollface and wear it proud.

    To start off:

    PPD SWAT equalizers with Nullifier grenades, sapper guns, chill of the night, and KoA Caltrops.
    Lethal Force, Grasp of Gaea, Infection, Cripple, Disintigration. >.>
  22. Quote:
    Originally Posted by GuyPerfect View Post
    Uh... er... hm... If you're a badger, wouldn't switching to full Hero temporarily be acceptable? It's worth a badge and everything.
    I assume the goal here was to save people a switch if they didn't need to otherwise.


    Though with the dev's habit of constantly adding new badge missions to both sides, badgers tend to get forced to switch periodically anyways.
  23. DreadShinobi

    Retool the Nukes

    Quote:
    Originally Posted by Leo_G View Post
    Do you even know the numbers on the nukes? Currently, they cost 20 END up front (meaning you need that much END to click it) and then 100 END after they hit the foe. Count again.
    I've been ignoring that for simplicity, however if you really want to include it, it doesnt make your suggestion look any better. If you count the activation end (some of which is mitigated by recovery while the nuke is animating, and some of which is reduced by endred) your suggestion at base would mean losing 100% end and 45% EoT. Thats far worse than it is currently. I don't, and I'm sure many other people dont, want to lose nearly 150% of endurance to use a single power, that's ridiculous. 150% end (with a recovery debuff on top of it) means using 6 or more blues if you want to fight through the crash and not lose your toggles, to repeat SIX INSPS, and if you keep fighting the recovery debuff will cause you to use more. No damage buff, radius increase, debuff/mez increase, or recharge increase can make that cost viable.

    Quote:
    All moot.
    No u?