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Posts
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Quote:Having another redside zone as infinitely useful as Cap au Diable will do this. You'll start having people in their 30s and 40s congregating in St. Martial instead of clustering around the BM in Cap, which will help alleviate this issue completely.Spread out the population a bit and you might even end up with less lag -- ever notice that the closer you get to the Black Market in Cap, the longer it takes to get there?
As for blueside, the only zone I've ever seen congested is AP. There are so many zones, the others simply don't see a lot of use (have you ever gone to the KR Wentworths? The place is a ghost town!) -
Several zones, both hero and villain side, serve well as hubs of activity, good zones to use as a staging point or a go-between to certain content. But as of this moment, there is only one "perfect" hub, offering access to nearly everything you'd want to reach: Cap au Diable on the villain side, which allows access to the Rikti War Zone, Cimerora, a tailor, a market, an invention table and all of the other zones red-side.
Other less perfect hubs include Steel Canyon, St. Martial, and Founder's Falls.
What I propose is that we expand this, creating more hubs on both sides - ideally, two on each side, one a "low level" hub (Cap and SC) and one a "high level" hub (FF and St. Martial). This of course means a few things need to be added to these zones.
Steel Canyon would need a Vanguard DPO added. With access to both the Green and Yellow line trains, it's got access to almost all Hero zones, which is the best you can hope for with how many zones Heroes have.
Founder's Falls needs to have a Wentworth's added. A Yellow line would be nice, but perhaps not really in theme for the Hero zones.
St. Martial needs a Midnight Club. This could be a full-blown University (maybe replacing the Abandoned Lab?) or just another door that links to the Midnight Club. Like Founder's Falls, St. Martial would lack links back to the low level zones (but links to the "low level" hub), so there'd be pretty good parity there.
Since these zones only need one small addition each to become more perfect hubs for their respective sides, it shouldn't be a big deal to add them, and would do a lot to add to the quality of life for both sides. Heroes spend a lot of time dancing from zone to zone to get everything they need, and another hub in St. Martial would help alleviate some of the congestion currently in Cap au Diable. -
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Quote:I think that's a little extreme a place to take that. There should be some difference between a still-learning hero and an established one that is working to be an example to those still-learning heroes (the literal definition of what an "exemplar" is.)If its that bad, and I don't think so I exemplar plenty, then lets just start with all powers available. no choosing nothing, all of them.
I'm not sure what ATs you play, but I play Tankers and MMs; MMs don't really come fully into their own until at least 24 (and more so at 32), and Tankers go from indestructible to surprisingly squishy when you take half their toggles away. -
Quote:<censor> "imbalance". Exemplaring isn't fun, because it takes away all these powers I worked to earn and play with.Honestly, I hope that they only let you keep the appropriate powers for the level you are exemping to. If they let you keep all the powers I think it would be too much and cause too much of an imbalance in the game overall.
Maybe in PvP there's a point to it, but for PvE content, I just don't see it. Damage, health, and so on already scale to level, so I don't see how having more powers is so much unbalancing. The low levels suck enough as it is (and i16 is going to speed them up even more).
I think the devs have realised that making the game fun is more important than "balance" issues (or they would have shut down AE long ago). -
I am so hoping they let you keep powers when exemplaring in i16 (Posi seemed to hint about some sort of power retention, anyway). My hero needs Posi (and Synapse) too, but I absolutely hate exemplaring with her. I've just gotten far too used to having Foot Stomp.
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I remember Sorah from the last time she came back. Hi Sorah.
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The Rookery is just this place, you know?
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USPS is the best delivery system in the world. For businesses, FedEx and UPS can be servicable, but for a regular working person getting something delivered at home, USPS cannot be beat.
And this is coming from someone that has to drive five miles to the Post Office. At least it's open Sunday. -
Just for the record, I called the mod.
I was kind of hoping an official, on the record ruling either way would end this whole silly debate, but I made the carnal sin I often do of overestimating people. -
Quote:It's actually a role that redside lacks. I play redside more than blue, and most Brutes are much more like Scrappers than Tankers in these regards - especially in regards to "taking alphas" and "clustering mobs". On redside teams, there's often a question of who will rush in first, until I take charge with my MasterMind (whom, after BG mode, I contend are far more Tanker than Brutes) and rush in. But even my TankerMind can't hold aggro and do many of the other things with the ease my Tanker can. I can do it, but it's a lot more work for the MM than it is for the Tanker.Right now, Tankers have a role in a group, stronger than I think some give them credit for. They take the alpha, hold aggro, cluster mobs for AoEs (damage and debuff), and set the pace for the group while dealing decent damage. (Many sets offer a significant amount of control, too.) Yes, a buffed Scrapper can take the alpha and possibly set the pace, but they don't cluster mobs or command aggro like a Tank does. I've been on teams that have been support light, buffer overload, and many things in between. I've found groups with a Tank (esp a good one) really helps a lot.
It'll be nice to have actual Tankers redside once GR comes out. -
Quote:You must be familiar with this guy, too:I would! I love that guy! Without him and his homemade sandwich boards, I'd have no way to keep up with developments in communist weather/mind/salad/whatever control technology. In fact, he's a central member of the Chicago Crazy Pantheon, right up there with the Hi Guy, the Scammist*, the Redliner*, and Dr. Cranium*.
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Quote:That depends entirely upon how many threads in the forum would be Rookery-style fluff without the Rookery around. If that number is 15% or more, than the Rookery is at least a neutral influence, if not a good one. If the number is less than 15%, then the Rookery likely contributes to a degradation of the forum.So clearly the Rookery is destroying the entire community.
Amirite?
For the record, from my experiences, the Rookery is about 20% RP, 80% fluff. -
Quote:18, plus (at least) 3 anti-Rookery threads.Actually, can we get a count?
Past 5 pages, count the threads.
And that's counting the Rookery static team thread as one, as well as the short "guide" thread that was created.
So 18 of the 125 threads on those 5 pages, which is slightly less than 15%. -
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Quote:So, fluff that pervades every thread on the forum is preferable to fluff cordoned off in its own thread each day?Actually, Sorah kept her fluff to already created threads. If it pertained to her, it would be in the "ZOMG What!?" thread. Otherwise, she'd post in context to whatever the thread at hand had derailed into (which was par for the course).
There's quite a bit of difference between that and a thread recreated daily. -
The way I see it, any boost to Tanker damage, either in the pure numbers or the DPS categories, would push a fair number of only lightly-built up Tanks into the "soloing AVs" range - and I'm absolutely convinced the Devs will never go for anyone soloing an AV in SOs.
So if the big Tanker problem is Endurance efficiency, fixes almost certainly need to be on the endurance side of the equation, because tweaks the other way might push Tankers into wholly unacceptable territories. -
No one else mentioned it, so I guess I will: Strength of Will can't take Recharge enhancements, so more than three slots of Resistance is pretty much useless. It is a good place to stick the Resist/Def IOs if you can afford them, though.
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It is, except for the taunt portion on EBs/AVs.
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Does anything other than AVs have to-hit debuff resistance?
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Quick Question: when expecting to soft cap defense, can I count tohit debuffs I can expect to have (like, for instance, RttC) in most cases when deciding whether I've soft-capped or not?
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Quote:'Cause when Eiko first met you, you were all dressed in bright white, and Eiko sticks to her nicknames. So you're Captain Gleam.Why does she call me Cap'n Gleam! I'm not shiney >.> Am I? <checks>
Quote:It's not CoX, it really shouldn't be approached as though it is or ever will be anything in resemblance to CoX. It's easier to judge fairly when you aren't comparing it to that.
I compare it to any action game with lock on targeting.
I just can't contemplate wanting to play a Massively Multiplayer Action Game. -