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Posts
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Quote:Devices can do it easily without going out of powerset. If my math is correct (at work, so no Mids), slot a Kistmet Accuracy is Cloaking Device, and a L21+ To Hit IO (that's 16.2%) or a -2 SO (16%) in Targeting Drone (13.825 to-hit) to get the +22% (22.064).I do think that Targeting Drone should be enough to trigger the Speeded-Up Snipe effect without having to slot 4 ToHit IOs in (i.e. silly overkill, when 2 is usual slotting with 3 being the very limit) especially given Devices other...problems. And, y'know, AR paired with Devices has no Aim, and ergo no other method that other Primaries have. Which is somewhat unfair.
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I'm running a Mutants and Masterminds 3rd / DC Adventures game at the moment (Well, next session is in 4-5 hours), and I'm weaving elements from CoH into it - I'm employing some of my own thought on it, however (I just statted Neuron and Bobcat at PL 15 and 12 respectively, although Neuron's combat stats are PL 13 - the extra Science and Technology skill ranks push him over. My players reached PL 11 last session - I think helping to drive Trigon away from Earth would justify the power level creep)
As far as Power Level for characters, I'd be inclined to start them off at PL 10 (as is standard) with 150 points. Each power tier would then be a power level (so L16 would be roughly PL 11, and so on) -
Quote:Just a wild guess, but I suspect that a patch would be needed for this to be added - they may just be holding off on it to i22, rather than redo QA - especially if i22 is just around the corner.Wrong merits.
On Beta, you could trade in one of the Paragon Reward Merits (those things you use to go from Tier 1 to Tier 9) to get 5 packs.
A LOT of people were planning on only using those to get the Super Packs.
[Edit] Reading more now, I've not been at the computer as constantly as it may look. -
Didn't Positron say, when Freedom was first announced, that the Paragon Reward Points would be paid upfront for subscribers?
Which would be awesome for me - I'm only a 48 month vet (51 by this time next month), and I've got a 12+2 month subscription pending from the last Loyalty Reward period... If that's still the case, I'll have enough points to buy the Tier 9 VIP rewards when my subscription ticks over (I'll pick up 15 points, plus 1 point per month between Launch and Renewal Date).
The down side is I'd need to spend real money to pick up rotated Tier 9 VIP rewards next year, but I am in a position to be able to do that if needed. -
Quote:I can see two reasons for this change.Castle, any chance you can shed some light on why this choice was made as opposed to simply raising the base values for recovery/regeneration/movement?
1 - Keep the relative power of movement and regen/recovery powers balanced. All movement, Recovery and Regeneration powers (Non-instant) are calculated as a multiplier to the base rate. For example, Health increases HP Regeneration by 40%. If the base HP Regeneration were to be increased by 40%, it would increase the effectiveness of all powers that increase HP Regeneration by 40% as well, which would involve a lot more work (Imagine the Regeneration Powerset where all of the +Regen power were 40% more effective - then imagine the nerf hammer coming down on it)
2 - Allowing for Enhancements. By making them Enhanceable Inherent Powers, the option is still available to add Enhancements to the powers. For those whom 1 slot is enough, they can just use that one slot. If you think you need more, you can still add more. -
Quote:"Mandatory" abilities (Especially passives) are boring choices - by removing the (perceived) need of selecting 3 passive powers, it allows the characters to select more interesting powers that actually do things.We've been told over and over again that the game isn't balanced around IOs.
Also, build form versatility which is "added" by *removing* a power pool instead of reducing it's necessity and/or effectiveness, making it less desirable to take? That's akin to saying "I gain more options by removing one."
When I first read this bit of news, I immediately thought of the design philosophy expressed in an upcoming expansion of another MMO - both can be summed up as follows.
"Mandatory but boring choices aren't fun. Make the choices interesting, and make the boring stuff baseline. -
Quote:I /bug'ed this a couple of days ago on one of my Tankers. It's purely a display issue - I kept track of the Curing Wand charges, and when I'd used 20 of them, Mission Accomplished. (That information was also included in the /bug report I lodged).Tried running it this afternoon, got to the Cure Lost mission, once I set it, would not set the number of Lost to cure -- instead it just said VisitLocationProgress, in place of where the number of Lost should be. I tried to drop the mission several times, but each time it just looped back to Monty offering me the same mission (Something to do with the Lost Saviour badge perhaps?). Has anyone else experienced this?