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Posts
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Joined
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Coming in to pimp the Paragon Wiki for this sort of thing.
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Quote:Except you can put the same slots in the same powers as now, which means that no build will be tighter. The addition of three power choices doesn't mean you have to rob slots from your current build to slot them.All I've seen some people say is that things might be tighter for some builds. Which there is no denying.
edit: this change is an unqualified boon. -
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Seriously scratching my head over people concerned about slots. You're not gonna lose any slots. You are still (presumably) gonna two- or three-slot Health and Stamina. You are gaining three power picks. How could this possibly introduce slotting problems on existing or future characters?
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I wish I had more characters whose biggest issue is too many slots.
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Coming up pretty quick here! *holds breath*
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What we are all expecting now: cross server teaming, zone revamps, new task force, moving hair
What we are probably getting: Apex as trainer in Boomtown.
I'm lowering my expectations to avoid disappointment! -
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Quote:Oh boy.I can not bring myself to play a Mastermind, or to be more precise I dont have the patience to play a character reliant on pets. Cant do it! I have tons of cool ideas for masterminds but nope no can do. So what classes cant you bring yourself to play?
- Dominators. Don't enjoy the domination mechanic, find control sets boring.
- Controllers. Find control sets boring, can't stand the feeling of beating mobs to death with a pool noodle for the first 30-odd levels.
- Stalkers. Design of the AT goes against the design of the game, being (generally) a single target specialist in a world where AoE is king. Those stalker sets that do decent AoE are also available on ATs that aren't made of wet tissue.
- Tankers. Low damage, boring role, presence in team promotes bad play. A holdover from an era of game design better left forgotten.
- Kheldians. Peacebringers are the most frustrating thing in the world; PBAoE attacks with knockback are the antichrist. Warshades are apparently a great deal better, but I wouldn't know because I can be just as much of an unstoppable killing machine on an AT that doesn't require constant babysitting and conversion of insps to breakfrees so I am not rendered insensible by the first minion with a stun.
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Man if it is cross server teaming, I look forward to all the threads about how people from servers other than the thread OP's are all idiots.
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My guess: some rough cross-server teaming function slouching toward Pax, waiting to be born.
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SCRAPPER WINS!
. . .every time I oneshot a mob with a crit.
Oh, bad things?
GO **** YOURSELF!
. . .every time I see "follow the tank" or "we need heals" or "forming X TF, PST with AT/sets." -
Yeah it can miss and yeah it does less potential damage but with the fear gone it's way better now. If you are gonna say that an attack that can miss is pretty lame, then I guess most attacks are pretty lame. Burn does a truckload of damage and is awesome.
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Quote:The great thing about villains and their players is that no matter what it's very easyNow, I don't know what level of difficulty people play on, but when I hear that people just "steam roll" everything I have to imagine it's something very easy.
My teams start at +1/x8 and I raise the diff until people start dying a bit. If we get a death per mission at +2/x8, that's good enough for me. If we are a bunch of MMs, brutes and corruptors and we jack it up to +4/x8, I bemoan the lack of higher difficulty and accept my sad lot in life. It seems that redside, death means you bit off a little more than you could chew and you learn from it. Blueside, death means someone wasn't following the tank and it's time to piss and moan about it
One of the best things about villain teams is that players often tend to play as a soloist with some (unreliable) support from teammates. Keeps things interesting, speeds up XP gain, and maintains some social interaction. If a character dies often, s/he learns to stick close to someone else, and they quickly become a stronger fighting element. Compared to the all-too-common srs bsns blueside teams, it's a lot of fun. Nobody really wants to follow the tank -
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Quote:Amen! All those uncontrollable minions that my MM gets when he joins a team make things more interesting. I often think, "So this is what fire control is all about! Bunch of mindless imps aggroing everything in sight!" Just makes it more fun thoughThere's also something to be said of the chaos that results when you aren't the only one aggroing a spawn. It's a lot harder to keep an eye on the activity of your henchmen when you are also monitoring 7 other players drawing their own adds.
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Well this looks like an eminently skippable pack. Stilted, ugly emotes? More terrible dances? No thanks.
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Quote:Heh, a learning experience for the rest of the team, maybe. Or do you believe that MMs run at +0/x1 so they are shocked to see larger spawnsI do admit MMs have the same problem solo that Tankers do. Their defenses are build for teams, so they don't really have to learn how to use them solo. Then you drop them into a PUG, and it becomes a learning experience.
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Quote:Oh the casual wear would be nice. Maybe a lampshade hat?The casual shirts, and clothes on the NPCs will most likely be in there too.
I don't think it will be bad, and I will buy it (even if just to help the game), I am just not as excited as I have been about other packs. I felt the same way about the wedding pack. -
If this is just emotes, it's gonna be the first pack I don't buy twice.
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I've got all my bets on it being a furry pack. Hopefully it's good enough that we don't see future costume part threads clogged with requests for badger tails and frog legs and whatever else.
My own wish, though it will never come to pass, is for a high-resolution pack to fix all the ugly-*** low resolution faces, costume parts, and weapons.