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And turning someone's thread into yet another round of Let's Argue With Venture is also rude, not to mention repetitive.
ON TOPIC: No, I would not alt-tab out while playing an arc, not for a Youtube video, not for any other outside material. I play CoX to play a game, not watch movies. Incidentally, I also hate cut scenes.
You have 500 characters for "boss unaware" dialogue. Any boss dialogue that actually uses all that space gives the impression of being a long-winded monologue, simply by contrast to the one-liners you usually get. -
I've fallen in love with quite a few characters as I was levelling them up, and watching them steadily get more awesome. Then they get to 50, I vow I will get those last few purples I need to finish them, get one or two, and move on to a new project.
Then a few months later I log them in for a task force or something, remember why I loved the character in the first place, tweak their build a bit and set out to actually finish it. Right now I'm back in love with my DB/SR. -
Calash should play "Freaks, Geeks and Men in Black" (161629) because it also makes use of chaining objectives to have the player more involved in the story.
Also, there is no pie. -
If the timed mission contains a captive as a required objective, it will fail when the captive reaches the door. It will also fail if a required ally dies, even though the ally objective completes upon rescuing the ally.
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Carnies below 40 may not spawn properly for heroes.
A possible solution may be to set your mission for 40+ and see if that works. -
Quote:I'm not sure how the accolade works exactly, but it could be that it awards an "invisible badge" for each Praetorian you defeat. If that's the case, then they could modify the badges so the new versions of the Praetorians count. Any Praetorian that you've defeated the old version of would still count, since you wouldn't lose the "invisible badge."I do think we'll see all-new versions of the Praetorians themselves in Going Rogue, but the accolade will remain tied to the original versions. Any change would require a reworking of the accolade, which would need to cover situations like, "Joe Hero defeated the original versions of all the Praetorians except Malaise. How do we make it so the only new Praetorian he needs to defeat is Malaise?" This seems more a coding issue than a continuity issue.
I imagine they will receive an upgrade, since they're wimps. People solo these guys for laughs. If they get an upgrade in the Going Rogue content, but remain their old pushover selves in the PI content, it would be massively immersion-breaking. It's not like the devs have never modified enemies before; Rikti all got clothes with the second invasion, and Requiem got squid powers at some point. -
There are characters and players who require what you would call "killer GMing" in order to be challenged at all. They are as valid an audience for an MA arc as the guy running on Heroic.
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Still broken. It was still broken on test when i16 open beta started, but I haven't checked since then.
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The ITF, along with most standard missions, uses different captive spawn points. Those captives being guarded with three guys are all set to spawn points that aren't available in MA.
The captive points we use are the ones normally used for escorts and allies, as well as special captives like the sacrifices in Montague Castanella's arc. Those points have a guard group that increases with team size.
As for your boss guards, no idea. Were you using a map with small areas that don't allow for bigger spawns? What enemy group were you using for the boss and his guards? I have definitely encountered bosses guarded by more than two guys, solo. -
If they had, I think the normal farmers would have found it too. If it was really so common as to require this drastic a solution, we'd all know about it by now.
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Quote:The gutting of rewards for all-boss and all-lt groups will have more of an impact on AE farming than higher difficulties. At least, it'll impact the massive amount of newb farming, which is the kind that is most visible. I hope.Just curious... how are rec/salv drops on solo 8-man missions, and how does it compare to ticket farming on AE? Do you think it will have any chilling effect on AE farming, which is what some people have hoped?
Quote:Also, do you think that the diff settings may have any negative impact on teaming, by promoting solo/duo/small teams as opposed to larger?
I'm not a farmer, and would love if regular mission teaming became more popular, but these are the things I am a bit worried about.
Of course most people won't become better team players, but some will, and that's good for teaming. -
Quote:Tickets aren't a good measure, since you get more for a higher-conning enemy. (At least on live you do...please don't tell me they changed it on test.)I'd suggest a "randomly generated" mission with your favourite group in AE, and use tickets as a measure to track drops
There has to be some reasoning behind farmers being happy about -1/x8/no bosses. I wouldn't know for sure since I'm a terrible farmer, but I believe the logic is that you actually make more inf from selling drops than from actually killing stuff. -
You can't.
The closest you can get is an escort with the enemy set to "rogue," which will make the escort hostile to the player after being rescued, but the guarding group is, well, rogue. -
Female Face 14 and Young Face 1.
Serrated Sugar, Glam, and Low Ponytail hair.
All my female characters wear stilettos or thigh-highs.
Miniskirts. Aside from one or two outfits with the pencil skirt, that's the only skirt I'll use.
Anything leather.
Lately I've been abusing the Witch Tight gloves.
I don't have a lot of male characters, but they all have Long, Barbaric or Ponytail hair. None of the shorter hairstyles appeal to me. They also tend to abuse leather pants, the various suit jacket options, and trenchcoats. -
Quote:Vanguard Sword, maximum number of "fight a boss" objectives, boss is that guy that nails you with the -50% end debuff that lasts forever, boss group difficulty set to hard, +4/x8. That should give you three or four bosses per spawn. Maybe use the Atlas Park map so everything is all spread out and nailing you with debuffs from range.I think so. The RWZ challenge had the avantage of being one of the few hard things at that time, and available to everyone. With so much other options, be it AE or I16 difficulty settings, coming to a consensus for a widely accepted challenge would be much harder.
Most likely everyone will do his own challenge, which I don't really see as a bad thing. -
Rage and Targeting Drone. Aim and Build Up to an extent, but Rage and Targeting Drone, especially on a boss or higher, mean that defense sets might as well not have a secondary.
Instant Healing. Really, there's no point. You can't make a dent, might as well go make a sandwich.
Power Sink and Energy Drain. They're auto-hit and take off half your end bar. Drain Psyche too, it's right up there with the Ring Mistresses' Mask of No Recovery for You, and the effect lasts a good while.
Anything with a debuff that stacks to extremes due to a lack of variety in the enemy group. One guy with Darkest Night is fine. Five or six of them, not so much.
Special case: Fire armor EBs. Their resistance is so high that characters relying on fire damage might as well not bother.
As for standard enemies, CoT at Spectral levels are the only ones that really irritate me. I might avoid certain standard groups on certain characters, but there are none that I avoid entirely. -
Well I admit I don't have a fancy chart. I'm just going on subjective observations taken in the RWZ, where +2s and +3s make up for their lesser rewards through higher kill speed and less risk of taking two +4 Chief Soldier swords to the face at the same time, which can drop my DB/SR.
Does your chart take drop rates into account? -
My MA/Regen used to have a "you ain't gettin' up" build, with Air Superiority, and Kinetic Combat procs in everything except Crane Kick. The Ragnarok proc in Caltrops was especially amusing.
It was fairly safe, at least solo, since nothing could get up, but the kill rate was less than optimal and I was horribly vulnerable to lag death on teams. What with i16 making Crippling Axe Kick not look so stupid I can't stand to use it, I'm going to respec her into something closer to optimal. -
I'm going to do +4/x8 for a bit just to see what I can handle on that setting (and cause I'm not a wimp), but then switch down to +2 or +3, it's far more efficient. +4s just take too long to kill, especially since I don't plan on downgrading my bosses.
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Quote:Yes it is a concern, since the devs have stated repeatedly that they want the AE to be used for stories, not farming. An inefficient farm still shows up in the search window, and perpetuates the impression that "AE is nothing but farms" among people who don't read these parts of the forums.An efficent farm in MA will get you anywhere from 2x-4x as much xp then a regular farm. Many inefficent farms are about as efficent as a nemisis farm, therefore, while still a farm, is not the devs main concern.
Just look at badges. The AE badges didn't give any kind of tangible reward, and the accolade they granted gives no game advantage. Yet badge farms were banned, and when the creation of badge farms, 5-star trades, and other attempts by badgers to use the AE for badging purposes got out of hand, the devs simply removed the badges, stating that the AE was not intended for this purpose. -
It wouldn't surprise me if it was more, to force everyone into range of it. Even at 80 feet the only way you can stay out of range is to use Assault Rifle or Boost Range. So that's right out.
If it's an AoE it would be easier to get defenses up, since Blasters who build for defense tend to focus on ranged and AoE from what I've seen. -
I was referring to their resistance that they have causing resistance debuffs to be resisted. I guess I'll just have to find out what resistances Rommy has, if any. Paragonwiki just says "Resistance" without giving specific amounts.
Quote:One option is to snipe / shoot the nictus from long range, and defeat them this way, albeit slowly, without Romulus reacting.
Quote:If you're going to fight Romulus though, the regen isn't likely to be a big deal with blaster DPS, especially multiple blasters. The heals are more tricky unless most people have good defense. -
Quote:I'd need to finish my defense build, and get moar Blasters.If you don run one, Eva... get video. I'd love to watch that and bet yall would rock through it.
Hmmm, already thinking about the best way to do it...according to City of Data Drain Psyche is half the regen debuff of Lingering Rad; is that true, or am I misreading something? Also where can I find the tables to calculate AV resistance debuff resistance? (I am guaranteed a Sonic, plus soon we will have all those Rad blasters stuffed to the gills with Achilles Heel procs)
Rommy is really the only concern, but between stuff like Force of Nature, the Eye of the Magus accolade being much easier to obtain in i16, and some coordination it should be doable. -
Two questions:
1) Is anyone running these things on Champion?
2) Would an all-Blaster ITF (no nukes or Shivans) be possible? -
Sooooo....when we get the new difficulty sliders will the RWZ challenge become obsolete?