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Posts
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Quote:I routinely fight Malta on x7. I still only get one Sapper per spawn.They're definitely not limited to one-per-spawn, however, they seem to be limited that way on default spawns (IE: 0x1)
Quote:Then I must routinely get mixed bits of more than one spawn standing around together, because seeing two Sappers together has been in no way unusal in my experience. This mission is particular has always handed me a horde of the things.
I've also noticed that "special" spawns (patrols, ambushes, boss spawns, anything but the general guys standing around to populate the mission with enemies) are more likely to contain a Sapper, even on a low difficulty. It used to be that on Unyielding I could go through an entire mission and not see a single one, and the boss at the end would inevitably be hanging out with one. -
If people are asked not to do something, and they keep doing it, they get kicked. If you're not helping, if what you are doing is in fact the opposite of help, I don't want you on my team.
If people don't ask you not to do something and just kick you for doing it, then they're being jerks and you're better off not teaming with them, unless what you are doing is so obviously not helpful (putting the tank on follow with heal aura on autofire while you watch Star Trek reruns, for example) that if you don't realize it's not helpful then you should be kicked just for not having paid attention the whole time you've been playing. -
Ok, I managed to pull myself away from the new shinies to give this one a play before Bubba puts this week's arc up.
Run by Darkfire Avenger, DM/SD Scrapper on +1/x6.
Okaaaay...a big wall of orange warnings, including my most hated word in the MA search interface: "Extreme." I was going to play this with my most badass character anyway, but now I'm wary.
On the plus side, I didn't die. I came close a few times, but I managed to not die. However, like I said, it was my most badass character. I would definitely NOT want to play this on a squishy. You should probably tag it "challenging" or tone down the customs a bit. I'd suggest the latter.
I did take notes as I was playing through, so I'll just copy/paste them here, and give my overall thoughts at the end.
M1: Send-off: who is Tommy Westphall?
Vagary's bio: "rambunctuous" should be "rambuctious."
The map isn't really suitable for Croatoa.
return dialogue: "manastream" should be "mana stream."
M2: Custom group needs bios.
The map doesn't need to be this large.
A Lieutenant and a boss with hurricane means you can't hit the broad side of a barn. I'd suggest removing it from the Lieutenants, since you can get multiples of those in a spawn on a team or on a higher difficulty. Custom critters' toggles can't be shut down, and every critter in a spawn can run it all the time, unlike with standard groups where only one critter in a spawn can run the toggle at a time, they turn them off after 30 seconds, and they can be detoggled by mezzes and end drain. So be careful with toggles.
Ambushes at every altar get repetitive. You have multiples, so it's an excellent opportunity to add some variety to the guard dialogue. One or two ambushes is plenty.
M3: send off: "grommits" should be "grommets."
I don't see why the rescues need to be chained, since I already know there are three people I need to rescue, and I missed the second one and had to do a lot of backtracking. Also the lead-out could be made more interesting with a patrol or "boss" spawn or two on the way. Oh, and I failed since the person I was leading decided to fight the EB on her way out and got instantly pulverized. Again, combat escorts don't work out very well on teams or high difficulties.
M4: nav objectives: 3 more file cabinets to search? I haven't searched any yet. Would look better as "3 file cabinets to search, collect the Psychic Dampener". Don't add periods to nav objectives, they look silly with the automatically added comma.
Chaining an objective off a multiple collection doesn't work, since the clue always drops off the first one you click. I click one and automatically know I need to check a computer and a "special" file cabinet. There should probably only be one file cabinet initially.
Psychic Dampener clue: mentions I fought someone named Pain, but I never ran into her.
Mission complete clue: "Possible" should be "possibly."
I liked the friendly Longbow just casually wandering around and chattering.
M5: An Oranbegan fortress? I suppose that would be a good place to hide, nobody wants to go to Oranbega...except all the guys who already "live" there. How did she get the CoT out?
The Evangelist seemed pretty gratuitous, and was VERY VERY ANNOYING to fight. You can't kill what you can't hit. Also annoying: the giant map with 6 blinkies and random portals. I'd suggest using a smaller map with no portals, and fewer blinkies.
What I liked: The contact. He was likeable. It seems though, that all his conspiracy theorist rambling could have been connected to the events of the arc somehow...you have a mind-controlling villain who is well-placed in society, it would probably serve as proof of some crackpot theory or other.
The costume work and concept of the psi group. They do need bios though.
What I didn't like: The whole evil cabal group really. Aside from stacking Hurricanes and no bios, their connection to the Evil Mastermind's Evil Plot is never really established. They seemed unnecessary. You've already involved the CoT, why not just use them? Or a different group? Or a mishmash of different groups, since the mind-controlled Longbow already demonstrate the villain's ability to mind-control people. Also, I never really got why the CoT were involved.
Some of the maps are too large for what is going on. The cave map is essentially four objectives, the second mission is a long lead-out, and the last one is just tedious. Either choose smaller maps or fill the larger ones up a bit with optional objectives. The Longbow base works ok because of all the wandering Longbow filling it up. The other ones are just regular spawns standing around waiting to be beaten up.
It doesn't help that one of these maps is full of psi guys (I'm glad I'm not Invul) and another is full of guys with Hurricane. Is it necessary for the story to make them hard? If not, they only serve to distract from the story. Again, part of it is that I have to go through so many of them.
The story itself is solid, although the possibility of Vagary reordering reality is never mentioned after the first mission. It would all tie in nicely, considering the contact's paranoia and the villain's potential power level. What it needs is an editing pass to tie it all together a bit better, and a few changes to make for smoother gameplay.
No rating assigned, since I didn't feel it was 5-star worthy and I'm boycotting the craptacular ratings system except for 5-star arcs. -
Quote:If by "solo it" you mean "charge in and fight both the Honoree and Holtz at once while the portals spew Rikti at you," then yes, I would agree. You need good defenses to accomplish that.She does make mention that you SHOULD make a team to take him down, its not required that you make a team but unless you're IO'd to the gills with defense and a lot of dps it is highly unlikely that you will be able to solo it.
Fortunately for everyone else, both the Honoree and Holtz can be pulled individually. If they couldn't be, there might be cause for complaint, since a dual EB spawn, one with high S/L resist (my bane) and the other with that stupid debuff of cheating is just too much for most characters.
Aren't all these missions autocompleteable anyway? Unlike, you know, the final missions of the patron arcs? -
I'll have to agree on Ramiel's arc anyway. I've so far run two Blasters with no defense to speak of through it. One of them is Assault Rifle, and we all know how awesome that set is against single hard targets. I didn't need a team and I didn't need to leave the mission 30 times to get more inspirations. I ran it twice with a Scrapper/support duo, once on +2, and it was a joke. No, my problems with this arc have nothing to do with the difficulty.
I can't speak to the new TFs since I haven't done them yet, but as long as they're not RSF "hard" or Reichsman "hard" I'm all in favor of something that requires actual teamwork and isn't "why don't we all split up so it'll go faster?" then "taunt, debuff, spam attacks on the AV and hope we brought enough debuffs and DPS to kill it." -
Quote:Obviously this thread has shown that being able to play despite the crippling effects of LBS* is the true measure of skill.Takes LOTS of skill to ignore the comments of the butt-hurt PvPers who think PvPing is the only true determining factor for "skill".
Kudos to the asymmetrical *** brigade. You are truly an inspiration to us all.
*Lopsided Butt Syndrome -
I'm enjoying it so far. I've gotten the common boosts on two characters WITHOUT doing a single TF, and one of those was set to +0/x3, and got her common boost through the course of going villain and running her patron arc. So it doesn't feel grindy at all. I do wish the shard drops were dependent on enemy level somehow. I don't care if you're killing everything on the ITF, if you're set to +0 it's still boring. We have all this power and we're wasting it on even-cons? I miss the days when people wanted to do Invincible ITFs....*sigh.*
I love playing my 50s, and have been wanting more stuff for them to do for a long time. My biggest gripe is that the Incarnate system didn't come with any new non-TF content. But between the Alpha Slot and Inherent Stamina...I love what it's let me do to my characters.
I did find time to play a lowbie too, and I have to say, having inherent Stamina is very nice for them. And this was the lowbie who was doing ok without it. -
What I want to know is, what's the fastest time for an ITF set to +4 where you killed everything?
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If you end up going with Monday, I'm in (assuming the character copy tool is cooperative).
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Quote:I put those people up there with Scrappers who don't have their mez protection at level 30, or "healers" who never buff. Yes, it ticks me off that much. If you're not using inspirations, you're not helping the team as much as you could be. If you're solo, then you will probably end up on the forums complaining that [insert newest piece of content that usually contains an EB] is too hard.I've reached the point that when someone dies and I can't give him a wakey because his inventory is full, I refuse to help him rez for the rest of the teaming session.
Quote:Just to say, while I /bugged the crap out of the mission while it was bugged because it kept spawning 3-5 waves instantly and on top of my location, I do think the waves are way too slow now. They didn't need to make it 3 minutes between waves when they fixed it insta-gibbing people :P -
Quote:It just does. Being dead in a mission gives you an increased chance at drops. You know how for a while there it seemed that it was always the sidekick who got the purple drop? Yeah, it's kinda like that. The game has ways of determining who is the least useful player on a team, and giving them the best stuff.Also, I'm confused as to how some people think the game recognizes players who are leeching, and gives them extra rewards for it.
You read this on the internet so it must be true. -
Quote:Many of the threads here are for players. Unfortunately, most of the players are also the authors. We pretty much just play each other's arcs over and over.That leaves it up to the player base that is supporting AE. If it's to be fixed, then players are going to have to get players interested in running missions there. There are alot of threads and events here for authors, but none to generate players. As long as AE is just a tiny niche, anything other than fixing exploits and adding maps is going to be far on the backburner.
As for players getting players interested, I've seen the complaints in the general forums, (all I can find is farms, XP sucks, allies leech XP, etc) and tried to respond to them by pointing to player-created resources designed to help people find arcs to play, pointing out that allies no longer leech XP, the XP is less but tickets are better than regular drops, and have been met with deafening silence. Whether any of these non-AE regulars actually decide to check out something like PoliceWoman's thread and play arcs from it, I don't know. It sure doesn't seem like it though. -
Quote:Except that we have a "non-canon" tag for stories that this would completely not work for.In the same issue, allow story writers to put their stories as part of existing in world contacts. Let me explain: If a player walks up to a contact, and clicks "What else is going on" a list of MA story arcs opens up that are level appropriate to the contact. For ex, Azuria would only be allowed to be the contact for lvls 1-5 content, and would only display levels 1-5 mission arcs. Put in a "suggest a contact button" for MA authors who aren't familiar with the level ranges of every zone and contact, which would suggest a contact and a zone for an author's story.
Quote:Make it so that All MA stories must be at least 3 missions long.
Quote:For custom critters, put in a slider for authors: one side says "customized" the other side says "100% xp". The more you move from one side of the slider to another the more you lose the other option.
Quote:Keep tickets as is. Keep inf as is. Mark clearly when an MA story is a custom critter fest. Perhaps use the old "this might be tough without friends" line.
Quote:Hire a full time team of GMs to specifically watch for when exploits are used. (Anyone who thinks the current customer service team is of adequate size to do anything about the exploit issues is fooling themselves.) Use the 3 strikes you're out system.
Quote:Disallow all the old auto complete tricks that allowed a person to finish a mission by just walking into it, killing one mob (unless it's an EB, AV), clicking one glowie to auto end a mission, etc, etc. -
Yeah, ok, so don't let the "unworthy" team with you, then you will only be sharing your precious precious shard drops with those who are "worthy" of them.
Of course if you were truly worthy you'd be doing these TFs all by yourself and sharing the drops with no one. Obviously they're not worthy of your precious precious Incarnate stuff. They can limp along trying to collect shards at +0/x1 or repeatedly failing to bring down Imperious. This is WAI, I guess. -
Quote:You can't really. The best you can do is set up a boss and have ambushes trigger at 3/4, 1/2, and 1/4 health. You can't set them to timers. Part of the fun of that mission is that it's a race against the clock. The ambushes will come, and the trick is to get them down before you're swamped.If you miss those stacked ambushes, why not rebuild the original in AE? I'm sure with a little creativity you could make a mission even more severe. Then you could do it over and over as often as you want.
When did they remove the limit on ambushes in AE missions anyway? -
Quote:It's the wording. The "you do this" and "you feel this" and "it reminds you of the time you did this" (even if I never did that. Mostly because, you know, I'm a Rogue and the badge was written with only heroes in mind). If they wanted to give the impression that the Shard messes with people, they could have written it without the player character's reaction. I'm a level 50 character after all. I'm awesome. I can shrug it off. Average Joe maybe can't.Most of those badges talk about how things are worse in some spots than others, like the chanting because the mood of the Shadow Shard is particularly strong there.
Or all of them in the Storm Palace are location specific, lock of hate etc.
It's not like everywhere you go in the shadow shard will drive you nuts, just some places, and maybe not everyone.
Also it's badge text, it's for flavor, I have a hard time seeing it as "god modding".
They do not explode, so they are mere cheap copies of Mindless Ones. -
The only name I have that is remotely difficult to pronounce is Endemoniada, which I usually pronounce as "my evil Blaster."
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Quote:Bolded for emphasis. So our characters in-game hang out in Ouroboros and speculate on the nature of the Coming Storm just like we do on the forums. It doesn't mean anything.Some see their discovery of Primal Earth's dimension as inevitable; a "coming storm" which could rival the Rikti Invasion in destructive potential.
Quote:Some more interesting info.
* Some of the Explore Badges in the Shard mention that the land defies gravity, and floats there. The only other place we see this is Ouroborus. Is it an alternate version of The Shadow Shard?
Quote:* Some of the Explore Badges talk about Rularuu essentially attempting to control you. At one point, you almost give in to his madness, and even start chanting rulaRUUruLARuuRUlaRuUU before you realize it's you chanting it.
Quote:* There are a couple of Explore Badges in the red water. It turns out that the water messes with your memories.
Now, if some of my powers were suddenly greyed out because I'd "forgotten" I had them, or the Rularuu started conning friendly and other player characters started conning hostile, or I was hit with a debuff or a temp power of some kind...then I'd buy that the Shadow Shard is messing with my character. But don't tell me the game is doing something to my character and expect me to buy it when obviously nothing is happening, and nothing will continue to happen no matter how much time I spend standing on the badge. -
Quote:So? Bases used to be bugged, when we were spinning desks to stack items. Some people liked the bug, so they made it into a feature. Those who didn't like it didn't use it.Bugged. The mission was bugged. The ambushes were not behaving properly for everyone. Bugged.
I don't know why that's so difficult for people to understand.
Some people liked the Malta ambushes of DOOOMM. Those who didn't like it always had the option of dismissing the tip. -
Quote:Then why were you standing in a spot where they spawn? I used to charge into the first spawn, then when the second or third wave showed up and made a mess I'd head for the cross-shaped thing in the middle of the big room. That way I wouldn't have Sappers and Titans and Gunslingers tearing me a new one from snipe range, they'd have to come closer where I could punch them in the face. Since all but the first wave come from the doorway, anything past that is not a good place to stand.I did that mission multiple times and repeatedly the ambushes would all spawn DIRECTLY ON TOP OF MY LOCATION (not down the hall or around a corner) in multiple waves, one after the other.
Terrain, like inspirations, is there to be used.
Quote:To say "I soloed this mission with Inspirations so it therefore didn't need to be changed" is problematic, since Inspirations can render virtually all combat totally in the favor of the player.
Quote:On the other hand, to say "I could not solo this mission without Inspirations" testifies to the mission's difficulty, which in turn indicates if a mission that was meant to be soloable may need to be changed.
Quote:The fact that the enemies were ambushes was a key factor in the mission's difficulty, since ambushes automatically aggro onto team members at random. You can't have the Tanker charge in and grab all the aggro like you can with normal spawns because aggro has already been established before the enemy is even encountered.
Quote:It's not a problem that players face solo, since all enemies in the ambush consistently aggro onto them, and the spawns are much smaller (unless the difficulty settings are cranked up). There's a recurring theme in this thread that "I did this mission solo and it was easy," which is only telling one part of the story.
Golden Girl made a post that is relevant to the discussion and isn't punctuated by inane emoticons....is this the first sign of the Forum Apocalypse? -
So after watching me bang my head off my own Dark Armor builds my husband asked me to do one for his main. His requirements: Must have Hover and Fly, must have Recall Friend, must have a darkity dark hold. Oh, and must die less. Currently he dies a lot. So I gave him Shadow Meld to take care of that problem.
So here's what I came up with. With Shadow Meld up it's softcapped to all postions, can run the MG > Smite > SL > Smite attack chain, and has all the weird powers he wanted. I used my weird frankenslotting that I like in Siphon Life, and he's probably going to be slotting the Cardiac boost in the Alpha slot, since the end use looks like it might be problematic.
So, any thoughts on how I can improve this?
(Uses the "bootleg" i19 Mids Hero Designer)
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Cryptorchid: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Smite- (A) Crushing Impact - Damage/Endurance
- (3) Crushing Impact - Damage/Recharge
- (3) Crushing Impact - Accuracy/Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage/Endurance
- (5) Crushing Impact - Damage/Endurance/Recharge
- (A) Impervium Armor - Resistance/Endurance
- (7) Impervium Armor - Resistance/Recharge
- (7) Impervium Armor - Resistance/Endurance/Recharge
- (15) Impervium Armor - Resistance
- (A) Obliteration - Damage
- (9) Obliteration - Accuracy/Recharge
- (13) Obliteration - Damage/Recharge
- (13) Obliteration - Chance for Smashing Damage
- (17) Obliteration - Accuracy/Damage/Recharge
- (17) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Impervium Armor - Resistance/Endurance
- (9) Impervium Armor - Resistance
- (19) Impervium Armor - Resistance/Recharge
- (19) Impervium Armor - Resistance/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (23) Blessing of the Zephyr - Knockback Reduction (4 points)
- (46) Luck of the Gambler - Recharge Speed
- (A) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (15) Hecatomb - Damage
- (23) Touch of the Nictus - Healing
- (25) HamiO:Golgi Exposure
- (25) HamiO:Nucleolus Exposure
- (27) Crushing Impact - Damage/Endurance
- (A) Impervium Armor - Resistance/Endurance
- (11) Impervium Armor - Resistance/Recharge
- (11) Impervium Armor - Resistance/Endurance/Recharge
- (50) Impervium Armor - Resistance
- (A) Accuracy IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Steadfast Protection - Resistance/+Def 3%
- (31) HamiO:Ribosome Exposure
- (34) HamiO:Ribosome Exposure
- (A) Touch of the Nictus - Accuracy/Endurance/Recharge
- (33) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (39) Numina's Convalescence - Endurance/Recharge
- (46) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (29) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (31) Efficacy Adaptor - EndMod/Recharge
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Armageddon - Damage
- (36) Armageddon - Damage/Recharge
- (37) Armageddon - Accuracy/Damage/Recharge
- (37) Armageddon - Accuracy/Recharge
- (48) Armageddon - Chance for Fire Damage
- (A) Eradication - Damage
- (34) Eradication - Damage/Recharge
- (34) Eradication - Accuracy/Damage/Recharge
- (36) Eradication - Accuracy/Damage/Endurance/Recharge
- (36) Armageddon - Damage/Endurance
- (A) HamiO:Endoplasm Exposure
- (39) Endurance Reduction IO
- (A) Hecatomb - Damage/Recharge
- (39) Hecatomb - Accuracy/Damage/Recharge
- (40) Hecatomb - Accuracy/Recharge
- (40) Hecatomb - Damage/Endurance
- (40) Hecatomb - Chance of Damage(Negative)
- (50) Crushing Impact - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Apocalypse - Damage
- (42) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Accuracy/Recharge
- (43) Apocalypse - Damage/Endurance
- (43) Apocalypse - Chance of Damage(Negative)
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Recharge
- (45) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (48) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Recharge/Hold
- (50) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Winter's Gift - Slow Resistance (20%)
Level 1: Brawl- (A) Empty
- (A) Run Speed IO
- (A) Empty
Level 6: Ninja Run
Level 1: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (46) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (31) Performance Shifter - EndMod/Accuracy
- (33) Performance Shifter - EndMod/Recharge
- (33) Performance Shifter - EndMod
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Quote:They don't. Or rather, they didn't.And when four waves spawn at once, it doesn't matter. It's still multiple sappers.
What's the bind for targeting a specific enemy? I'm using "targetcustomnext sapper," but that also targets dead ones. Is there one that only targets live ones? -
Quote:How does using inspirations count against the argument? They are meant to be used, that's why they drop so often. If I'm set to x3 or higher I pretty much always have at least one inspiration going, usually a purple or a red. Often both.I'll admit the mission is pretty easy, solo. The fact that you used Inspirations counts against your argument, but unless you're an archetype that doesn't do damage, the old mission would have been within reasonable scope.
Quote:On teams, though, the ambushes stacked much too quickly for teams to take out, especially with bosses in the mix. It was not an uncommon sight to see 50+ Malta standing around all in one location, which definitely doesn't cut muster for acceptable mission content under any circumstances...
Quote:awwwww....
Well, on the bright side, now that it's such a "snoozefest", maybe y'all can raise your difficulty.
Moar lewt for joo!
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It really doesn't. Sappers are limited to one per spawn, and have been for a very long time. -
Quote:Look, I found a way! I've used this way many times myself on characters who didn't want to deal with it. The ones who did, loved the stupid waves of DOOOMMMM. There are no missions like this outside TFs. This one proved that you don't need fancy gimmicks to make a mission "different."Sorry, I'm in the other camp of this one. I'm all for "finding a way," but that mission missed the exit for "a little too much" quite a ways back up the road...
-Gate -
Quote:It's fun to pound on AVs after you've spent months tweaking a build so you can do it. It's fun to die horribly and come back and rethink your tactics and win. It's not fun when you're handed an "I win" button. There's no point either, since they give no rewards and aren't required for mission complete. From an in-character perspective, it's no fun because those aren't real AVs. I didn't beat up Recluse, I beat up a "time echo" of Recluse from a future that might not happen.So perhaps there might be another point of view...
The first mission - you get to have ALL of your powers MAXED. Not that anyone would EVER want that. Or that they would want to pound on most of the major AVs in the game with said power. Of course, the fact that it's both a neat mission and a somewhat disappointing mission (when you're that strong, no challenge = much less fun), might encourage people to stop asking for things to be easier? Crazy talk?
Quote:Dull talking exposition: Hmm. Complex stories need explanation, don't they? Or would you rather every mission be "Go. Hunt. Kil Skulz."? I love me some Bugs Bunny, but Stephen King writes some pretty neat stuff too...
Quote:Trapdoor: So you want new content, but the trapdoor mission is not to your liking? An your reason is that it's so different it's... different?
Quote:The final mission is anticlimactic - because it's not a huge long drawn out fight, I assume... would you mind doing that kind of mission with 15 or 20 characters?
Quote:Sounds to me like if you had ever watched "To Kill a Mockingbird," you would have said you didn't like it because there weren't enough explosions, and that Gregory Peck wasn't 'manly' enough. Stupid lawyer.
I expected the Incarnate unlocking arc to be about, you know, me unlocking Incarnates. Instead I get a bunch of boring exposition about other people unlocking Incarnates and all the stuff I did has very little to do with me actually unlocking Incarnates. It's a few gimmicky missions that are neat the first time but pretty empty once the novelty wears off, with a few walls of text to provide some context. I went in expecting "To Kill a Mockingbird" and got a Michael Bay movie.