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So, um, what was the big complaint about introducing the incarnate system with i18? Nothing new for 50s to do. So now that we're getting incarnates for stuff to do we get....new task forces? That's it? And the new arcs are going to be for a level range that got new arcs in i17?
Am I the only one that thinks they got it backwards, and the new arcs should be for level 40-50? Or even 45-50? Since it doesn't look to me like 50s will have a lot of new stuff to do with their new Incarnate abilities at all. Soloists will get a grand total of nothing (well ok, there are new tip and morality missions, but those aren't specifically incarnate content and all level ranges get them) and everyone else will get a frenzy of people running the new TFs for the badge and then abandoning them in favor of more speed ITFs unless the new TFs give a good enough reward to incentivize running them. In which case people will speed-run them. I hate speed running, so I'll get new tip missions, which hopefully will be good because they'll mean the Malta Gunslinger Action Figure and Doc Quantum's Moral Quandry show up less often.
So I guess what I really want in i19 is new arcs for my 50s, and more tip missions featuring stupid crazy chaos on convenient terrain, kamikaze Scrapper allies, and/or the opportunity to punch Nazis in the face. Oh, and some level 50 hero tip missions with CoT, because there aren't any that feature them as the main enemy group. -
Actually, the more I think about it, the more I think "instancing" the glowies wouldn't be necessary. If they're random and decently hidden you're unlikely to have "glowie-stealing" issues unless you're looking for them in Atlas park on Freedom or something. Keep the glowie spawn points far enough away from enemy spawn points to avoid the issue of other players coming in and sniping them while you're fighting off the enemies, and all is good.
Hmm, perhaps make glowies in hazard zones give a better chance of giving out the good loot? Of course since they're in hazard zones getting them would have to be more hazardous; maybe when you get one another one is marked on the minimap, which you must also click to get your loot, but it's surrounded by a fairly large group of enemies scaled to your level. Or instead of a glowie you rescue someone from a group of enemies, and then a glowie appears that you must lead them to (not too far, because that's annoying) and there are ambushes. Just throwing some ideas out there to maybe give people some more incentive to go into the hazard zones. The increased quality of loot would have to be worth the extra hassle required to get it of course. Yes, we're back to fighting our way through piles of enemies, but the hardest part would probably be finding the glowie in the first place.
Another idea: random NPCs that give out missions, or direct you toward loot, etc. They could be walking down the street mingling with the regular NPCs that tell you the time, only when you click on these NPCs they give you a mission. Or it could be one of the guys you rescued from the Tsoo handing you the relic he was fighting over because you're awesome and you deserve it. On redside, you could "rescue" people to take their stuff for yourself, or you could kidnap non-combat "captives" friendly to their captors (an Arachnos scientist guarded by Arachnos troops, a shady lawyer meeting with his Family clients, labor union advocate hanging out with Scrapyarders, etc). The rescues would probably have to be tied to player level though, else the 50s would sweep through the lower-level zones in a wave of carnage that would put the Great Pumpinhead, Reindeer and Underpant Gnome Hunt of i5 to shame. -
Quote:That would be kinda cool actually.totally off the cuff idea- make badge markers something you interact with, so the 'you've got badge' announcement would also be a cue to click on it to some gameplay end, collecting it's 'drop', or unlocking a 'badge tip' mission with a story tied in to the badge.
There is also some potential for the "zone glowy" tech. It would probably need to be "instanced" though, just to pre-emptively avoid the flamewars over "zowie-stealing," and in random locations so you can't find them just by getting the latest Vidiotmaps patch. And they don't show up on the minimap, so you'll only find them by walking by them. They could hand out "invisible badges," so when you get the "invisible accolade" you unlock something. Or they could work like Goat's badge idea. -
Quote:I get that you're all excited about your new enemy group designs, and a lot of them do look nice, and those options are nice to have on players, but keep in mind that some of us are still attached to the older enemy groups. We've been creating characters based on those concepts for years now, we're not going to just abandon them for a new shiny.Just for the record, what we've said publically is that the team has refocused and redoubled efforts on taking npc groups and creating commensurate player costume parts whenever technically possible (See: Resistance, Clockwork, and PPD). You'll see more of this in the future as well.
Converting older parts is certainly POSSIBLE, but it's not something we've commited to.
Honestly, this trend toward new shiny-chasing while ignoring repeated player requests for older stuff to be polished up and revamped and improved and fixed is my big pet peeve with the development direction of this game in general. -
Quote:Well I have seen quite a few posts praising the new Tina and Maria arcs despite, or sometimes because of the more difficult enemies, as well as several people in the Scrapper boards happy that there are new enemies that actually provide a challenge to our bazillion-inf tricked out builds without cheating.Thing is, would people actually play against stronger groups in AE or would they just be ignored?
I'd fight them, but again, they're really only suited to arcs that take place in Praetoria. You'd have to sell me on the arc itself first.
Hey, I like Malta. So it's probably going to involve DE with extra DE and a side of Quartz eminators. -
Quote:Sure, there are Going Rogue toys I'd like to have. The option to speak to someone within a mission. The option to have your allies or enemies teleport out on defeat. Kinetic Melee and Electric Control. Multiple dialogue options (which admittedly predates GR but is used heavily in tip missions and Praetoria).I've seen people complaining that we didn't get any of the Going Rogue toys to play with in MA. It seems a pretty reasonable addition to me, especially considering the word was that I19 was a "small" issue.
Of course, more is always better.
None of those toys are uniquely Praetorian. Basic but versatile options >>> shiny but limited options. -
Destroyers can be repurposed as standard gang members I suppose. Other than that, all the new additions are glaringly and obviously Praetorian. I also don't see War Works or the Imperial Defense Force in the list. Where are my War Walkers? I demand War Walkers.
The Super Stunners and Chi Masters and such should definitely be added, along with the new and/or improved Rogues Gallery characters. Kinetic Melee and Electric Control should also be added for custom critters.
The thing is, I haven't seen a lot of arcs advertised in this forum or in the MA Arc Finder channel (read: none) that take place in Praetoria. The setting itself is somewhat limiting, whereas Paragon City and the Rogue Isles are wide open, and full of little backstory tidbits that have never been fully explored, enemy groups and NPCs that are underutilized, and story lines that have never been wrapped up. I'm sure we'll see a slew of arcs made just to take advantage of these new options (although again, I ask, where are all the high-level groups in an issue that includes making your 50s more powerful), but so far I see nothing here I'm going to use. -
Consider also that your low ratings for the earlier version of the arc aren't nearly as damaging to the overall rating as random drive-by 1-stars.
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My Katana Scrapper wants that Rikti sword, because Katana has so few options, even fewer when you're a 6'6" female and half the swords scale down to the size of toothpicks.
Unfortunately in order to get it an invasion has to happen while I'm not in the middle of doing something else, and at least eight other people have to feel like fighting it off. This is the only accolade that depends on a bunch of other people feeling like doing the same thing you're doing. At least with TFs you have time to talk people into doing what you want to do; the invasions, not so much. -
Quote:Nope, I played it, it's a few posts up in one of those "I'm behind on my updates so I'll just write a brief sentence on everything I played" posts. Mindskewer didn't clobber me into the ground for once either, iirc.I thought you were further along. Did you skip past "The Amulet of J'gara" (Lvl 25-30)?
I think it was my first encounter with a "demon summoning" critter. The whip looked really cool with the dark costume and on the dark map. -
http://boards.cityofheroes.com/showthread.php?t=129153
I fail to see the funny. It's so unfunny in fact, that I'm copying him. Level 33 so far. I don't see how 33-50 will be any more difficult, especially since the ally reward nerf is gone.
Quote:The worst of the XP penalties were removed with GR.I have a dedicated AE character who never steps outside other than for trading and levelling. Unfortunately, level 50 looks like being a long way off due to the hefty xp penalties applied to some missions, regardless of how good they are.
Quote:AE was never intended to be a replacement for developer created content, and anybody who at least bothered to look at either the CoH loader or the CoH web-page in the runup to Issue 13 knew that AE was designed as a way for players to tell their own stories in the game, not as a way in which to gain levels. Only players who did not read anything about AE during the I13 beta, the I13 release, the I14 beta, the I14 release, the I15 beta, the I15 release, and so on and so forth, thought that AE was "forz Expz" -
#351727: The Hammer and Sickle of Paragon City
Why I chose it: I honestly don't remember.
I'm helping out some former Soviet heroes who have gotten caught up in a 5th Column plot. That means I get to fight Nazis. I even get to fight a Commie Nazi. Some minor nitpicks but it's a good arc overall.
#209473: Standing Within the Mists
Why I chose it: PW's list.
In this arc, I'm a villain trying to play it smart by gassing the place I'm trying to rob rather than just slaughtering everything in my path. It's a good concept, and set up well, unfortunately the execution doesn't seem to work out as intended. -
Quote:That's your problem, you said "later." There should be no "later," since they should be dead. If there's only one Guardian, you should be able to kill it before it gets up. If there are two it's a little trickier. Eating some reds helps.Shield Charging spawn at start doesnt help. Just tryed, they just summon Quartz later, and unless I pop a couple of orange I'm toast in the next second the quartz hit the ground.
Of course the knockdown from Shield Charge isn't guaranteed, so if they don't get knocked down and manage to summon you're still screwed, but it works for me most of the time. -
Quote:Yes, their vengeance is special so it triggers when they die, not when their allies die. It will also affect enemies within range that aren't Nemesis, and yes, it does stack.About Nemesis leuts, if the leuts cast vengeance so I should kill them 1st and not last? Or its some kind of special vengeance that triggers on death?
Quote:I dont know what build you play but as DM/SD I dont see this working at all facing +3/x6 missions. DE bosses at 95% chances to hit on my caped def just crushes me down faster than I can annimate 2 attacks.
Quote:Actually I have having less death troubles on my SD than on my FA, even buffed. SD has tools to raise DDR, and definately gets hurt against +to hit. But on heavy -res mob groups (hello longbows) the res based defensive sets really blows. -
Usually I have the opposite problem; I come up with a powerset combo and a concept and sit around trying to think of a name. Sometimes though, I snag a name I like and just have to use.
Smothered Hope: Was a Dark/Mace tank. I don't like playing tanks. I never get them to a decent level. I don't like playing Dark Armor at the levels my tanks usually make it to. I don't know WHY I decided to roll her as a tank, except the name screamed DARK ARMOR to me and I didn't need another Brute. Then GR came out, and now she's happily awaiting inherent fitness as a KM/DA Scrapper.
Jenna Cyde: Is on her fourth incarnation. The first was a Mercs/Poison MM shortly after CoV release, then I realized I don't like MMs. Then she was a Rad/Cold Corr....dumb since I mostly solo and /Cold sucks solo until you get up into higher levels. Then a Mind/Thorns dom who made it all the way to level 35 before Electric Assault was announced. So now she's Mind/Electric. The name is generic enough that any powerset fits though, as long as she's a villain.
Dire Winter: Cold/Dark Defender. I don't like playing Defenders. And, um, then there's cold. I planned on teaming, since she was a Defender, even though I despise how the cold shields look, WHY would I foist them on others again? I ended up giving the name to my Ice/Ice Blaster during the free server transfers.
Crashing Light: I thought it was a good Peacebringer name. Too bad I don't like playing Peacebringers. Since gone bye-bye. -
I avoid DE. They're pretty easy to avoid at 50. When I can't avoid them, I Shield Charge into the mob instead of gathering them up for Soul Drain first. The knockdown keeps them from spawning the quartzes right away, so I can kill the quartz spawners before they do so. If they drop one, I generally drop dead, since I play at high difficulty so they kill me in seconds. My /SR Scrapper, with no Shield Charge, just avoids DE.
Nemesis are easy, I pull the spawn around a corner (so they won't Vengeance the next spawn) and kill the Lieutenants last.
Rularuu, I kill the eyeballs first, and fast. Once those are down, they're just like any other enemy group. If it's an eyeball-heavy spawn, I eat some oranges first. -
I start slotting procs, uniques and lower level sets as soon as I can (ie, I can afford them and they are available at a reasonable price, or I'm high enough to slot the max level for sets like Steadfast and Eradication) and throw in some of the cheaper good sets (Doctored Wounds, Crushing Impact, Thunderstrike, etc) around the mid-30s. Lately I've been building my toons to be exempable to the mid-30s, so I'm slotting stuff when the slots become available and when I can afford it, which means I'm pretty well kitted out by the time I hit 40.
Still, I don't find it hard to give newbies advice at all. It's not like I've forgotten what my powers actually do. I can still tell someone "take power X as soon as possible, it's awesome because it does X and Y" or "power X sounds cool but it's very situational, it won't be as useful as you think it will be" or "if you do this instead of this you won't die." The basics are the basics no matter how many purples you slot. -
The first five that come to mind:
"Teen Phalanx Forever!" #67335
"Mercytown" #6017
"Captain Skylark Shadowfancy and the Tomorrownauts of Today" #337333
"The Invasion of the Bikini Clad Samurai Vampiresses from Outer Space" #61013
"The Curse of the Emerald Parakeet" #1567 -
Quote:They can make short arcs with no enemies and a single blinky to farm the requirements with. Just like they did for the badges.Still, if they could come up with some way to make playing a few arcs with your Alpha-slotter-in-progress ("You need some training, $name, go play 1, 2, 3, 4, and 5 mission long arcs" or whatever), that would overcome some of the "too hard" (plus if it's necessary for Alpha slots, what can they do?), get people in the door and get at least a few of them to see that MA is worth playing.
Forcing people into AE isn't the answer. It won't work. Trying to get people who are only interested in rushing to 50, or purpling out their characters, or badging, or farming into AE will work about as well as trying to entice PvEers into PvP did. They don't care.
What we need to target is the mass of players who like to experience new content, or who like to try all sorts of things, or who are relatively new to the game and not yet set in their playstyle. We also need to bring back the players who thought AE was awesome when it was implemented but who soured on the experience and haven't been back. -
I think this broke around i17. It may be related to betraying allies awarding XP, and thus breaking all their assigned behaviors.
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Quote:I like this theory. The game does often confuse the term "dimension" (as in, a parallel universe where something happened differently than it did in ours) and a "plane" (still within our dimension, but completely different than the physical world). His mom's bio lends credence to the other plane theory:1) Dimension vs. Plane: The game is incorrect in calling Infernal Earth a separate dimension and should be calling it a plane of existence with in the dimension (like the Spiritual plane, Croatoa, etc.) and there by both Priamal and Praetoria would have their own version.
Quote:The She-Devil ruled some a plane of Hell before being called forth by the Circle of Thorns.
The same goes for the demons the CoT hang out with. They're summoned from another plane. If the CoT could yank someone from their home parallel universe (or banish them to it, as we can do with Envoy) the Rikti would have been screwed.
So, if his mom's from another plane, it stands to reason that Infernal is as well. Unless of course you want to get really complicated, and these other planes intersect dimensions, so there is only one netherworld and/or only one "hell" in all the multiverse. In that case Black Swan's could be summoning the same Dark Servant you summoned last week, and Lilitu could very well have had a kid with the same guy in two different dimensions, leading to two different Infernals.
I just realized this post is very rambly and probably makes no sense, as it is past my bed time. It makes sense in my head, though. -
Quote:Softcapped melee characters shouldn't sweat over Malta either, but I don't see most of them going out of their way to fight Malta. Most people will take the path of least resistance and farm Council Empire until their eyes bleed and complain about how much farming they need to do or farm tips on -1/x1 and complain about the price of purples.People already complain that customs are too hard; Alpha Slot/50th level toons shouldn't sweat over them as much.
Besides, the Alpha slot preview we got was a small performance boost. Yes, it's going to help my Fire/Storm Corruptor's end problems. No, it's not going to help my Blaster survive a mob of Extreme/Extreme Dark Miasma/Dark Blast critters. -
If you're planning on teaming a lot you might want to think about DM. You'll be able to saturate Soul Drain on a team, then go to town on the bosses.
On the other hand, if you're doing a lot of PuGs with a regen, yeah, what Werner said. I'd go with Katana too, because I find Broadsword painfully slow. -
Quote:Even worse are "Stop Crimson from escaping" and the one with the Arachnoid EB who has insane regen and is immune to slows. Those aren't as easily trivialized by an immobilize.No one has mentioned Stop X from escaping when he is spawned 30ft from an elevator yet.
Yup trivialized by an Immobilize, but still stupidly annoying.
Am I the only person who doesn't mind the Council/5th fish farm? There are other Council maps that are far worse, like those 4-way junction rooms with a hundred tiny little corridors and stairways which are always where the blinkies are hidden. -
The last time I tested ally behavior, allies set to Fight Defensively were following the player no matter what. It looks like this might also affect escort behavior.