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Posts
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Joined
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Quote:You have to realize two things.Are you...seriously using SG base rent as an argument against adding an item? Do you not have time to run one mission a month in SG mode to pay the rent cost of such a useful item?
One, the SGs I'm in are not particularly active. But the cost is not the issue here, rather the inconvenience of having to actively pay that rent, and deal with the consequences of it lapsing.
Second, those SGs would not incur any rent under the old system, and I didn't appreciate having that rug pulled out from under me with the ones that existed prior to that change. -
Quote:Taser hasn't been a melee attack for a good while now. Out of all the powers in Devices, it's one of the last I would consider changing, honestly.We've been seeing "mez powers" getting damage buff like Clobber and Cobra Strike. I wonder if Taser is a good one to add some damage to it since it's a melee stun?
I do agree with giving Voltaic Sentinel something, though. A chain effect would be dandy. -
Quote:I hate to repeat myself and essentially cross-post, but as I said in the announcement thread for the Party Pack - when rednames go silent, marketing is to blame. Obviously I can't know for certain, but that's my theory.I've considered this angle... then considered the Party Pack. The amount of feedback since the Party Pack announcement has been astounding, but astounding feedback to a stone wall is a bit fruitless. Its seems as if they'll be pushing it out without even responding to feedback at all, yet alone reacting to it.
It's likely well-buried by now, but another thing brought up in the thread is that the Party Pack has a lot of incredibly suspicious and downright ignorantly-designed elements to it.
Honestly? I'm cynical enough to believe that the party event is a last-ditch, low-cost attempt at drumming up interest in the pack. I could easily be wrong, but my imagination tends to wander when left in silence. -
Quote:And, to boot, Empowerment Stations contribute to your SG base tax, on top of the relative priceyness of the later models, requiring both a chunk of salvage to craft and a chunk of prestige to place.To quote Adam Savage: There's your problem! I have neither the desire nor indeed the ability to place all of my characters in a SG, and even if I did, I don't have the patience to design a SG base for every single one of them from scratch. If there were a place in the overworld I could do this, then sure, why not? But as long as it requires a base with a specific item in it... I can see why people never use it.
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Was that Poisonous Ray I saw? In my experience any debuff, rather than only ones that interfere with an NPC's ability to attack, will cause them to run like crazy.
Though from what was said upthread, it sounds like this might be unique to that mission/Nosferatu. -
I've commented on this before, but it's certainly a start that the NPC costume options that came with Going Rogue were unlocked by default. Probably due to money changing hands in order to access them, but it's a start.
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Anything that leads to a general revamp of the text bubble system (including getting border color on a menu somewhere, as well as transparency options) gets my support.
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The most baffling part to me is that the BAF has sonic fencing on the outside, but not the inside, thereby making it slightly harder to suicide out.
Though really, they just need to fix the danged doors. -
Quote:Paragon Police are really too basic to bother turning into a whole Epic AT. Outside of Hardsuits, and maybe certain units in the SWAT division, they can be pretty much be replicated by players already.One, PPD. Paragon Police, Praetorian Police, something. I feel that's a system that could work out similarly to the Arachnos Soldiers. I know I'd love to get into one of those PPD hardsuits and give that a shot.
On the other hand, I soooooo want the Praetorian Police powers. The tricky part there is making their story content different enough from the existing Loyalist stuff. -
Kheldians purposefully get more powers in their primary and secondary than normal in order to make up for the lack of APPs.
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Quote:I don't see the point in replacing endurance with what is effectively a different kind of endurance. On that note, I don't think Mag Dump would work, since I'm pretty sure animation times have to be static. I dig Barrage though.The idea is that the attacks are very end-light. Instead of using endurance to attack, you use ammo to attack, and ammo is replaced with endurance.
I also thoroughly disagree with uberschveinen. -
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How could I forget these. At least the Phalanx TFs are workable as-is. The VEAT arcs, not so much.
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I'd say pretty much all of the Phalanx TFs, except maybe Sister Psyche's and Numina's.
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Quote:Well, actually, I'm more making the point that there's too many potent defense debuffs at low levels, which affects everyone rather than just SR.It sounds like the point you're trying to make is 'SR sucks at the low levels,' rather than 'rest should be always available.' One patches the other.
I'm also pretty sure this thread, and a lot of the feelings in it, have been spurred on by the somewhat harder difficulty curve of the missions in Praetoria.
Basically, while my motivations may stem from many disparate problems, changing Rest would help address all of them at once with the change of a single power. -
Quote:To be fair, if you purposefully interrupt or simply shut off Rest before the interrupt period is over, it doesn't go into cooldown. I've been in that situation before, both with wasting Rest and purposefully pulling out of it, and both tend to be rarer than having to wait for Rest to come back.It kinda does change how risky it is, though. It was already pointed out how iffy using Rest was when an encounter is only a matter of time. Like seeing that minion is about to turn the corner and you're already resting.
The obvious solution is to stop resting and take care of the minion. But right now? If you do that, you'll end up with Rest recharging. Do you risk it and try getting as much END/HP as you can before it's too late? Stop and just deal with it, take out the minion and move on while Rest recharges? Play it safe and run away to fully top off HP?
Quote:If a proactive approach isn't taken to lessen the risk then there are consequences but it removes some of the risk the power currently has without a recharge. I can foresee waves of ambushes no longer being much of a problem. Just move to a point in the map that will take them a moment to get to, position your camera so you can see them coming down the hall and just kill > rest > kill > rest.
And in the end, even if it did work, it might reduce the risk of ambushes, but not in a way that could be leveraged for more reward over time. Honestly, if someone goes to that much effort to make sure they don't die to an ambush, more power to 'em. Especially since it would probably be easier to just leave the mission.
Quote:You're a SR. You've got good resists ontop of your defenses when you're at low HP. Either pop a purple (now the enemy won't touch you) or an orange (making your resists even more formidable) and truck along until a green does drop.
....just sayin'.... -
Quote:A little of column A, a little of column B. I play lots of low level characters, and it happens often enough to be a rather annoying inconvenience, which sours my fun. Of course, it also never happens at all on my higher level characters because I never use Rest anymore by then.How often does that situation REALLY occur though? Is your position that it occurs quite frequently, or that it doesn't matter how rarely it occurs, it still justifies having Rest available on demand?
Quote:Despite this being sort of going around in circles here, I'll once again point out that there are already several existing ways to help a player manage their endurance to reduce the need to use Rest to replenish endurance. That lets a player keep Rest in reserve for topping off health, provided they don't have a self-heal available to them. Even a small amount of endurance reduction slotted into attacks goes a long way to keeping endurance use under control. Slotting end reduction is pretty much Brute 101. -
Quote:And this is all already possible and a pretty common defensive strategy, especially when soloing. Being up more often doesn't change how risky Rest is, which is not particularly.There's too many ways around that. Most mezzes can last longer than 12sec, again you have extreme movement in travel powers that can simply get you to safety quickly, hiding such as next to a box or behind a column or a nook in the wall is as effective as being in another room in some cases.
But the simplest solution is Stealth. Since Stealth (and other invisibility powers) can be run with Rest without suppressing their Stealth Radius (and believe me, Rest doesn't for either Stealth, Super Speed or Hide...not quite sure about stealth IOs) you can practically take a nap at the enemy's feet and they aren't any the wiser.
Quote:But as Arcanaville noted earlier.. If you're only occasionally needing it sooner than you are now, why is completely removing recharge superior to simply lowering the recharge?
I'm on a low-level SR Scrapper, soloing through a mission. Thanks to defense debuffs and constantly-spawning +1s, it's a tough, but manageable fight. After one such encounter, I'm all out of endurance, so I take a knee and Rest it back to full. Now that I'm ready for the next mob, I run in and...nearly get creamed thanks to that Lieutenant, but I just managed it.
So here I am, at 25% health. Rest is still on cooldown, and none of my remaining inspirations can be combined into a green. What do? Moving forward is suicide, running to get inspirations is equally time-consuming and annoying thanks to my contact being a zone or two away (and who knows how bad that would be if I didn't have Ninja Run).
I'll admit, 60 second Rest would be a godsend, and it might even solve that very real situation I presented in a timely enough fashion. But, 60 seconds or not, I would still be sitting around doing nothing waiting for Rest or natural Regen for some amount of time (let's say 15-30 seconds at most with a 60 second cooldown, followed by the time it takes to heal back up), to the point where having it instantly be up seems more reasonable. In other words, if the time remaining on Rest after such an encounter is 15 seconds, why make me wait any longer?
Based on that admittedly rough math, I'd almost be willing to advocate Rest with a 30 second recharge. But I know that there would still be some sort of edge case, or critical fumble, or just plain bad luck that could still happen even with the recharge that low. So instead, I'm still on board with 0.
(Plus I'm also bugged by that whole "have to wait before I can Rest" thing.)
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Quote:The entire game? I'll firmly disagree there. Rechargeless Rest doesn't mean anything to a well-constructed eight man team with plenty of debuffs, buffs, and damage all while pushing the purple cap and blazing through enemies. Heck, it pretty much means nothing once a single Empathy character is in play.In effect, free access to rest has a side effect of increasing the average reward over time for the entire game. This is a presumably excessive side effect unless you're ALSO prepared to demonstrate that the reward over time in the game is too low.
That's a hard sell.
The only notable speed increase would be towards the low levels, and speeding those up was already a developer goal when they adjusted the XP curve. I also doubt it would actually affect things all that much since, as has been said, the need for Rest to come back immediately is not a constant, thanks to lots of mitigating factors.
In short, this might slightly nudge the low-end of the playerbase closer to the high-end, but since those speeds are already possible, I don't see the issue. -
What was that you said about hyperbole? I will once again state that, while I could be wrong, I'm pretty sure the only person that seems to keep trotting out this "rest every mob" thing is you.
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Quote:Or maybe the consequences we've considered all sound good, or minor enough to not shut down the idea? It's really baffling how from the very first post EvilGeko gave a number of fair, if brief, arguments as part of his proposal, but apparently we just want thoughtless changes for the sake of thoughtless changes...Making changes just for the heck of it without considering potential consequences or the necessity of making the change in the first place seems like a poor practice to me.
Quote:All I've really seen in this thread is a lot of hyperbole that doesn't match my experiences in-game. People claiming they need to use Rest after every fight, people claiming they go AFK waiting for Rest to recharge, etc.
Quote:There are already a number of ways to deal with endurance issues at low levels without having to use Rest as a crutch.
- Slot powers for endurance reduction.
- Use inspirations.
- Temp Power: Recovery Serum.
- Drop a recharge reduction TO or DO in Rest.
2) Inspirations are unreliable, especially since low-level characters have less room for them.
3) Recovery Serum is a rare temp power drop (I've never gotten it yet on any character), plus requires the salvage. Unfortunately I can't find the info on exactly what components you need and how cheap they are.
4) See 1. -
I will continue to point this out: This is already possible, Rest or no Rest. It is entirely possible to simply wait the handful of minutes to top up your health and endurance after every mob. Or pop inspirations. Or use Health and Stamina. Or use a friendly Empath. You seem to be under the impression that Rest would uniquely eliminate some sort of risk from the game, that is already regularly circumventable.
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Quote:While as was said, this isn't really possible to do with phasing tech, this needs to happen anyway for story consistency reasons.
- Crey NPCs could serve in low level zones as Guard NPCs until they've been outed as evil. They could be replaced with PPD NPCs upon returning to those zones.
At the moment, you meet one Crey character, who is an optional encounter (in the tutorial), before level 30. After level 30, Crey actually start showing up and they're immediately portrayed as corrupt and evil.
We need a few missions/arcs in the mid-levels where you actually work alongside Crey, the Paragon Protectors, and even Hero Corps (two contacts notwithstanding). -
Quote:Looking at Paragon Wiki, I found the problem. There are 28 generic Villains available, but only 13 generic Heroes. Not sure how those numbers stack up in light of the side-switching storylines, though.To be fare, you're not replacing a random villain with a different random villain. You're replacing a pre-fab villain, and indeed one from a VERY small pool of pre-fab villains, with a truly random villain that you haven't seen before. I haven't done many Safeguards, but I'm kind of tired of facing against Holo Man when I do Mayhem missions.
That said, they're not "pre-fab". They've always been pretty blatantly designed to mimic player-made characters. Seems like they just badly need to make more heroes, and randomize both groups better. Oh, and add in a few existing NPCs that we already have that need to be used more, like the Civic Squad. -
Quote:I wasn't only talking about endurance, and I wasn't necessarily saying it was always an every mob thing. And I did say it depended on AT and other things, such as whether you're fighting in a group or solo, what enemies you're fighting, and so on.Nor does it mesh with my experience. I might have to rest every several groups of enemies in low levels, and more often than not, it's to recover health not endurance. It is certainly not an every group thing, like some posters portray. Not to say that endurance management can't be a challenge, but the players I see constantly running out of endurance, are the ones that invariably leave Sprint or Ninja Run on all the time, waste AOE attacks on single enemies, etc.