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Posts
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Quote:I find this difficult to believe, especially if those three are of actual level for the Trial.I've found with the right 3 people they can handle all the mobs in there without stealth/invis...it's when it gets down to 1-2 it becomes substantially harder to get the last person safely to a new spot (if no invis/tp are there).
I suppose I'm glad that folks agree that the Trial needs work, though apparently not so much on exactly how. -
Quote:Missing my point entirely.Because the RWZ raid is so cycle intensive? I lead plenty of RWZ raids with a crappy 6 year old computer with barely enough RAM to manage its way through loading WW without crashing. If you turn your graphics settings down and turn off peripherals, it's completely possible to take part in an RWZ raid.
And for me, the lag is only half the problem. -
Quote:Er? I'm not talking about the final room with Koago, I'm talking about the main chamber with the respawning Igneous. Nowhere else in the game does a mission respawn enemies, and a 10-15 Trial shouldn't be the place for it.I admit I haven't run the Cavern of Transcendence Trial very much (or recently), but the only real hard part I've ever had is with reaching the room, not clicking the glowies and killing the monster. IME the one thing that makes the Trial quick and easy is to have someone on the team with either invisibility + recall (or Summon Teammates, Assemble the Team, etc.) or Personal Force Field + recall.
Unless your team is just incapable of dealing with Igneous, or someone drops off the team before the 8-person simul-click, the final room is very easy.
The fact that Recall Friend + some form of Invis or Invincibility is fairly critical to beating it in most cases is poor design.
I wouldn't be opposed to dropping the required number of clicks, but in my experience the biggest obstacle for the average team is the numerous boss-filled mobs of Igneous that never go away. It means that it's generally quite difficult to get everyone to a glowie and then back out again without any deaths. -
Hey, I have an awesome idea, let's make Ultra Mode mandatory to play the game once it comes out. After all, it's not the devs' fault that people haven't upgraded their computers yet!
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Quote:Actually, it looks like the more recent variety of the bug, which is that St. Martial converted to the full CoH environment palette. Note the bright green grass on the Giza's villas.Yes the bug is that the background ambient atmosphere for many zones became swaped. Steel became drak and dull looking. Many CoV zones became bright and actually pleasent to see
And for the record, people are not deliberately linking to thumbnails. Due to the way that the forums parse images if you have them turned off, it links you to the thumbnail because that's the actual image on the page. It then dumps the hyperlink to the proper image.
There are two workarounds. One, removing the "th_" or ".th" from the URLs will give you the full image. Secondly, people could just post the direct link instead of thumbnails. They're almost always worthless anyway, honestly. -
A quick and easy one that keeps it challenging without being stupid.
Basically, get rid of the respawning Igneous, allowing teams to clear the Cavern without trouble. But once they click all 8 obelisks, simply respawn all the enemies once.
This makes it more similar to the Sewer Trial, and much less frustrating. -
Quote:Or both!i agree that either the pricing needs to drop, or make vanguard merits drop more often outside of the ship raid.
Time for my customary Possible Vanguard Merit Fix List!
1) Up the drop rate. Not everyone wants to or can ship raid.
2) Give merit bonuses for the RWZ story arcs.
3) Give a merit bonus to the Lady Grey TF.
4) Severely reduce the price of the Vanguard costume parts. (IT COSTS 200 FOR PANTS PEOPLE, 100 FOR A GUN)
5) Allow characters of any level to earn merits.
6) Find some way to allow players to use unlockable costume parts at creation. Account-wide unlocks, redeemable tokens (sort of like Vet rewards), or make the unlocks recipe-based. -
Pretty much the only thing missing at the moment is more build slots, and I'd gladly sign off on those.
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Quote:The only thing the change would wreck is builds that depend on only taking the AoE Taunt, since that gets moved to Tier 3. You can still take both and skip the ST Fear under the OPs suggestion.Both single targets early is fine, IMHO - but I know (for instance) some Tankermind-style masterminds might want both without having to deal with a fear, and rearranging them may hose their builds.
Of course, I think at this point they need to just revamp the entire pool. Cottage rule and all, but a ST Taunt is dubiously useful, and the difference between it and an AoE one is relatively minor to the point where I don't see too many folks being upset at losing it. Not sure what I'd replace it with, or how I'd rearrange the pool though. Edit: Oh yeah - let's stick a Placate in there. ST, no Hide aspect, naturally, and a shorter duration. I'd actually consider taking it on a squishy depending on what tier it was in. The ST Confuse could work too. -
Quote:I still have no idea how to react to this.No, the I3 and onward content was not vastly improved. Striga and Croatoa are a blight upon the game, and I'm all rainbows and unicorns that the developers have NOT repeated the same mistakes in their later works as they introduced in Striga and Croatoa. It petrifies me to think that the "Striga model" was actually considered good at any point in time, considering it's WORSE than the pre-I1 content the game launched with. The zones are justly lauded for their TFs, but everything ELSE is embarrassing.
I'll just point out that Striga's arcs are character-based. They purposefully don't have a strong interconnected narrative.
I'll also say that while Faultline has a really good presentation, I find its actual core story and the overall implications of it godawful. And prior to the second XP smoothing, it was far too easy to finish Penelope Yin by 18 and be stuck waiting another 2 levels to continue with Doc Delilah. It was too streamlined. -
I'd definitely support something with an endurance-oriented bent for Tankers. My pet idea was that they should give Tankers Vigilance and then give Defenders something new, but it's just a thought.
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Unless you're fighting range-heavy mobs (which are fairly rare), then I don't see the concern. The enemies will generally be knocked back out of your RttC, at which point they're not attacking you anymore, will then stand up and run right back into RttC's range to go back to meleeing. I suppose if you're relying on large numbers of weaker enemies in order to take hits from a larger enemy, I could understand the trouble.
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Quote:I'm almost certain I've gotten Naylor without completing Psymon Omgea before. In fact, I'm almost positive that as long as you're in the correct level range, you can get Naylor from a Mayhem Mission contact choice.Wrong.
Naylor's arc only comes up IF you have completed Psimon Omega's arc.
And THAT only comes up if you complete the arc of the ex-Longbow girl before him.
Trust me, I found this out the hard and painful way with my claws stalker when I realised I wanted the claws, and am now stuck with the choices of either picking Scirrocco as a patron, or begging people who have the arc.
I have no idea wether you can get the badge that unlocks them through Ouro or not. Either way, it's no walk in the park. -
Quote:The reason why Brutes can outclass Tankers is because Brutes were designed very foolishly. They have Scrapper-level defenses, but Tanker-level caps, which means that as long as you have a few buff classes handy, Brutes turn into both an engine of destruction and a Tanker. Normally this wouldn't be a big deal, since buffs can do that to any class, but no other class gets the level of aggro manipulation that Brutes do.The issue that I have is that while tanks definitely have better survivability and aggro management tools, the toolset that brutes bring to the table is good enough for most of the situations that I've faced. While there may be more work involved in keeping a brute alive, a competent player can bring the same level of team support with a brute as with a tank and kill things faster to boot. Moreso when there are buffs available.
So yes, what I'm saying is that step one to bringing parity between Brutes and Tanks is to lower Brute resistance caps.
As for the OP, it's actually one of the better Gauntlet change ideas I've heard in a while, so I'll give it that. Not sure how possible it would be, or how useful. -
Quote:The thing with melee sets is that they're already designed to have a bonus to whatever their element is. With possibly the sole exception of Dark Armor, which was designed weird.A simple one: It's always annoyed me that my Ice/ blaster is as vulnerable to ice as every other schmuck. Adding minor resistance to their own damage type would be a good once for every elemental primary, though I can see where there would be balance concerns... and things like elec/elec brutes who really aren't hurting for another 10% energy resistance.
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Just so it's clear...if you use successive weapon attacks from the same set, you keep the weapon out, right?
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Quote:I'm a fan of cynicism and all, but...the new cape mission?But that would require the Devs to actually go over the old content and change it to reflect how the game has changed in the last five years, and we all know how likely THAT is.
Quote:(Special mention must go to the Angus McQueen mission where he thanks you for keeping the Rikti from linking up with their homeworld and kicking off a second invasion. For bonus points, turn that one in while the skies are green and bombs are falling.) -
Quote:The villain Rularuu arcs don't need unlocking...both of them come from normal contacts. And while heroes have easy access to Overseers, villains can unlock the weapons just by completing a fun arc. I'd say it's a fair trade-off, perhaps aside from the level-locked nature of the arc.Rularuu are only available in specific arcs that need unlocking, while Hero's can wander into the Shard at will. And they ARE needed to unlock things, which is major, major suck.
Redcaps ONLY spawn during Holiday events. For a mob that unlocks a weapon Redside this is utter, utter tripe.
Nemesis Fakes are a horror to find Redside, unless you farm some of Televisions missions. PI has them in numerous spawns blueside. Again used for a weapon unlock.
I think they semi-fixed the Family Boss issue, but it's still much more a swine to get Redside than blue.
I agree with the rest though. -
Oh boy. Not this again.
It's quite simple. The large majority of people who complain about knockback either:
1) Have a massive problem with hitting a movement key. They're probably lazy. (And in before someone with a story about their brother with no arms who really does hate knockback because he can't hit movement keys.)
2) Are obsessed with maximizing their XP per second, which is quite frankly absurd.
If someone lacks the understanding that Energy Blasters can't control when their knockback occurs, and that it's a feature of all of their powers, and goes so far as to tell you to not use your freakin' primary...they're not worth teaming with.
The purpose of knockback is free, wild, and readily available mitigation. Mobs that are ragdolled can't fight back. It's like every blast has a hold component.
In my experience, as long as you make a clear and concerted effort to cut back on scattering mobs all over the map, or just play on PUG teams that just want to play the game, or in a group of nothing but ranged ATs...they won't mind. -
Yes to Ouroboros costume pieces, no to yet more merits.
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The problem isn't with the Cape Mission string. The problem is that Justin Greene doesn't need to be 1.5 miles away from either the Kings Row or Steel Canyon gate. (And on the whole, Indy Port needs a refurbish.)
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And one shows up in the Time Bandits arc, too. >_> Not sure why it's not on the Wiki. <_<