IanTheM1

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  1. [ QUOTE ]
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    And they're up!

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    And they're down.

    Caught that little mistake, huh?

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    .... whaa?

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    The notes initially went up with a duplicate note about Power Push damage in PVP (with a brief line of confirmation commentary). Niv hid the post, edited it, then un-hid it, from the looks of it.
  2. [ QUOTE ]
    And they're up!

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    And they're down.

    Caught that little mistake, huh?

    Edit: And they're back, sans mistaken note. Woot.
  3. Part of the problem is that Resistance set bonuses are not balanced against Defense set bonuses for some absurd reason.
  4. [ QUOTE ]
    I think the issue is that the spawn system doesn't know what to do for more than an 8 person team on the highest difficulty. Lag and unwieldiness aside, the devs would have to figure out what size enemy spawn is needed for 9 through whatever person teams, and I think that effort would better be spent elsewhere.

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    I don't think most of the maps in the game could even handle much larger spawns than we can get now.

    As for a supergroup-sized TF, the Cathedral of Pain is right up your alley, OP, whenever it gets put back into the game.
  5. It was made to be account-wide in I15, IIRC. I know I've been having it trigger on my characters for a while now.
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    Of course, complaining that the MA is lacking in innovation and features is sort of like being given the Model T back in 1908 and complaining that it didn't even go that fast or get good gas mileage.

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    Right...except that the 2009 Lexus ES 350 didn't exist in 1908. While many better examples of community mod tools and content exist all over the place for any number of games. So what's your point again?

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    In an MMO? Framed within the games themselves? With all of the user-made content hosted on the game severs? I'll also point out that while there are some good modding tools out there, there's also plenty that have a nasty learning curve. One of the selling points of the MA is its accessibility.
  7. I keep hearing that people somehow magically don't get lag during Rikti Invasions, but I've yet to actually believe it.
  8. [ QUOTE ]
    That's why MA is so pointless to many as anything other than a farm tool.

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    Right. It's totally the lack of scripted gimmicks that keeps people farming in the MA.

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    Anyone can write a story. Some people are better than others...but what really distinguishes yours from mine in MA? Have you used a map that no one has seen yet? Do you have an NPC with powers that no one else can access? Do you have some tough and clever puzzles in yours that I didn't think of in mine?

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    This part right here is most telling. Whereas you're somehow stifled by the inability to script things (and evidently bothered that you can't be a unique and special snowflake), the rest of us are doing pretty good with "just" customized pre-existing NPCs, custom critters (with customized powersets) from scratch, custom villain groups, custom contacts, custom clues, custom glowies, and custom mission text.

    Of course, complaining that the MA is lacking in innovation and features is sort of like being given the Model T back in 1908 and complaining that it didn't even go that fast or get good gas mileage.
  9. [ QUOTE ]
    Pics of this sword? Is it the same as the Artemis swords?

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    Nope, it was briefly available for Broadsword back in I11 beta, IIRC.

    And speaking of, we better be getting the KoA sword in I16 for all our Stalkerly needs.
  10. IanTheM1

    Overseer Badge

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    I think this is one of the few cases where it's harder for heroes to get something than villains.

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    Plus villains don't even need to get the badge, they just need to do Naylor's arc for the souvenir. (Technically, I think it's also triggered heroside by the TF souvenirs, but it's certainly a lot easier just hunting Overseers than herding cats. )
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    Are they original Axis America (with Fifth Column masks) or what the AE calls Axis America, which are actually Council Empire with different names?

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    Originals.

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    These guys need to show up in the MA soon plz. (Also maybe the original Axis America map too?)
  12. [ QUOTE ]
    Because no matter how many times I died, so long as I got a Merit or two for, I'd feel like I was making progress.

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    I think this is the big thing. If you made the rewards for PVPing good even if you die, and slightly better if you win (even if it was a small difference like 2 merits for losing and 3 for winning), suddenly PVP is worth partaking in.

    I think one of the other things that has kept folks such as myself out of the zones is the time cost of PVPing, insomuch as if you're not winning, you're mostly wasting your time. A huge amount of the frustration instantly dissolves when I still earn something just for putting up a fight.
  13. Changing the game around farming rather than just fixing farming will always be a bad idea.
  14. So what exactly would be the downside for having minions die in combat?
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    You could always go to Pocket D and save at the Tailor right there in the Tiki Lounge. I have done this on several occasions prior to a reroll when I wanted to keep a costume, but use different powersets.

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    That's a good point.
    You'd have to have the Pocket D VIP pass to make that easy, but I guess most do by now.

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    Not everyone can afford every little microtransaction the devs spring on us.

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    Well that's more or less why the "tailor in the tutorial" idea is a better general solution for everyone.

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    Everyone who's still in the tutorial. Sometimes it takes longer than that to realize something's off about your character.

    Plus, this would make it easier to collect the .costume files for your characters en masse.

    /signed.
  16. [ QUOTE ]
    This is a poor excuse for a good idea. It's all but uncommon to see two or more unloved Paladins roaming Kings Row at almost any given time.

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    It's similarly all but uncommon to see a lonely Lusca or a cranky Kraken. What's your point?

    Adding another badge to Paladin will give him a spike in popularity for about a month, and then we'll be back to square one. Give Giant Monster rewards a boost and maybe we'll get somewhere.
  17. IMO, nothing on the merit tables should exceed 500 merits in cost.
  18. Honestly, I'd rather they just remove Intangibility enhancements entirely, and make appropriate changes to Dimension Shift and Black Hole if their removal affects them too badly.
  19. Oh, and of course, I'm keeping my fingers crossed that it'll be per-costume, since that's how Weapon Customization works, and would allow similar flexibility (multi-characters unite!).

    (Also, bump. )
  20. IanTheM1

    Fixing the LRSF.

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    For a TF that the vast majority of people complain is too difficult, I'm not sure why you want to buff the enemies to make it more difficult. That seems like heaping insult on top of injury.

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    Hint: I'm one of those people.

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    I realize lowering their level would help a bit, but still, having to defeat 1 of the AVs, while the other heavily buffed ones pound the crap out of you would not be fun.

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    If more needs to be done, I'm willing to listen. Make them EBs, but allow them to lean towards AV-strength due to the buffs?
  21. IanTheM1

    Fixing the LRSF.

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    Making the freedom phalanx harder than they already are will make a lot of people cry. I would find it a nice challenge, but I guarentee you a lot of people would cry.

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    The goal here isn't to make them harder. It's to make them reasonably beatable without relying on one of two specific strategies, and actually make them interesting to fight.
  22. IanTheM1

    Fixing the LRSF.

    Just in the middle of filling my friend in on what the LRSF is like, I was inspired on how to fix it and make it more like the much more fun STF. So here we go.

    Step 1:
    Persistent Orestes Rifle

    Let's start by fixing this completely ridiculous plothole. The entire point of the Orestes Rifle is to nullify powers granted by the Well of the Furies, yet for some absurd reason you use it on Ms. Liberty and then promptly forget about it, despite it being the most useful tool for bringing Statesman down.

    So, upon taking the final mission from Lord Recluse, the team's Orestes Rifle gets recharged/re-granted. (Alternatively, increase the time limit on it slightly.) The Orestes Rifle will now actually affect Statesman, and tentatively completely remove him from the fight by draining his powers.

    Step 2:
    They're called the Freedom Phalanx

    So they should fight more like one. Give every member of the Freedom Phalanx their own PBAoE team-buff power (ala Leadership).

    Numina: Regeneration
    Sister Psyche: Defense
    Manticore: Accuracy
    Positron: Perception and Damage
    Synapse: Movement Speed and Recharge
    Citadel: Status Protection
    Back Alley Brawler: Resistance

    These powers would potentially only affect their teammates.

    One of the interesting parts of this approach is that it doesn't rely on any particular strategy or powerset to overcome their strengths. Depending on the team makeup, you could focus on taking out whichever Phalanx member threatens your team's weakness(es).

    There would be an effective range on these, which would make Immobilize more useful, and you would still be able to use the Mass Hypnosis strategy, but to do so you'd have to take out Citadel first.

    Statesman isn't left out here, which is part of why you want him nullified by the Rifle: Call to Arms, a super-buff that would basically make the Phalanx borderline-invincible.

    Part of the fight is making sure Statesman stays locked down, and dealing with the potential "Five Seconds of Death" that occurs when he breaks free, but before being subdued again.

    Step 3:
    Cleaning Up

    In order to make these changes a little less overwhelming, I'd maybe lower the FP's levels slightly once again, except perhaps for Statesman. They also might need non-standard AV resistances to prevent them from being too impossible (or to allow alternate strategies).

    Once the other seven Phalanxers are downed, Statesman would become enraged, shrugging off the Orestes Rifle's effects and fighting with about the same proficiency as now. The idea here is to make this final drag-out fight equal to fighting Lord Recluse. Beat him, and you win.

    Hopefully this would make the LRSF actually fun and engaging, rather than an exercise in frustration or elaborate powergaming. What do you think, sirs?

    (Note, I'm quite interested in feedback, or opinions from more powerly scholars. I'm always interested in hashing things out further. )
  23. Here's a big one:

    Allow us to customize Prestige Power Slide and the rest of the Prestige Sprints yes yes?
  24. Considering how hair-trigger people are about any little thing in this game (A kill-all?! The nerve! Enemies wearing purple?? I HATE PURPLE! Enemies actually killed my Tanker?!! CHEAP! 1 STAR, JERK!), no thanks. It would only add another level of needless complication onto a straightforward quest system. Plus, I would fully expect such a system to be griefed. Devs nerf your favorite powerset? Go mark every single in-game arc as 1 star!
  25. [ QUOTE ]
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    I went to check the patch notes and was surprised that particular quirk went unmentioned.

    I've always known Brute taunt to only have a single-target debuff myself.

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    There is Taunt and taunt.

    The former is a specific power - AoE, caps at 5 targets, and includes a -Range effect (caps at min. 25% range).

    The later is an effect several powers in the game has.

    Tankers have "Gauntlet" aka "Punch-voke" - a built in aoe taunt effect that will hit up to 5 NPCs even on single target powers, more on other AoEs - but taunt only, no -range.

    Brutes have a "mini-Gauntlet" aka "Poke-voke" - built in taunt that only hits the normal targets of a power.

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    I meant Taunt. Hence why I mentioned a debuff.