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Quote:True. If you are fighting against multiple spawns with occasional pauses in attacks, then the chance of the crash happening during one of those lulls increases. OTOH, they can still happen while you are fighting, while the Rage bonus is useless if you are not fighting. The more often the crashes, the more often they will come while you are actually fighting.But the more rage crashes you have, the more periods of uninterrupted regeneration you grant to an AV or Pylon.
The fact that you are crashing more often in an increasingly smaller period of time is a big factor too, as Edana pointed out. -
I will add that a good "hook", like some chat binds that make witty comments when you throw out a taunt, can make playing a character a bit more fun even when you're soloing. Even a good costume, or a gimmick like a Dominator using a second costume for when he activates Domination. Or a robot that always uses Self Destruction when Unstoppable is about to crash. (That's one I came up with recently and really love doing
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Quote:I think you just worded your suggestion wrong. Like I said, parity means "equality". It DOESN'T mean "identical". There is parity in the Hero side having the Statesman Task Force, and the Villain side having the Lord Recluse Strike Force. The two are not exactly the same, and in fact Rogues and Vigilantes get to do both, but because that is fairly limited in scope, that's not a problem.In the end analysis they DID make special content for tourists. I'll keep hoping for more. In the meantime I really wish I could make this whole thread go away.
(Besides, it's pretty much a given that the Alignment Merits are the parity to Rogues/Vigilantes getting more opportunity to earn Reward Merits from Task Forces)
Here's some other suggestions I might make in the spirit of the idea:
1) Add some new Newspaper/Police Band missions that are more in the spirit of vengeance or making money. A native can choose these missions if they feel like being more of a "grey" character themselves, without actually changing Alignment. It would be somewhat like the different "feels" of the Tip missions. Then, instead of a Safeguard or Mayhem Mission, a Vigilante or Rogue would get a special kind of mission of their own. A Rogue could try to rob the bank as with the Mayhem mission, but also get points for protecting propery. A Vigilante could get a mission to sneak in and beat up a villain that the police have cornered, while trying to dodge the cops that want to stop him. Both would get their respective missions in either city.
2) As with my last post, add special contacts that ask you to "do good" in the Rogue Isles or something nasty in Paragon City. Heroes and Villains that don't consider themselves the kind to do this can just skip the contact. But the Vigilantes and Rogues will find them right up their alley.
3) Open up some of the existing contacts for Rogues. They already gain access to these contacts with Newspaper missions, let them do some "preliminary" missions, maybe a single arc. These missions would not be identical to their existing missions, but similar. They also don't earn you the Contact's cell phone number.
Some contacts, that don't even require you to do a Newspaper mission to unlock them, could just give Rogues their usual mission. Again, I'm thinking the Midnighter Club mission here.
4) If this is possible, add a new Task Force that makes players on the team temporarily "grey". The mission can then go freely between Paragon City and the Rogue Isles. Heroes and Villains would enjoy this because it gives them the opportunity to experience travelling between the cities, while Rogues and Vigilantes could be required to initiate it. In this case, the mission being unique to greys might be balanced by the benefit natives would get out of joining it as a teammate. -
Quote:I've never heard of that. AFAIK Praetorians entering Paragon City or the Rogue Isles get the same mechanism for picking up native Contacts as a Hero or Villain that switches sides.Per the release 19 notes:
I don't have a Praetorian that's managed to get out of Praetoria yet so I'm not really sure. Maybe it's just talking about the 2 new contacts everyone gets.
Quote:But even before that EAT's got exclusive content within their respective zones and the Rogue Isles has long had badge-unlockable contacts. They may or may not be easy to unlock but both are examples of story-content that is exclusive to only a portion of the other characters in the zone.
The devs have said introducing content that is only accessable to a small percentage of the player base was a mistake. That was why they lowered the unlocking requirement from level 50 to level 20, and why EATs have tended to lag behind other ATs when gaining new features, such as Power Customization.
Quote:The release notes also say:
Which is what I was referring to on the unique tips. THIS is what I want more of, just expanded a bit beyond tips since they are limited/day content.
But I'm done. It was just wishful thinking I guess.
Let's stop beating around the bush here. There are really only three reasons to go over to Paragon City as a Rogue:
1) You are in the process of becoming a Hero.
2) You want to team with other players on the blue side.
3) You want to earn badges.
There are plenty of role playing reasons to become a Rogue. But the only reason TO GO TO PARAGON CITY is because you want to be a hero. You want to perform heroic deeds and save people. If you want to do that, you might as well finish the job and switch sides. You can rely on your teammates to provide heroic tasks to perform, but if you want to truly be a hero you need to prove yourself to the Contacts so they will accept you.
The game assumes that if you are in Paragon City, you're trying to redeem yourself, to become a Hero. And I think that's a natural assumption. You may not want to take that final step, because you still have sentimental ties to your home (or not) but just being in Paragon City is pushing you towards being a Hero.
It's a City of Heroes, after all. You don't rob banks or put the hit on mooks in Paragon City.
Now, I wouldn't mind seeing some options where you can do something heroic in the Rogue Isles, or engage in some "black ops" and make some shady deals under the table in Paragon City. But I'd want to be able to do that with ANY character. I already role play many of my "villains" as coming back after the mission is over to beat the snot out of their Contact for putting them in that mess. If I had the ability to secretly be a "vigilante" in the Rogue Isles, even if I wasn't a Vigilante, then I'd jump at it.
There's no reason to JUST give Rogues and Vigilantes the ability to do that, though. Not unless this isn't about parity, and this is instead about making Rogues and Vigilantes better than Heroes and Villains. Parity means "equality". It doesn't mean "I get to do everything Heroes can do AND everything Villains can do." Or even "I get something special because I CAN'T do everything both Heroes and Villains can do." -
I do not suffer from altoholism, I enjoy it very much...
I've been playing since release. I have two 50s, a Hero and a Villain. I have... well, let's see at last count about 45-60 characters over level 15. All I can say is that if there is something important to you, like achieving 50, set yourself a schedule for it, and don't give up. Don't overwork yourself, though, find time to play other characters in between the one you are concentrating on.
Finding a good SG or just a global channel with lots of good teammates can be a big help too. -
Heh. I just copy it down in a text document or take a screenshot and paste it into Paint. Using your iPhone is a great idea, it keeps it right there.
Anyway, along with being able to restore your Powers to the same tray locations (assuming you kept that respective power, new powers would have to be added according to the current strategy) and not totally rearranging your macros, yeah, this sounds like a good suggestion. -
Quote:The Praetorian only contacts are only from 1 to 20. And after they reach 20, Praetorians become Heroes or Villains just like everyone else.You know... we already have restricted content on both sides the latest example of which are the Praetorian-only contacts. It isn't like this is something that's never been done before.
Since Rogues and Vigilantes can't exist prior to 20 either, I would say there is an argument for there being three well-defined factions up until 20, and then two blurred factions after that. Not as blurred as they would be if both sides could cross over freely regardless of alignment, but more than it was.
Keep in mind also that Heroes or Vigilantes higher than level 20 (and that includes all Rogues and Vigilantes) would have outlevelled all of the contacts in Praetoria anyway. There would be no point in allowing them to access them.
Quote:I guess I thought the unique tips for rogues and vigilantes might be a sign of things to come and that future looked bright with lots of options for everyone. I knew it was wishful thinking but didn't realize how far out I was.
And the Rogues may have unique Paragon City missions now, but they lost the normal Tip missions in order to gain them. Personally, I don't think that was necessary, Heroes and Vigilantes still have two choices per tip, while Rogues still only have one. But perhaps at a later time the new Tips will be given multiple options as well.
Quote:I'm sure my master mind will stay rogue if for no other reason than role-play and to participate in the more active blue-side during special events (the rikti invasion was awesome) but I don't see the point of creating more 2nd class citizens. Too bad... I think it had huge potential.
You also have the option to go full Hero, and then Vigilante, at which time you will be the one running the missions from the Contacts on the blue side, and you will be going over to the red side to team. -
I personally would never delete a Scrapper over a Tanker, or a Tanker over a Scrapper. However, all of my meleers are very different. The only time I have ever doubled up on a particular combo is when I tried out my Inv/SS Tanker as an SS/Inv Brute. Amusingly enough, I find both versions feel different enough that I have kept both.
However, the description "most powerful" is a loaded one. If you mean in terms of offense, of course the Scrapper will always be greater. But you definitely won't be able to hold aggro for a team like a Tanker. To me, the reasons my Tankers feel powerful is because they can stand there in the middle of ANYTHING and feel like they're not even getting scratched. -
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There may be a way to do this, based on a keybind I once found that generated a random taunt bind. Another program had to be started to run in the background. Every so often, it would replace the keybind file defined for the taunt with another one. When you used the taunt, it would reload the keybind file. So you had to USE the taunt to keep cycling it, but in theory it was different every time.
I ended up abandoning it because it tended to come up with the same taunt more than once in a row and there was no real way to stop that.
For your macro, though, you could define a keybind file, say "costumechange.txt". Then set your keybinds for your movement keys to change your costume, and then call costumechange.txt. As long as the costume you were changing to was always the same, the costume change would be skipped, and your movement keys would just move you, and nothing else.
However, behind the scenes you could have a batch file rewriting the costumechange.txt file, say every 10 minutes. When the file changed, the first time you moved, the movement key would load the new keybind file, and then the second movement key you pressed would change your costume.
Thus for instance your costumechange.txt file could look like this:
w +forward$$cc 0$$bind_load_file costumechange.txt
a +left$$cc 0$$bind_load_file costumechange.txt
d +right$$cc 0$$bind_load_file costumechange.txt
s +backward$$cc 0$$bind_load_file costumechange.txt
Now, your batch file can do one of two things. It can either go through and replace "0" with "1" throughout the file. Or, you can make a file costumechange0.txt for cc 0, costumechange1.txt for cc 1, and so on, and have the batchfile copy each file in sequence to costumechange.txt.
An actual program to do the overwrite of the file would be even more powerful, but I'm trying to suggest something that would be simple to try. Hopefully you know a little bit about scripting batch files, if not maybe I'll try to come up with a more complete example.
I may actually try this, I have my character Joe Everyman set up to change costumes every time he activates Group Invisibility, but if I made it cycle on a schedule it might fit his concept better. (His costumes are all made to resemble NPCs, as if he is posing as a normal person on the street to lure villains into mugging him) -
I personally find it helpful to define a macro that both targets the defeated foe, and then activates the given power. Even if it only happens to select the target (that happens at times, I sometimes wonder if it's supposed to do that) I can just double click it and the power will go off.
A macro can also be used to drop out of a Form, target a defeated foe, and activate the given power. -
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I honestly thought that the inability to jump was only connected to Rooted. Granite is slow, yes, and I suppose I assumed it had a -jump debuff, but not as great as Rooted.
Still, Granite can be turned off, just like Rooted. It takes longer to recharge, but in fact, it takes less time to put back up.
I honestly intend to take Granite only for a secondary build I don't intend to use very often. I may get Teleport with it, but I may not. -
Quote:I always pictured it as similar to Spines, you're basically shooting the claws out and "popping" another set to replace them. Widows really implement that better, visually.For my werewolf Claws/EA brute, Focus is more a 'pounce' maneuver. If he's using it close up, he's just knocking them over to rip them up on the ground and at a distance, he's usually jumping at the target he's 'Focus'ing. Probably the closest we'll get to an actual tackle without a target mouse click.
Although in the case of my own Claws Scrapper, she's actually summoning an energy wave, which I think is the "official" explanation. She is a robot, after all.
Unfortunately, there really isn't anything that can be done about it, since changing the animation of a power can't change was it DOES. A ranged attack is a ranged attack, period. Making Focus or Shockwave into a melee attack would effect the balance of the set. And honestly, there were so many other melee sets that could have gotten a ranged attack (Energy could fire a burst of energy as easily as Claws, and a weapon could be thrown) and yet the devs seemed to be inconsistent about whether they felt that a Melee set should include a ranged attack or not. Claws almost seemed like trying to add a ranged attack where there DIDN'T need to be one. -
Quote:Well, one important point is that the whole point behind Rogues and Vigilantes is to take a half step towards eliminating the faction restrictions that already exist. Rogues cannot talk to contacts to take Hero missions, but they CAN run them. The limitiation is, again, just so there is still a reason to play either a Hero or a Villain.I'm not a fan of adding more Rogue-only and Vigilante-only content to the game, especially if it means having to rewrite every contact's dialogue to account for that. The more you restrict content, the more cumbersome it becomes to do it. I can live with the faction divide restriction, but anything beyond that isn't necessary.
With that in mind, introducing a new faction with missions that no one else can run does seem to be opposed to that mindset. On the other hand, the factions already exist, and while the side switching system can smooth over it, there's nothing it can do to eliminate it. Even Praetoria can't eliminate the faction system, just go over it with a new coat of paint.
So while I agree that while there should be no content EXCLUSIVELY for one faction or the other, to me there's nothing wrong with the contact's dialog or even the content itself being different based on the faction. That already EXISTS, Rogues in Paragon City already have their own content for all of the Hero Contacts, that content is that the Contact says, "I don't talk to villains". The lack of content indicates a faction difference. So all that is needed is to add an alternative option.
I wouldn't be opposed to this, even though I would be opposed to adding a whole new contact and content that only the Rogue (the representative of the Villain faction in Paragon City) can take. That's based on the principle that if the devs are going to introduce content for one faction, they should introduce equivalent content for the other faction. Slightly more questionable would be to introduce new content to match existing content (opening up Hero Contacts to Rogues) but I think as long as the new missions were just variations with the same theme as the original, that would be okay.
There is the question of how much time the devs should spend on such an effort, but that's the case with any new content. And just as Rogues can play Hero missions by teaming with a Hero or Vigilante, Heroes would be able to see the new content by teaming with a Rogue. As long as that was kept to a minimum, I don't feel the Heroes and Villains would feel too left out. Vigilantes, of course, would be able to team with the Rogues for their content, while being able to experience their OWN new content in the Rogue Isles.
Of course, yet another alternative is to revamp the existing missions for an interplay with its Rogue version, somewhat like how the Maria Jenkins arcs were revamped. For instance, the Hero version of the mission might see a Rogue continuing to interfere in places, while the Rogue version would show the events from that Rogue's point of view. This would be a good theme for a new Contact as well. (Of course the Rogue in the Hero mission would be an NPC, and the Rogue would have a Hero NPC in his mission as well) -
Actually, while I have no /Dark Brutes, I have two that are Dark/. That's a great Power Set too.
And the main reason I'm posting is that your avatar made me groan. -
The low point of all Masterminds is from about 18 to 26. Unlike all other ATs, MMs don't depend on their own attacks, they depend on a progression of power ups from their henchmen, that come at specific levels. So their damage curve lags way behind other ATs through the 20s. You really don't begin to start to deal damage until you can pick up Upgrade at level 32.
SOs will help a lot, as will getting your second Tier 2 at 24. The upgrade to 3 Tier 1's at 18 doesn't really help your damage, as the three do about as much damage as the two did before. Going from one to two gives a Tier about 50% more damage, though. Then you get another boost when your Tier 3 arrives. So the big jumps for Mastermind are at 6, 12, 24, 26 and then a huge jump at 32. That whole stretch from 12 to 24 can seem like it takes forever.
From 34 on you'll look back on the days that you ever thought Masterminds had low damage and laugh.And as others have said, picking up the whip attacks can help you through this low point. You'll want them for later as well, but for now they'll be pretty good damage. You might even scrounge up a few extra slots to put in them, you can always respec them out later.
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You know, I was thinking about this, and thought that it might be nice if a Contact could determine the alignment of your party, and give you a different mission based on this. For instance, if your team was made up entirely of Vigilantes and Rogues, you could have a story arc that would take you between Paragon City and the Rogue Isles. If you had a Hero or a Villain on your team, though, you would be forced to remain in one area or the other.
However, I don't think there's any way to do this. The team would have to be a Task Force, for one thing, so it could not add new members that were not Rogues or Vigilantes. And while you can tell if a team is made up of all Heroes and Vigilantes, or all Villains and Rogues, for the Hero and Villain missions in Cimerora, for example, both Rogues and Vigilantes cannot be on the same team in this missions. I don't think it's possible to distinguish Heroes/Villains and Rogues/Vigilantes in that way.
Presumably, though, it would be possible to have a Contact in, say, Paragon City, who gave one mission to Heroes and Vigilantes and another to Rogues. The Rogues would just have to be limited to Paragon City, like the Heroes and Vigilantes in their mission. Since the Rogue would be capable of inviting teammates to his mission. The Contact might give a Vigilante yet a third mission, but again, I'm not sure it's possible to make the distinction. It's apparently possible for the Rogue, since he's prevented from taking the mission at all. But that just may be that the game knows he's not in his "home zone".
The thing is, it would be nice if you could be given a mission that would ask you to go be "a tourist", but I don't see any way to do that without forcing you to abandon some members of your party, and go seek out others. You kind of have to take the initiative and go over to the other side to be available for teaming as a tourist. -
Quote:Yeah, this is the problem, while it would be possible to have the claws coming out of the fingertips, the problem is that all the animations have the attacker using his closed fist. So the best you can do is choose claws that look enough like fingers to give the illusion that your hands are open.Maybe this is a little too simple-ish for what some folks are asking for, but I'd be happy with combining the Monstrous gloves option (that adds talons to fingertips on a many of the glove styles) with the Claws animations, but change it to use open hands instead of closed fists.
If the claws DID come out of your fingertips, the current animations would make it so they were sticking through your palms and out the back of your hands.
With Power Customization, though, this has become a possibility. Combining Weapons with Power Customization has been discussed before, it isn't currently possible, but might be eventually. For instance, choosing clawed fingers instead of one of the blade options might change the animations so your hands are held open. -
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Quote:You can team with Heroes and Vigilantes in Paragon City. Would you be willing to give that up for 20 more Merits? (That would pretty much defeat any purpose of being able to cross zones) How many more Merits would you be willing to give up to get Contacts in the City?Agreed that I don't get an award for achieving my rogue status because my reward is the open doors to the City. So why again does my committment to stay a rogue only worthy of 30 merits and a heroes is 50? That is the part I don't get.
Quote:I get 30 merits for affirming my rogue status the first time I affirm it (on my 2nd morality). Everything I've read up to now indicates I get zip for running it a 3rd time. But I'll certainly give it a try now.
If you cannot continue to earn Merits, I do have to wonder at the logic. It would be more productive in that case to continue to switch alignments, reaffirming only once each time. Also, Heroes and Villains can continue to earn rewards for maintaining their alignment, when Rogues and Vigilantes can't. That would be an imbalance.
If that's the case, I'll admit you have an argument for Rogues and Vigilantes gaining more access to content. -
Quote:I can agree with that. I just balk at the idea that it must somehow be unique to Vigilantes or Rogues. I would say the same about Preatorian missions in Paragon City or the Rogue Isles that natives would not be allowed to take.All I want is *something* to do in the City that isn't a task force. I'll definitely grant you that the ability to participate in any TF or SF in the game (outside Ouroboros) IS a great thing, but I spend 90% of my time solo or in teams too small to run a TF. I want content for my rogue that gives him a real reason to have ever gone rogue to begin with. Because, let's face it, I can ALREADY run every TF/SF in the game. All this gets me is the ability to do it with that particular character.
The thing is, various individuals cannot take missions when they are "visiting" somewhere else. But they do not give up their own missions in order to gain the missions in the new area. Unless the people that you are "visiting" then gain the ability to run your missions, you're gaining an advantage. It's already enough of an advantage to be able to team with those players to run their missions that you are having to sacrifice Alignment Merits for it.
Putting it another way, the problem is not that you don't have missions, it's where you have to go to get them. You'd like to be able to do something when visiting another area. But that doesn't mean it has to be completely unique to you, you might run one of the native missions. The devs just need to decide which are going to be available, and how much is balanced by giving up the Alignment Merits. -
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Quote:If the Rogues and Vigilantes are given special contacts only they can use, shouldn't the Heroes and Villains also be given special contacts only they can use?2) A special Rogue-only contact in IP, Bricks and PI and a special Vigilante-only contact in Sharkhead, St. Martial, and Grandville with appropriate level ranges for each.
If Rogues and Vigilantes were given access to certain contacts (like the cape and Midnighter Club missions, for instance) or these new "grey alignment" arcs were available for anyone who wanted to take them, though, that would be nice.
Quote:3) Merit Reward Parity - I don't get why the merit reward for re-affirming your alignment as a rogue or vigilante for the first time is less than the reward for re-affirming your alignment as a hero or villain.
Also, the reward for Heroes and Villains is intended to be greater because Rogues and Vigilantes have greater access to more content. This is primarily represented by AMerits, but the Hero/Villains get more regular Merits the first time as well.
Quote:As far as I know you get nothing for re-affirming rogue/vigilante more than once... am I wrong? I'd love to hear I am. That would make up for the lower reward if I could get it (or even a lesser amount) each time I ran it. -
Quote:Basically what it means is that it is possible to perform an Assassin Strike ten times in a row, and miss every single time, IF you are using other attacks between the Assassin Strikes. The streakbreaker does not consider uses of the same attack as "consecutive" unless they are actually used consecutively.What does that mean?
Each individual entity has its own streakbreaker, each power does not, or both?
This is likely one of the main things that causes people to believe Accuracy has been nerfed. Their overall hit rate is well over 95%, they hit with every other single attack they use, but because of some random bad luck a particular attack misses every time. This is usually noticed because accuracy is very important at that moment, they're trying to mez a foe to provide damage mitigation, or they need a heal and their drain misses. The streakbreaker just tries to keep you from missing too many times in a row, it can't do anything about missing at the worst possible time.
My guess is that each individual entity has its own streakbreaker. You can't have all your "free hits" going to your allies or your foes, for instance.