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Posts
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Wait. I remember now that Sam liked Oni. So I can reluctantly give him a pass on BG.
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Quote:Acid Mortar can and does generate its own aggro, since I've seen guys doing their best to punch it to death. It can actually make a pretty decent mini-tank.That's a question I would like see answered. Acid Mortar has a HP bar, as does FF Generator, and both show up in the Pet window for MMs. I honestly am not sure if my Acid Mortar is drawing aggro, or just being hit by splash damage from AoEs. It doesn't look like it's drawing a lot of fire, so I would guess the aggro is transferred to you.
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Quote:Which annoys me, since it used to be fun to slide around on.If you get too close to the Rikti Mothership while the shields are up the game will teleport you away from the ship. You will land directly on top of the Asunder badge marker. Great for finding the badge if it gives you trouble.
Also:
If you click somebody's name in chat, you can get their character name or invite them to teams.
Seriously, if I ask one more five-year vet for an invite in a global channel only to get 'What's your name?' back, my head's going to explode. -
The ones I've absolutely avoided will probably never get played at all, since they're so antithetical to my playstyle. Fortunately, that's only a handful of stuff.
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Quote:Yeah. I mostly pull it out on teams that are well-defended enough that I don't need to be spamming debuffs, but could use the extra damage.I've done that a few times to (at least with my /Dev Blaster, my Trapper hasn't got the slots for Trip Mine yet). It works ok, but the problem is the four second activation time. A lot of the time there is soemthing better I could be doing in the same period.
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Quote:I'm curious how far they'll take this. How much harder than, say, the RSF can we make something before casual gamers are afraid to try it? How much more powerful can we make level 50s through new means without completely invalidating current IO builds? It feels like this is a very thin line to try to walk.In the Comicon panel discussion they mentioned both that 50s would be able to become more powerful and that the endgame content would make the current content look easy in comparison. So I'm guessing that it will involve character progression that is similar to leveling without actually raising the level cap.
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Quote:"Will you accept: designation: my valentine?"True... on the other hand, what with the 7th anniversary, the opening of the Omega Team time capsule (and its new related mission), and improved dev/mod tech, I think they can at least improve on the traditional Rikti invasion.
Question is, will this overlap the Valentine's Day event?
The entire thing is the Rikti trying to port in the multiverse's biggest box of mixed chocolates as a peace offering for Earth. -
Quote:Trial accounts are limited to 50,000 inf, according to Paragonwiki.If you can get enough influence to play around with you could also pass time by playing the market and seeing how much you can make.
Honestly, my #1 suggestion would be to try a few different characters out. Level 14 is high enough to get a decent idea how a character plays. My first character was a Tanker, who I loved... until I tried a Scrapper, which was even more fun. And my Defender was better than that. These days, I don't even play Tankers. This may be heretical to admit, but you might find that Defenders aren't your favorite. Different ATs play vastly differently, and even different powersets within those ATs can be night and day. I'd highly suggest trying a few out before you commit to taking one to 50.
Apart from that, though:
Explore If you're careful, you can get around most of the zones on foot in relative safety, even ones dozens of levels higher than you. Zones that you might want to avoid until you get a jetpack: Eden, Terra Volta. Independence Port is also a giant nothing, so just don't bother.
I'd especially recommend the Shadow Shard. Find a Green Line tram (the easiest to reach are in Steel Canyon and Skyway City) and take it to Talos Island, then find the Peregrine Island Ferry on your map. Take that to PI and find the marker for Firebase Zulu on your map. Crossing PI might be a little treacherous, but you shouldn't have too much trouble getting a high-level to escort you if you ask nicely. If you can't get one, just jump into the water and swim until you're within spitting distance of the big white buildings; nothing spawns in the ocean. You'll have to go through one of the giant noisy portals to get to Firebase Zulu. Once inside FBZ, you can buy a jetpack for 10,000 influence. Don't worry about the cost much--once you start playing for real, this is a single kill or two at higher levels. The Shard is a really high-level area, but as long as you stay flying well above the ground, you should be safe. Especially be sure to check out the Storm Palace and the Cascade Archipelago. If you ever get lost, you can teleport back to the entrance of the zone by jumping into the void.
Rikti War Zone and Dark Astoria are also quite worth checking out. If you want to browse a little for yourself, check out the zone list on ParagonWiki.
Socialize On most servers, the platform under the statue in Atlas Park is a socializing spot. This is also often the host to impromptu costume contests. Most of these give out rewards that are a few orders of magnitude more than what you can carry at the moment, so if you happen to win, you might want to see if you can take a rain check on receiving your loot. If you're on Virtue, Pocket D is also a gathering spot if you like to roleplay. -
Quote:I actually get quite a bit of utility from Trip Mine on teams. With FFG up and a few dark blast debuffs on most enemies, I can drop one in the middle of a group more often than not. Makes a nice mini-nuke if they're clustered tightly.The only real complaint is the number of powers that are solo focused (Caltrops, Trip Mine and Time Bomb). In particular the fact that the Tier 8 and 9 powers are mostly only useful solo does hurt, these are normally a Defenders most powerful abilities but in team play Traps is a set that peaks early.
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I'm gonna be edgy and say Keychain of Creation.
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Virtue. It shows up now and then in any sort of public RP place. Pocket D's not as bad about it as Gemini Park used to be, but there's still occasionally a guy who thinks it's fun to stand in the middle of a crowd of roleplayers, spamming Warmth with Whirlwind on or such. (in before lolrp, etc.)
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Unfortunately, yeah, it's a forever bug. It's made things a little scary occasionally when doing respecs and moving zillions of inf worth of IOs around. Replacing the wrong one because your cursor is off...
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I guess, but I'm more used to them doing /e boombox, teleporting into people, summoning hordes of pets, self-destructing, casting shields on people, and just generally being an ***. With how little combat content is outdoors, I think it's a fair tradeoff. Maybe make it go both ways, so you can't see people who are ignoring you, either.
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I've tried this a few times, but the problem is that basically every other MMO I've tried makes me want to punch babies.
Single player games are still good, though! -
Quote:Heck, I'd love:So I guess it would be a bad idea to offer you cookies in hopes that you one day implement performance options such as
Hide other players: Capes, auras, wings.
Hide other teams:Capes, auras, and wings.
Hide other players: Buff effects
Hide other teams: Buff effects
Hide player pet: buff effects
Hide player pet: aura effects
Hide NPC: Capes, auras, and wings.
Hide NPC: Buff effects
Completely hide ignored players.
Because blocking somebody's text doesn't even mostly eliminate their ability to grief you. -
I think Atlas and Galaxy should be separate zones - there really isn't any need that I can see for vet players to be forced to go to a crowded zone on their hundredth character.
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Actually, on the corpse note, I wonder if it'd be possible to make a stationary pseudopet (see: Triage Beacon) that raised a weak pet from every enemy corpse in range every so often. If you set the duration between ticks equal to the time it takes a corpse to fade, it'd only hit each one once. Could make for some interesting strategies. Or maybe I just like the idea of a Gang War of ghosts.
Another that occured to me, related to the super-debuff thing in the first post: A Shield Charge-style debuff. You teleport into the enemy group and appear with a flash so bright that it gives them a huge -ToHit and a stun for a few seconds or something. It could be a fun alpha-taker for a control or armor set. -
Quote:That's casual play in WoW? o_O Do hardcore players have to invest in a stomach tube so that they don't have to get up long enough to eat?I did my time damnit, I put in this 12 hours a week (4 hours a night, 3 nights a week) and even THAT level of casual raiding became something I dreaded because I HAD to log in for it even if I didn't feel like it otherwise I'd be letting the guild down.
Quote:We're not going to be getting new blood and we'll keep stagnant until the low level content (specially hero side) gets a revamp.
No ifs, buts, or maybes. There's a ton of really cool stuff in this game, but trial accounts just never get to see it, ever. Level 14 limit, somewhat limited access to communication channels, and no access to Architect (directly). A person trying this game gets dumped in Atlas/Galaxy after the tutorial (the tutorials are absolutely fine), with a contact in their list and a message about visiting it, to start a series of dull, pointless, repetitive missions, not to talk about boring fedex, "go talk to my uncle" and similar stuff that follows. It's old, outdated content.
CoV's better, but by a slim margin. Not much pointless travel, but a better start.
We need to grab new players as soon as they set foot in the newbie zone. Really, really need this. If resources are a problem, Architect is the solution. Host a contest for "best low level arc for all origins", or directly go and plunder the arcs that are already highly rated there (out of sight of the newbie, and inaccessible directly to the trialer IIRC) and throw the contacts to the open world. Give the new guy a varied arc with a gripping story, with cool custom enemies and whatnot. Rock them off their socks!
The two related fixes that'd help keep me as a vet interested:
More 'alternative leveling' zones: Playing a hero, I can stick to normal contacts from 1-50... or I can do Faultline, Striga, Croatoa, and RWZ on the way up. Or I can do any combination of these. Just having the two big choices of location and contact groups really helps alleviate a lot of my problems with re-running stuff. Villainside desperately needs this, since there are just enough contacts right now that you're likely to see 2/3 of them on a single character. Heroside, though, could more use...
Revamp Old Content: Oh, hey, the Devouring Earth have kidnapped some lawyers in Crey's Folly. And, oh, look, they kidnapped some different lawyers, in Boomtown this time. And now some... other... lawyers... in... Skyway... You know what? I'll just run a radio mission. -
Actually, I figured out a succinct way to put my issues with the encounter Drax described above.
A group of bad players with a good strategy guide would stand a good chance of winning on their first try.
A group of good players with no strategy guide would have little hope of winning on their first try.
It basically makes knowledge of the specific encounter more important than knowledge of the game as a whole. -
Quote:Nope. But if a relatively well-prepared group with good knowledge of tactics either needs to face trial and error or read a guide in order to beat something, it's probably not well-designed. Formulating strategies is awesome. You can beat a lot of things in the game that people think are practically invincible with good tactics. But being good at making strategies isn't always going to make up for things like "2 minutes into the fight the AV starts to spam an AoE attack that does massive damage. Only a tank having direct heals placed on them constantly will be able to take the damage." Heck...You always want to beat everything in the game with your cookie cutter group of veterans on the first attempt using the same tank and spank all the time with no challenge whatsoever?
Quote:You could beat the AV with just a team of blasters if you learned how to kite effectively or a team of scrappers if you took turns getting the aggro.
For strategy to really come into play, the characters have to have a decent chance of surviving whatever happens so that they can formulate a plan. If you make an AV that lets off an auto-hit 5000 damage nuke with a 200 yard radius when he hits 50% health, sure, there are ways to deal with that, but the first time you fight him, you are going to die. Period.
tl;dr: Strategy: awesome. Almost absolutely needing to to read a guide or go through several trial-and-error runs: bad.
I suppose my definition of a good strategic encounter would have to be: A decently-prepared team will never wipe in seconds with no chance to redeem themselves, as long as their actions are reasonably careful; any wipes will take long enough that the team has time to change tactics once they realize they're going about it the wrong way. There will be plenty of opportunities for them to wipe, but these will all be ones which can either be anticipated and dealt with, or which aren't deadly enough to cause an immediate wipe but require immediate adaptation and replanning. If the team does wipe, it should be because of a failure to deal with circumstances that fill the previous criteria. -
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Quote:I've always thought an Unchain Essence clone for a Dark/ primary for Blasters could be awesome. But then, I'm all for anything that can be stuck in a blaster primary that makes them slightly more complicated than 'target some enemies and click a lot.'Warshades already have most of the corpse handling powers. Now it might have been nice if necromancers had some more (they do have their Soul Extraction power which is of this nature), but there is at least one. Other dead effects might have been nice in that set, but the rather limited corpse duration in this game would complicate things a bit much if too many powers relied on them.
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That's actually how I did it in the end, and it works pretty well. If you keep your eye out, you can see the flare as the buff's animation starts up once you get into sight range.