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Posts
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Joined
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A flat out no powers work is *insert code rant here* much easier to code successfully than a partial block.
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It's also much easier to accidentally apply to the entire game.
Like, say, what's happening now, which wouldn't be happening if self-affecting auto powers with no graphics, like Hurdle, were exempt. -
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Ever tried to get Fire Chief (without a natural way of dealing Ice damage)?
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Yes. I have all three Fire badges on several of my heroes and it didn't take that long to get either. Try getting on a team and working the fires. It's not really a solo friendly event.
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It is when you have perma-Hasten. >.> -
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Heck, with new Hami, do you even really need Phase shift?
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Hydra. Not Hamidon.
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Same argument, though. You don't need to ever even see Hamidon in order to get Heart of the Hamidon now.
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Phase Shift was never required to get Heart of the Hamidon because Hami didn't respawn immediately after being defeated. 12 or more hours (sometimes several days, until the next server maintenance) could lapse between Hami spawns. Anyone could waltz into the Hive and pick up the badge with zero risk of encountering Hami. -
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Heck, with new Hami, do you even really need Phase shift?
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Hydra. Not Hamidon. -
I like it. The bonuses aren't unbalanced and it's got a good theme to it. That KB protection is especially nice, as it offers an option for players who just want to avoid being knocked down frequently without investing in Acrobatics or IOs.
I would change Heart of the Hydra to Charmer, though. Heart of the Hydra can be obtained simply by falling down the pit while Phase Shifted, and anyone can get a Phase Shift power with a quick patrol in Warburg or trip to the market. It's just too easy to get Head of the Hydra and doesn't really reflect the concept of the accolade. Using Charmer would fit better, and it would generate more interest in running and completing the Sewer Trial. -
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How did the TA/Dark experiment go?
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It's now my main. Every time I log in, that's the first character I go to. I barely play anything else these days. 461 badges and still climbing (i'll definitely pass 500, probably 525 if i can get all of the GMs and Flashback badges). Running the walls at Cimerora is a breeze, too, and amusing because I see so many others struggling to do what I'm doing so easily with a lowly TA/Dark.
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Did the Prescence Pools actually work for you? How did the tactics of it work? I think you said in another post you'd really enjoyed the synergy and playstyle.
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The Fears were definitely useful and usable, but only up to 41. The moment I picked up Oppressive Gloom, everything changed. Stacking OG with Dark Pit is great, but it was the ability to passively disable every minion who came into melee range that made the difference. I found myself with an overabundance of control, and I just didn't need the Fears any longer. Conceptually, I should've kept them, but with all of the options at my disposal, they just weren't high on my priority list, so I finally replaced them.
This is my current build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Parthenia: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Flash Arrow -- Cloud-ToHitDeb:26(A), Cloud-Acc/ToHitDeb:26(11), Cloud-ToHitDeb/EndRdx/Rchg:30(11), Cloud-Acc/Rchg:30(13), Cloud-Acc/EndRdx/Rchg:30(40)
Level 1: Dark Blast -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:31(3), Thundr-Dmg/EndRdx/Rchg:32(3), Thundr-Dmg/Rchg:31(9), Thundr-Dmg/EndRdx:31(15)
Level 2: Gloom -- Thundr-Acc/Dmg:32(A), Thundr-Acc/Dmg/Rchg:31(5), Thundr-Dmg/EndRdx/Rchg:31(5), Thundr-Dmg/Rchg:32(9), Thundr-Dmg/EndRdx:30(15)
Level 4: Glue Arrow -- TmpRdns-EndRdx/Rchg/Slow:49(A)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(7), Jump-I:50(7)
Level 8: Poison Gas Arrow -- FtnHyp-Acc/Sleep/Rchg:50(A), FtnHyp-Plct%:50(13), FtnHyp-Acc/Rchg:50(45), FtnHyp-Sleep/Rchg:50(46), FtnHyp-Sleep/EndRdx:50(46)
Level 10: Combat Jumping -- Ksmt-ToHit+:21(A), Krma-ResKB:10(37), LkGmblr-Rchg+:25(42)
Level 12: Acid Arrow -- Achilles-ResDeb%:18(A)
Level 14: Swift -- Run-I:45(A)
Level 16: Tenebrous Tentacles -- DampS-Rchg/EndRdx:50(A), Range-I:50(17), Range-I:50(17), TotHntr-Dam%:34(19), Posi-Dam%:34(19), Cloud-%Dam:16(21)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40), RechRdx-I:50(50)
Level 20: Night Fall -- Posi-Acc/Dmg:49(A), Posi-Acc/Dmg/EndRdx:49(21), Posi-Dmg/EndRdx:49(23), Posi-Dmg/Rchg:49(23), Posi-Dam%:41(25), Cloud-%Dam:16(27)
Level 22: Stamina -- P'Shift-EndMod:29(A), P'Shift-EndMod/Acc:29(25)
Level 24: Disruption Arrow -- RechRdx-I:50(A)
Level 26: Oil Slick Arrow -- Ragnrk-Acc/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Dmg/Rchg:50(37), Ragnrk-Dmg:50(43), Ragnrk-Dmg/EndRdx:50(43)
Level 28: Ice Arrow -- BasGaze-Acc/Hold:15(A), BasGaze-Acc/Rchg:11(29), BasGaze-Rchg/Hold:27(29), BasGaze-EndRdx/Rchg/Hold:30(31)
Level 30: Dark Pit -- Amaze-Acc/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(31), Amaze-Stun/Rchg:50(31), Amaze-Stun:50(33), Amaze-EndRdx/Stun:50(33)
Level 32: Moonbeam -- Mantic-Acc/Dmg:35(A), Mantic-Acc/ActRdx/Rng:35(33), Mantic-Dmg/EndRdx:35(34), Mantic-Dmg/EndRdx/Rchg:35(34), Mantic-Dam%:35(34)
Level 35: Life Drain -- Dct'dW-Heal/EndRdx/Rchg:38(A), Dct'dW-Heal/EndRdx:38(36), Dct'dW-EndRdx/Rchg:38(36), Dct'dW-Heal:36(36), Dct'dW-Heal/Rchg:38(37)
Level 38: Maneuvers -- RedFtn-Def/EndRdx:41(A), RedFtn-Def/EndRdx/Rchg:41(39), RedFtn-Def:39(39), RedFtn-EndRdx:41(39), RedFtn-Def/Rchg:41(42), LkGmblr-Rchg+:25(50)
Level 41: Oppressive Gloom -- Stpfy-Acc/EndRdx:44(A), Stpfy-Acc/Stun/Rchg:45(42), Stpfy-EndRdx/Stun:42(43), Stpfy-Stun/Rng:44(45), Stpfy-Acc/Rchg:44(45)
Level 44: Dark Consumption -- P'Shift-EndMod/Acc/Rchg:39(A), P'Shift-EndMod/Acc:42(46)
Level 47: Soul Drain -- AdjTgt-ToHit/EndRdx:49(A), AdjTgt-EndRdx/Rchg:49(48), AdjTgt-Rchg:49(48), AdjTgt-ToHit/EndRdx/Rchg:49(48), AdjTgt-ToHit/Rchg:49(50)
Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+:15(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:43(A)
Level 2: Rest -- EndMod-I:50(A)
Level 1: Vigilance
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Ice Arrow and Moonbeam are in there purely to hold IO sets for the bonuses, I don't use either power. When the next freespec comes, I'll replace Moonbeam with EMP, slot EMP with 4/6 Basilisk's Gaze and move the extra slot... I don't know yet, still trying to decide what to do with that slot. Might save up some merits and pick up a level 10 Blessing of the Zephyr -KB, then pair that with another IO from that set to put me over the soft cap for Ranged Defense. Or I might put the slot in Soul Drain and stick a +Perception IO in it. Or... *shrug*
The Ragnarok set in OSA and the LotG +Recharge IOs show just how much I play this character, and enjoy playing her. I don't farm, so it took me quite a while to save up the influence and merits to get everything I wanted. I've never taken any character this far before, but I haven't regretted one second of it with Parthenia.
This is a tank-mage build, no question about it. It's almost disturbing, the things a good TA/Dark build can accomplish. -
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The Thorn Casters always, and that's not hyperbole, run away and often all the way across the floor map. The Council are almost as bad. And don't be me started on how much the Croatoa witches run away, argh. For us melee folks this is incredibly unfun and frustrating.
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These are ranged mobs playing smart. Challenging and bugged are not synonyms.
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I haven't tested the Cabal critters, but I can attest to Ice Thorn Casters running away without using any of their ranged attacks when I hit them with Glue Arrow. If they were "playing smart", they'd attack at least once before or during their mad slow-mo dash for the far end of the map.
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As far as I can tell, a lot of the moaning on this thread is that the mobs are not stupid enough or easy enough to kill.
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People are pointing out that enemies are running away without offering any fight at all, asking for this AI bug to be fixed so we can get back to fair, challenging fights instead of taking free shots at them while they run, and you equate that with petulant whining about wanting the game to be easier?
What, is it opposite day or something? -
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Ok, I'm new, so take my opinion for what it's worth.
If you were snagging some old lady's purse...and Superman showed up and punched you in the face...would you turn and face him for a showdown or haul outta there?
To me it adds a bit of realism...it ain't easy to chase 'em down...but it seems to me to make sense.
This from a guy who is level 6 and has played 4 hours.Sooo...feel free to discount this post as you feel is appropriate.
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The problem isn't realism or a lack thereof.
The problem is that this isn't how we were told the run code was supposed to work. An enemy is only supposed to run if it takes a significant amount of damage, or if it misses several times in a row. Enemies are not supposed to run away the instant you use a debuff on them.
It's also a problem because some of those enemies don't come back until the game resets them to default behavior, and when that happens, they walk back. Slowly. In a "Defeat all" mission, the type of mission that comprises the majority of missions in the game, it can add a ridiculous amount of time. There's no acceptable reason, not even realism, for making us spend an hour on a mission that should take ten to twenty minutes, or forcing us to go back and scour the map two or three times to find all of the runners, especially when the reason is messed up run code.
The foundation of this game's style and play is speed. Fast combat, fast travel, fast missions. Broken run code ruins that foundation, and the experience we have playing the game. When you also consider that the problem doesn't appear to affect all enemies, it means players gradually discover which things are most annoying, like missions with enemies who run away when they aren't supposed to, and avoid that content. Avoided content is wasted content, and a net loss for the players as well because they're forced to skip some things that they could have enjoyed.
Realism is a noble goal to strive for, but not at the expense of fun and efficiency.
And, by the way, some of those enemies you attack on the streets as a low level player, they ARE supposed to run away as soon as they see you. That's why you get extra influence for chasing them down and beating the tar out of them. You aren't arresting pushers and muggers in the later levels, you're fighting much more dangerous opponents, and realistically, they're not going to run away when they have superior numbers and powers which can rival (and in some cases, dwarf) your own. -
This one's a doozy.
In the new PvP system, OSA can be ignited by any damage. Lethal, Smashing, Cold, Toxic, Psychic, it all works.
I just discovered it this morning, when I was puttering about in RV and tried to use OSTarget to heal myself with Life Drain, so Castle hasn't even read my PMs yet, but I already know what's causing it. Diminishing Returns. OSTarget has 10,000% Resistance to every damage type except Fire and Energy (to which it has -1000% Res). With the new DR system in PvP, that's reduced below 100%, and as a result, any damage type can affect OSTarget.
No idea when this will be fixed... or even if it's possible to fix it at all. -
Objective Feedback: I've spent the last couple of weeks examining the system as a whole, how it's beneficial, how it can be detrimental, how it works, etc. On the surface, it's a step in the right direction. It moves the reward for playing away from farming and toward experiencing content, and that reward also no longer requires either vast sums of inf* or forces players to team when they cannot or chose not to. It rewards teaming more than soloing, appropriately.
However, the system itself is not without flaw. Task/Strike Force merit rewards are granted at a rate of one merit earned for every five minutes the Task/Strike Force is expected (by the developers) to take. The longer the Task/Strike Force, the greater the reward.
Story arcs, however, appear to have a much simpler rule applied, one merit rewarded for each door mission, 2-3 hunt missions or 2-3 FedEx missions. Neither the difficulty nor the basic requirements of the story arcs themselves are taken into account when rewards are determined.
Example: The Library of Souls story arc grants 11 merits upon completion. All but three of the missions in this story arc can be "ghosted" and require no combat whatsoever. Of the three missions which require combat in order to be completed, none of them require more than one spawn or one room to be cleared.
In contrast, the To Save a Soul story arc has two "defeat all" missions, requires combat to complete all of the door missions, and forces the player to fight an Elite Boss or Archvillain (an EB/AV which some players simply cannot defeat without a team, it should be noted), and yet this story arc, which can take significantly more time and effort to complete, offers no more reward than the Library of Souls story arc, 11 merits.
Therefore, under the current system, it behooves players as a whole to pursue the "easiest" story arcs and bypass any which have a significant number of "defeat all" missions, and avoid story arcs with EB/AV class foes, because they simply do not reward the player any more than the "easy" arcs which players can breeze through with very little effort.
Objectively, I find the reward determination for story arcs to be counter to the goal of coaxing players to run the "harder" story arcs and experience more of the content in the game. Story arc rewards should be determined based on the difficulty of the foes faced, the lengths of the missions and amount of travel required, in the same manner that TF/SF rewards are determined.
Note that simply reducing the rewards on "easier" story arcs may not be the most appropriate solution. It may discourage players from running those arcs instead of other arcs, but it also might discourage players from running those arcs at all. Improving the rewards for completing the more difficult or lengthy story arcs would encourage players to run those story arcs and maintain a relative balance to the reward structure.
Subjective Feedback: Subjectively, I like the new reward system. It's easier to acquire some recipes and salvage without spending inordinate amounts of time grinding or "farming". However, I am concerned by two things.
First, that the random roll feature is still tied directly to Security Level, not Combat Level. The most fundamental theory behind the Invention system is that players are forced to choose between maximizing the attributes of a power by using the strongest enhancements they can get, and thereby sacrificing set bonuses when exemplaring, or using lower level enhancements instead and sacrificing maximal power effectiveness in favor of set bonuses that remain when exemplared. Linking the random roll feature to Security Level works contrary to that design goal because it forces players who have moved beyond a "preferred" level to seek out other players/use the market to acquire the recipes or enhancements that they want, or to "game" the system by keeping a character at a lower level, and not advancing that character, simply for the purpose of acquiring recipes and enhancements at that level. It discourages players from actually playing.
Granted, it is possible to acquire specific recipes by spending merits to purchase them directly. But even this is prohibitive due to the merit costs of most of the recipes. In order to place five set IOs of a specific level into a single power, a player is required to spend a minimum of 250 merits. Slotting an entire character, just one build, becomes ridiculously expensive in terms of merit cost. As a result, many players feel encouraged to "park" a character at a lower level and use that character to generate recipes and IOs at that level, or to attempt to "farm" merits.
Now, if Combat Level were used when rolling for random recipes, players would at least have a chance to acquire "rare" recipes without being forced to "park" or "farm". Simply by exemplaring via Ouroboros or a teammate, a player could gamble on random rolls and receive recipes at the desired level. This in turn could potentially reduce the total merit cost for slotting a build and bring more traffic to the markets.
My second concern is something I touched on already, the cost of slotting an entire character's build. By level 50, a character has 94 slots to fill. Some of those slots can be left empty, in powers like Rest or Brawl, but the vast majority will require enhancements. Presuming a player wished to use invention sets for everything except Sprint, Rest and Brawl, that leaves 91 slots to fill. The "cheapest" recipes are 50 merits, so if a player decides to use "cheap" set IOs in every slot, that player will require 4550 merits.
4550 merits to fully slot a character. One build on that character.
That is not reasonable. It's impossible to earn that many merits from 1-50 even if a player goes through all of the content once. It's not even feasible if a player runs TF/SF and trial content every day. This needs to be reduced to a manageable number. The current total to fully slot a character is equivalent to running a Dr. Quaterfield TF every day for 51 days.
And, because random rolls are currently linked to Security Level, a player can't even rely on those random rolls to reduce the overall cost. The only alternatives are hoping someone else puts up some wanted recipes at the market, or to find ways to cheat or beat the system, like "parking" and "farming".
Change the random rolls to use Combat Level. Reduce the merit costs on all recipes or increase merit rewards for all content. Encourage players to use the system and play the game, not to abuse or ignore it. -
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Badge UI Bug - Fire Fighter Badge
Server: Virtue
Zone: N/A
Character name: Turkey Lurkey
Time: Various
Location: N/A
Mission: N/A
Mission Contact: N/A
Bug Description: Logged on my main to check out the new Badge UI, and discovered that the entry for the second Steel Canyon Arson Event badge (defeat 25 arsonists & 25 fires) didn't appear to be working properly. The progress bar was there, but it appeared to be full, and when I moused over it, it gave no text as to what was still needed to be completed to gain the badge. (ie "80% complete")
I'm not sure if I have the necessary # of defeats for the badge, this is more of a report that the UI for the badge progress is wonky.
Link to Forum Discussions: http://boards.cityofheroes.com/showflat....=0#Post12699407
TL
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Seconding this report. I was at 146/200 with the third Arson Event badge (according to the tooltip, which i had looked at just an hour earlier), happened to be in Steel Canyon when a fire started a few minutes ago, decided to take the opportunity to go get some badge progress. After the event ended (fires were all extinguished, Hellions all defeated), I checked the badge again. The progress bar displays as full, and no tooltip is given when hovering over the badge. -
Midnighter Club map
Server: All
Zone: Midnighter Club
Character name: N/A
Time: All
Location: Midnighter Club
Mission: N/A
Mission Contact: N/A
Bug Description: Moving the mouse pointer over icons on the map causes the icons (NPCs, arrow indicating your character or teammates, exit, etc.) to disappear instead of showing a tooltip.
Link to Forum Discussions: N/A -
Recipes window
Server: All
Zone: All
Character name: N/A
Time: All
Location: All
Mission: N/A
Mission Contact: N/A
Bug Description: The Recipes window no longer saves which recipe categories the user opened or closed. Every time the Recipes window is opened, Memorized Recipes is fully expanded and all other categories are closed.
The window is also too darn wide (1/3rd of my widescreen 1680x1050 LCD) and cannot be resized.
Link to Forum Discussions: N/A -
Start Chat key
Server: All
Zone: All
Character name: N/A
Time: All
Location: All
Mission: N/A
Mission Contact: N/A
Bug Description: Start Chat behaves functionally identically to Start Chat (Include Keypress). Changing Start Chat to anything other than Return results in the key used being sent to the chat line. Example: change Start Chat to T. Press T. The chat box will highlight as active, with a T already typed. This is not how Start Chat functioned prior to I13 (been using T as my chat key for... years).
Link to Forum Discussions: N/A -
Commuter Day Job +Movement buff
Server: Liberty
Zone: Steel Canyon
Character name: Parthenia
Time: 12:45 a.m. Eastern
Location: Green Line
Mission: N/A
Mission Contact: N/A
Bug Description: The buff from the Commuter Day Job is not applied unless the character changes zones (into a mission, another zone, etc.).
Link to Forum Discussions: N/A -
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Walk forward
Walk backward
Walk Strafe-Left
Walk Strafe-Right
Stop walking, transition back to ready
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You're missing a crucial one.
Walk like an Egyptian.
You know we need this. We know you want to add it.
*wanders off to listen to The Bangles*
*wanders back*
By the way, BAB, why can Tuatha do the /e drumdance emote and keep walking around, but we can't? How am I supposed to perform my ritual dances if I can't move?
*walks away again, like an Egyptian*
*has Egyptian walk animation interrupted by movement*
*slaps BAB with a large trout* -
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Still, even without all that, simply hoofing it is usually plenty fast enough for soloing needs (minus that 10 minute timed mission immediately after the first mission around level 40-44) and even in teaming there's usually someone that can recall.
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I've done that mission twice on characters with Hurdle + CJ for travel.
TA defenders, I should add.
I succeeded both times with more than 4 minutes left on the timer. -
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If you plan on teaming regularly with a travel-less toon, especially on TFs, please keep a temp travel power handy,
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The jet packs are all slower than Hurdle with one Jump enhancement and no set bonuses.
If teams are fine with people using jet packs, they're fine with people not using them.
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or make sure the team knows you have no travel power. Some teams can be unpleasant about "concept toons", but I find most are very understanding if they know what to expect.
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I never even mention that I don't have a travel power when I'm on a team. I make it a point to verify that the person recruiting me knows I'm playing TA, and therefore will not be healing anyone, but I never say a word about not having a travel power. And not one person has ever said anything about my lack of a travel power.
Basic truth of the game is that most players are sloooooooooooow, even the ones with SS or SJ. People stop to talk to friends or SG members. People stop to sell or buy things. People stop to go AFK. People stop to figure out how to go around the gum wrapper on the street. They really don't give a darn whether or not you have a travel power, because it takes most of them just as long to get to a mission door with one as it does for you to get to it without one. And on the rare occasion when you're dead last, someone almost always has some form of teleportation and they're just itching to use it.
Just a few nights ago, I was able to run a four player Numina TF. Numina. The one that sends you all over the city on Defeat X missions. The other three players all had SS, one had SS and SJ, the leader was a 42+ month vet, and none of them said anything to me about my speed between or in missions. I know at least one of them was looking at my powers, too, because he commented on the set bonuses. He didn't comment on the lack of SS, SJ, Fly or TP. Nor did anyone have any complaints on the two occasions when I wasn't second or third to a mission door, because I was only a couple of seconds behind the last person to enter.
No, you do not need to announce to teams that you don't have a travel power. If there is anyone out there who feels that it's important enough to make an issue of it, they're not worth teaming with. -
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Hey, long time player, new poster here. I have a question about travel powers. Are they really needed?
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No. Hurdle is within a hair of Fly's movement speed, slot for slot, and very easy to get faster with a few set bonuses. There are also several different jet packs that can be obtained in the game (including a new one being added in I13, which can be purchased with influence from a vendor in the Shadow Shard), the $5 jet pack which can be purchased from the server login screen, the Zero-G jump pack from the King's Row Mayhem/Safeguard mission, a couple of temporary Teleport powers for villains (obtained during missions)... or even simply using the Ouroboros portal and knowing your way around zones well enough to get to mission doors without running very far.
No, travel powers are purely flavor in Co*. Feel perfectly free to play without them. -
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To add a note on Vigilance.
I was on an 8-man team the other night, and when ever a Plant/XX Controller summoned Carrion Creepers, my Vigi count jumped to between 12-14, and all my powers were practically free.
Anyone else notice this?
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Yes. All pets, including pseudo-pets OSTarget, pets of teammates (including pseudo-pets of teammates, like Creeper vines) and NPC combat pets like Fusionette or Shivans count as teammates for Vigilance.
Doesn't make it a less crappy inherent, just makes it easier to find ways to leverage. -
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2nd, merc/ta can go gimp with the acc slotting. with tactics and supremacy + the -def debuff from acid arrow + -def from merc attacks. you can hit +4 mobs easy with just slotting 40% acc in the tier 1 pets. You could even go less than that if you plan to solo alot and focus fire with your pets
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Also 25% -Def in OSA, which is auto-hit. -
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Warwolves (and clones) only require two applications of mag 3 immob, not three. (They have boss level immob protection regardless of rank.)
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Wrong. -
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Zombie Apocalypse
Since the Halloween event started on Saturday, we've identified an ongoing issue with the Zombie Apocalypse that leads to it not triggering as often as it should. If you have been playing and looking for this event to happen and not noticed it being very frequent, that's why. We've put a system in place to correct the problem. If you are playing and feel the Zombies are being excessively infrequent (not showing up in a couple of hours)
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Five hours (2 a.m. EST to 7 a.m. EST). One character, no switching. Hero zone events monitored.
Zero zombie attacks on Liberty.
Excessively infrequent indeed.
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Halloween Questions
<ul type="square">[*] Low Spirit Spawn: In reading through feedback and playing the event we've seen comments about the relatively low spawn rate of Spirit NPCs during Trick or Treating. In investigating this, it looks to be a bug with how those NPCs are being spawned.[/list]
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Started clicking doors at level 47.5ish on Sunday.
Hit level 49.4 last night.
No Buster badge yet. I don't mind, though, since this is more fun than running police scanner missions.
There's also a bug, or at the very least, a very unexpected behavior, in ghost spawns. When they run away, if you attack them when they're visible again, and they happen to be near a clickable door, they'll beeline for the door and despawn. So even if you follow them, you risk losing credit for them if they run too close to another door. -
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are you sure about Snap Shot?
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Yes.
That's brief and blunt, but not intended to be snippy. I'm just not going to debate Snap Shot again. Everything I felt it was necessary to say has been said. If you want to use it, that's all the reason you should need to take it. Nothing else really matters. Not DPS, not DPE, not DPA, not attack chain fluidity, nothing. It's a game. The point of the game is to have fun, and if Snap Shot adds to your fun in any way, then you're doing something right. -
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Calmly, rationally, reasonably, yes?
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Where's the fun in that?
Rant with us, or the duck gets it!
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I'm saving up my rant quota for later. TA needs attention, I'm dissatisfied with Archery's secondary in light of Beginner's Luck, Rularuu's Gaze is a disgrace and there are still no duck ponds despite ducks and duck ponds being the most requested features EVAR. So if I'm going to go completely ballistic, I'd rather do it all at once, but I want to wait until I actually know what's happening with these subjects.
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I don't know what "it" is, but it will be gotten by the duck! (Though I have a suspicion it's a pizza.)
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Nostrils. I'd cover your face if I were you...