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Quote:Regardless of the level of Bravo for the Shadowshard arc from Naylor, it can be completed in a fairly quick amount of time and once you get the souvenier you unlock the Rularuu weapons.Nope. In fact, thats the first thing I tried.
My stalker had outleveled Darla Mavis, who you need to unlock Psimon Omega. I completed her arc in Flashback. No, I dont know if it ever was meant to unlock contacts again, probably not.
However, Naylors arc is not in the same level range as Darla or Psimon. He's in the 35-45 (might be 35-40) range. Which effectively means you have to wait till 40 to access it if you miss the specific contact tree.
Either way, it's a hell of a lot more hassle than just unloading pain on the Shard with a group of friends, which is fully possible Blueside.
Though perhaps ish 16 and the level alterations and super sidekicking may facilitate quicker unlocks. -
Quote:Well Captain America and Superman were sales stunts. Ok more Superman then Cap, but you know those two weren't going to stay dead.I was being sarcastic...hehe, sorry it doesn't come out in text very well. I meant that "unlike most..." I will tell you right up front that he's coming back, not like Marvel and DC where they keep trying to tell you the character is dead for good....then a year later, bring them back. i.e. Superman, Captain America, Batman, Flash (Barry Allen), etc/
Batman ,despite leaving a fried corpse behind and Black Hand now using his skull as a conduit for the Black Rings in the Blackest Night is really displaced in time, so technically speaking he's not dead.
Barry Allen was gone for over 20 years. I don't think they actually wanted him back until recently.
Bottom line though is that an iconic character like the above will never stay dead. Even when a character's fall from grace and demise were as poorly written as Hal Jordan's was. -
Quote:Unlike most death of comic characters, he won't stay dead? Really......well I look forward to it but I think you need to be shown the revolving door of death at Marvel and DCunlike most death of comic characters, I will tell you up front, Captain Power will not stay dead, and his resurrection will be soon!)
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Yes but as Snow_Globe is known to point out, GR might add new ones plus MAY let villains get hero side ones that villains cant normally get, and vice versa.......
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Quote:All the more reason to reevaluate the time needed to get them. currently I think it was about 421 days of offline time total to get them all.....I hold no illusions that AFK farming will be eliminated. I agree it will still be around. However for the majority of the changes we will now be able to earn the badges with actual play time.
The damage taken series is the notable exception. Immortal is 25 times what I would consider "reasonable". Of course that would require the earlier badges (non-epics) in the series to be reduced too.
And just think that Going Rogue likely means that, in addition to any day jobs introduced with it, that there will be six more day job badges for everyone to collect. There are six for each side that are exclusive to that faction. -
Quote:Now for the big question: anyone having any of their alts farming/grinding their way to the amount needed for any of the epics when ish 16 hits?I'm really thrilled about the changes, especially to Empath. My main badger is my Empathy defender who was my first level 50, and I've just recently gotten back into badge-hunting on him. I've never farmed for his healing badge, and I don't play him super-often anymore... but I've played him a lot, and am currently about 95% of the way to the 4th healing badge on live. When I16 hits, he'll be 95% of the way to Empath. This makes me happy. That is all!
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Quote:Integration of live servers could well mean merging or consolidation of servers. /unsigned.Couldn't agree more, and when thats done work on live please. There's your solution. Take it, think about it and figure out a method of accomplishment please.
Regards,
Kind
Now if they want to make a dedicated live PVP server that has all the PVP zones and offer players one free transfer TO that server....now that I could get behind. -
Quote:I suspect that some of the Empathic Popular Immortal Leaders out there were among the advocates of badges being reevaluated. I know I was.Yeah, was pretty cool moving my badge toon onto Test and then seeing all the badge "dings" for Popular, Leader, Medicine Woman, Empath, etc. Glad I worked on all that extra influence-earning over the past few months!
As far as the people who have Empath already, I don't really feel all that bad for them, because virtually everyone who has that badge pre-I16 (and I'll bet it's EVERYONE, but apologies if there's a hardy, dedicated soul out there who actually earned Empath without farming, hard as that is to imagine) used an exploit to farm for it (as did I, when time permitted, since my badge toon is a Scrapper).
As far as Leader goes, my hat is off to those who earned that badge, since you have to actually EARN it (unlike healing, damage, etc., which can be farmed easily while AFK). The prevailing sentiment I've seen amongst those who have earned those top epic badges has been one of graciousness, so I don't think too many of them are upset about these requirement reductions.
Still, it's all for the best. Of course I'm not looking at this change with rose colored glasses either: AFK farming will be reduced for certain, but eliminated? Not likely. There will be those with the "gotta have it now" "gotta get em all" mentality as well as those with many alts who may want the badges on as many as possible.
Still there is one set of badges I would like to see reevaluated and hopefully reduced in terms of time taken to obtain: the Day Jobs. 30 days was pretty lengthy, 21 is an improvement, but I've often felt that 14 was more suitable. -
Quote:I appreciate the sentiment as some of my alts have Immortal and my main badger got empath the instant ish 13 hit since it had just enough.Whoa, Friggin' Taser back from the dead. Who's next, Pilcrow?
As for the changes, I'm torn about them.
While I love the changes to Born in Battle and the kill badges, debt badges and damage badges, a small part of me regrets the Infamy/Heal badges being lowered.
To be clear, I already have Popular in its current state and I was never going to get Empath in its previous state, at lesat without Gladiator farming. In the end though, while I am a proponent of most things being achievable ingame, there are some things that should take time and dedication to achieve. Empath was right up there for that, along with Immortal.
I give these changes four bubbles. Would have been five but I feel for those who laboured to get Empath and the epic damage badges.
However even with that extra zero dropped from Empath with ish 13, the badge was improved but still really could only be arena farmed, while damage badges were untouched.
Something had to be done and this was it. Are they too low? Did they perhaps overcompensate? I don't think so. I think they are now at a more acceptable level so that they can be obtained over time withOUT needing farms. -
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Now proceeding to beat my head on the unbreakable wall........
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Quote:With the reduction in the debt badge requirements, I don't mind debt badge 4 as part of high pain.....Having spent the last two double xp weekends killing Banished Pantheon until my eyeballs bled to get Popular, I am SOOOOO glad I will not have to do it again for Leader.
However, some of the new numbers seem a bit off. The FIRST epic damage taken badge is still at 25 mil....I have never gotten the 10 mil badge before 50, ever, on any character.
Dropping most of the defeat badges to a nice even 100 instead of the arbitrary 200s and 500s is a nice change. And THANK YOU THANK YOU for reevaluating Born in Battle...now if we could only get rid of the stupid debt badge requirement for High Pain Threshold...
.....though I'm not sure I'm too keen on having to have Hammer Down from killing Ghost of Scrapyard vs the Siren 5 hr badge as part of Born in Battle.
Also am definitely not thrilled about the new Master badges....... -
Quote:Toss me the arc number, I'll send my SP3 into it.Never having played a Dominator before, I've come upon an issue I'm not sure I like.
I'll explain...
I created an arc for the AE (the WW2 arc below). In the first mission, the enemies include fairly generic minions, typically one Lt. and an Elite Boss (admittedly, a fairly tough one).
The arc has been played repeatedly by all my characters, of all ATs and all levels, everything from L3 to L43. None have had any real trouble (my Defender was a bit hampered at lower level, but got better as he went up in levels), except the Dominator.
Granted, he's only L6 right now, but as I say, at that level, my Scrapper was sailing through the mission, and all the others were going along pretty well.
My question, as you may have guessed, is whether Dominators ever get the ability to fight the likes of EBs and AVs? I mean, bosses are immune to being held (for the most part), and the Dominator has no other defenses, including low health. Does it get better as he levels up?
If the character is never going to be able to defend himself, I'm pretty sure I'll be making him as something else.
(Oh, he's Fire/Elec, in case that matters.) -
Quote:Don't feel too bad. Those badges are two prime examples of badges with requirements that needed reevaluation. I too have the pillbox badge and the Popular badge, still working on Leader, and yes they were a timesink, but do I feel bad? Nope. Now I could send alts after those badges knowing they can get them quicker/more efficiently.I'm mixed about the changes.
Some of the requirements were pretty crazy without there being any challenge outside of actually applying yourself to get them and I'm very glad the illusionist badge that are a gateway to something I really want on all my characters and similar are changing.
On the other hand, I put in a couple months of farming pillboxes, followed by a stay-up-way-way-past-my-bedtime crazed charge to get the last 100 when I finally got together with a decent team to do it. Now it'll be possible to do it fairly easily in a week. Same with the 1 billion inf badge, I worked on that off and on for 6 months on a single target tank and finished it up finally in a 15ish hour rush for the last 170 mill inf during double xp. Now I could knock it out in about half again the time it took me to finish off just the "I'm so close now, I need to finish it" bit.
Those two badges aren't "worth" anything other than a higher badge count. I'm not saying they shouldn't be reduced, I'm just a bit sad at the time I put into them, apparently needlessly. -
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Quote:I'm sure Synapse won't trivialize the badges, but I just don't see a need for a "kill x amount" badge to be above 100 in criteria, especially with some of the criteria being a bit scarce at times. Making them 100 kills for the badge seems reasonable.There's an interesting attitude I see in some of the badgers. It reminds me of a discussion I had years ago with my brother, a medical doctor. He told me about the insanely long hours interns at his hospital had to pull. A shift of 30-40 hours straight was common. But what multiple studies had shown that being intensely sleep deprived has the same effect on your decision-making as being drunk, i.e. it's really bad news. So the logical conclusion would be to put interns on more normal shifts, right? These guys are quite literally making life and death decisions, after all (and screwing them up, costing lives). Nope! The attitude among the senior staff was "Hey, I had to go through that hell and there's no way these wimp young wanna-be's are gonna skip out on it."
This is a game we're talking about. It's supposed to be fun. Sure, it should have challenges, even some extremely difficult ones. But the challenges should be intentional and they should be part of a thoughtfully designed framework. Accolade requirements like having to get 10 million points of damage or defeat 500 summoned illusionists were designed without an understanding of what was reasonable in regular gameplay. It's the right decision to tone them down. I don't want to see them trivialized, but I'm confident Synapse won't do that. I think there's a happy medium that's possible between stupidly difficult and stupidly trivial.
I've also been of the belief that the epic money badges have been wrongly valued for the whole time they have been around. 100 million then 1 billion then 2 billion....., always seemed like it should have been 100 million, 500 million, 1 billion to me. -
Quote:Personally I would love to see that. The only problem is that all of the Shard TFs have at least one mission in Paragon City so the devs would need to either do some rewriting of the TFs or implement new Co-Op ones. Either way I'd love to see something done with the Shard anyway. It's a beautiful zone that needs some love. Besides, geyser jumping is great fun and villains should get to play to.
Well having run the Shard TF's quite a few times on my alts, I can honestly say that rewriting them to change Paragon city missions to being a mission in the shard instead would be fine. There is more then enough Shard Traveling to do in them without having to leave the shard to return to Paragon City, after all
Also I wouldn't object if they were to look at some of the Shard TF's and either revise or omit some of the missions that seem.....repetitious. Like say, DR Q..... -
Quote:Well since there appear to be hints that Rularuu may be back on the attack or as part of the "Coming Storm" that Ouroborus mentions, having the villains access the shard would make sense since such a threat would require all the firepower one could muster to defeat.Hmm (looks at my own post). "Add more missions with them, make them and trolls and skulls abit more common on the isles."
Should have written "Add more POSSIBILITIES with them, make them a bit easier to to get too and the trolls and skulls abit more common on the isles."
The Shadowshard as CO-OP... hmm not sure about that idea myself. Yes it would ease getting the badges, but then it would make the zone another "here are no villains nor heroes! All are here to save the world."
...so very usure if I like that idea. Maybe give villains access to one of the zones of shadowshard... (but then the problem becomes.. give a villain an inch and (you know) ;P )
After all if the world is destroyed, what good would that do a villain?
Some villains like things as they are: a nice constant battle of good vs evil with an occasional brief win for either side, but neither one winning for good. -
Quote:Make the Shadow Shard a co-op zone and give villains access to the Shard TF's. More hunting grounds for some badges, and more opportunity for villains to get Merits.Just hope the Devs wont nuke the requirments (as said earlier). Cause simply taking down one enemy and getting the badge is for me rediculus. (add easy, "whats-the-point", boring etc.)
Some badges would need some looking into (I admit) on say the red side. Like weatherman/woman. This badge is only available by doing one mission (and farming it for them bosses). Adding more missions with them would be a great start!
Same goes with Visionary (Overseers). Add more missions with them, make them and trolls and skulls abit more common on the isles. That should give us more oppertunity of getting the badge (and no nukage is needed).
This though is my plea to the Devs: Don't make things too easy (Cause easy is instant gratification, easy is boring... you get the drift). Make the hunt for the badges FUN!Perhaps even make more ways for them to be required for cool stuff.
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Quote:For Visionary I'd love to see the Shard become a CO-OP zone so that villains can partake of the SHARD TF's, yes even the dreaded DR Q!If I may jump over to the dark side for a second, I'd like to see some sort of change for the following redside Defeat badges (among some others that come to mind):
- Visionary: 100 Rularuu bosses, somehow. There's a handful of missions where you can farm these extremely nasty bosses. Easiest way to fix this is to grant villains some manner of Shadow Shard access.
- Legionnaire (Warriors), Regenerator (Trolls), Weatherman (Outcasts): These badges are a freaking joke. Legionnaire forces you to go to Siren's Call to farm bosses, Trolls only appear in newspaper missions, and Outcasts only appear in ONE MISSION. Solution: expanded spawning, accessible to all level ranges. At least you can Flashback for the Outcasts...
- Untouchable/Gangbuster: My main issue here is how unclear they are. Last time I checked the only way to know which badge the boss you're fighting corresponds to is to check their info for a mention of the Marcone family (Gangbuster) or the Don (Untouchable). Considering Untouchable isn't available blueside, maybe its requirements could be changed.
- Devourer of Earth: I haven't seen it mentioned yet and this applies to both sides. 500 DE eminators, only slightly less ridiculous than Illusionist due to how pervasive DE are.
- Kill Skuls: Yeah, this is ridiculously easy to get blueside once you've sufficiently out-leveled Perez Park. Some of my best memories on my Blaster are kiting crowds of "Skuls" and melting them with Ball Lightning. But it's another miserable one to get redside (no clue how I managed this on my Mastermind, I must have farmed it along with Bonecrusher, another unreasonable badge for villains).
- Ski Chalet Skiing Badges: Ease up on the times? Pretty pwease? (Note: Not entirely serious, but these ones were murder for me on one toon and my other badger still doesn't have them all.)
- And finally, Fabricator: I'm jumping on the bandwagon for this. 10k is crazy. Considering the last 4 badges in the series double, 2000 would be much more palatable. Hell, even 5000 would be more palatable.
Villain newspaper missions in Shark can provide Warriors, though Siren can be better. Would like to see Port Oaks tweeked to remove the Snakes thus consigning them to Mercy, where you can easily get the amount needed for the Mongoose badge, and PO spawning Outcasts and Trolls for street sweeping plus Newspaper mishes that offer them.
Yes Devourer of Earth could be lowered too along with Fabricator.