Peacemoon

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  1. Its far easier for people to be followers then leaders.

    In my experience as a guild leader, most people are quite happy to sit back and let others do the hard work of leading and organizing while they sit and complain and nitpick about inconsequential stuff.

    Amusingly these people are also very intolerent unless you know them personally. They'll get up and leave teams over a little thing and not be very understanding despite the fact you are doing all the hard work. As someone who knows how hard it can be to lead, I'm usually the first(and only) person to jump to the defence of a leader under pressure by a group of whingers.

    Leeches, all of you :P
  2. Aslong as AE gives XP, there is always going to be a low risk, high reward mission available. If they want to go down the route of nerfing the latest farm fad 2 weeks after it became infamous, then we can expect to have this discussion repeated until the next millenium.

    Personally I don't care about the xp. I just dislike the silly "Noob" culture that it creates in atlas park, and the fact that 50% of the online population is sat in one zone.
  3. None of them are triggered, they should all spawn from the instant you zone in.

    I did some testing, removed the ambushes and some of the patrols and it seems to have done the trick. I'm just hoping there isn't a similar problem with the other missions.
  4. A bug where bosses do not spawn on teams of 2 or more? For me, it is a reoccuring bug.

    Let me explain:
    *On my mission, the map is set to the Clockwork King's Lair.

    *It has 8 Named bosses, the objective of the map is defeat all 8 bosses.
    All the bosses have the following settings:
    Placement: Any
    Difficulty: Hard
    Encounter: Entire Encounter must be completed.

    *It has 3 Ambushes and 3 Patrols set.

    Now, if you attempt this mission solo, everything plays out correctly.

    However I have formed a group to play my arc 3 times, and every time we get to this mission, we are missing 1 or 2 bosses. Now it is a big map, but we literally searched the entire place from top to bottom and they definitely were not there.

    So, I decided to run a test with a team of 2 and see if I could get to the bottom of this.

    Running through the mission on invincible, I killed 7 of the 8 bosses but the 8th one could not be founded. I used "goto next enemy" and cycled through every enemy on the map. Nothing, he defintely wasn't there. (It has a nice message which tells you once you have gone through them all and must start fromt he start again)

    Can anyone help me with this?
    Do you think the patrols and ambushes are pushing him out, even though they shouldn't?
  5. Originally though you said something along the lines of 'how does FR work when the only reliable containtment Mind/ has is sleep?'

    I was merely pointing that actually /Storm gives a great source for containment in thunderclap. I know it has its flaws, especially on paper. However in practice it is still a very large radius, long duration, fast recharge minion wipeout.

    Using if it is a pack of 4 minions and a lieutenant, I follow thunderclap with a dominate on the lieutenant and then an uninterupted FR. You should really try it. For containment, /Storm gives a lot of oppertunities to a Mind/ ;-)
  6. We all know that Viligence sucks, but what I wonder is, do the devs?

    Reading the devs digest I was suprised to see Castle posting in a tanker thread about Gauntlet. As far as I know, the devs are all silent about the woes of the Defender..despite my best efforts.

    Now, I'm not saying Tankers don't need looking at - I never play that type of character. However if any inherent is going to be looked at, it should be the Defender one.

    We need to make some more noise people. Not me either, anymore noise and I'll be labelled a troublemaker.
  7. Peacemoon

    Gauntlet 2.0

    [ QUOTE ]
    Noted.

    I still don't believe anything like this is necessary.

    [/ QUOTE ]

    Would be nice if you looked at Viligance. I know the Defender community is a much quieter, easy to please bunch but if any inherent needs an ounce of dev time is Viligance. It is appallingly bad.

    Sorry.
  8. Keeping all the missions within an arc at a similar level range is a common courtesy to the player. If the level range jumps around a lot, you can easily end up with lowbies experiencing difficulty and unable to complete, or highbies finding a mission they don't get experience for.

    Having said that, minor variations in level ranges are nothing to nitpick about in my experience, especially if they don't detract from the enjoyment of the story overall. However if you don't keep these things in check, authors can do a 45-54, 1-20, 30-35 arc which is just an annoying headache most times and actually detracts from the quality of the story as a whole.
  9. Reading the replies to this have been amusing to say the least, as well as watching the direction of the thread. I'm not going to reply to everything now but something baffles me.

    We established that Defender Buffs/Debuffs = Controller Buffs/Debuffs. Or in some cases have a small variation which is generally unnoticable. (Exception: ForceFields) This is fact.

    We established that Controllers Damage > Defender Damage in most cases, and similar in best case scenario's. This is fact.

    We all agree that Controllers have excellent survival skills through powerful single target and AoE control. The higher they get, the more powerful they get substantially.

    We also established that Defenders = An archtype that solo's very poorly and slowly.


    Yet what I cannot understand is, despite the fact Controllers offer the same amount of utility and buffs, plus have a whole primary devoted to control, plus can solo perfectly well and offer good damage... people STILL say Defenders should be bad soloers because of what they offer a team. Am I completely missing something?!

    Defenders offer nothing to a team that a Controller can't offer instead. Saying that Defenders offer stuff to a team so should suck at soloing is not justification people.

    At the very most, it is only at low levels where players have to make hard choices with their power selections that defenders come out on top - both because they can get their powers earlier and because they have less good powers to choose from.

    Defenders are not "team orientated" AT's anymore then Controllers are. In fact, Controllers are MORE team orientated then Defenders with both primary and secondary sets geared for teaming. Defenders secondary is geared for soloing, else why have it?

    Also, this whole factor of "force multiplication" as a reason for keeping Defenders as poor as they are is rediculous. Are people seriously saying that 8 Controllers with secondaries ranging from Radiation to Kinetics to ForceFields to Empathy - just like Defenders - are any less of a force multiplier? If anything they are a bigger force multiplier because of the nature of their primary.

    Let us just make something clear, yes Defenders can solo.
    Yes Defenders can complete missions on heroic difficulty without the assistance of other players.
    Yes even Forcefield and Empathy Defenders are capable of this. (I should know, I have both.)

    However - that is missing the point. The point is not that Defenders cannot solo, even a power pool MAN hero can solo and the community have proven that much already.

    The point is Defenders are punished for soloing completely unfairly. Defenders solo far too slowly for an AT which has its secondary completely dedicated to blasting. Controllers, Corrupters and Masterminds are not forced to suck at soloing because of a Buffing/Debuffing powerset.

    The disparity in damage between Defenders and Controllers is shocking.
    The disparity in buffs/debuffs between the two is almost non exsistant.

    I agree with those who feel Viligance is a good place to start, however I also feel that Containment would be an even better place.


    P.S Please do not use Rad/Sonic or heck, Anything/Sonic as a baseline measurement of performance for Defenders when soloing.
  10. I would take Telekinesis and Force Bubble.

    Telekinesis is a strong repel power and a great toggle hold. Yes it takes a lot of endurance, but there are ways of circumventing this for when it is really necessary. (Geas of the Old Ones)

    Force Bubble is great for shoving a whole pack into a corner. It is a really fun power and you would be missing out if you skip it. Think Dispersion Bubble but twice the size.

    Repulsion Field, as far as I can tell, works very much like Kinetics "repel", and for the most part is very skippable.
  11. If you have Speed Boost up 100% of the time, you wont need Stamina. Especially with transference.
  12. [ QUOTE ]
    Of the three you mention interest in, Mind/Kin's the only one I've played extensively. It's heaps of fun, and can definitely tip a bad fight in the opposite direction. Only thing not to like about it is the up-close and personal, accuracy intensive nature of Kin, versus the range and fewer issues with accuracy of mind. Aside from the fact that you can Mass Hyp mobs before you walk in to FS them, in the late game, and the fact that extra recharge is nice to have with mind's pair of long-recharge AoE controls, I don't see any special synergy, but Mind's a fun and powerful-feeling set, and Kin is a monster. You can hardly go wrong.

    Though I'm a huge fan of storm, what I can't get over about Mind/Storm, and the reason I'd never play it, is the fact that Storm has one AMAZING power, freezing rain, whose core feature is its huge area resist debuff-- which magnifies AoE damage. But a Mind/Storm is going to have durable large AoE containment set only half as often as FR is available. In absolute terms there's nothing wrong with Mind/Storm, but compared to nearly any other /storm troller, it has this big drawback.

    Mind/FF probably makes an interesting soloist, and like mind/emp and mind/sonic, is liable to make awful pick up groups survivable.

    But for competent team play, I think Mind is much better matched with Kin or Rad.

    [/ QUOTE ]

    I think the posters here have done well addressing Mind Control. It is a good set, slot Levitate, Mesmerize and Dominate for damage and with clever use of mass hypnosis and confuse, all other powers are just icing on your very quickly made cake.

    As for Mind/Storm, Enantiodromos is correct, the biggest issue you will face here is lack of containment. However actually, /Storm goes a long way to resolve this itself.

    Thunderclap is an amazing power which is often overlooked because it only hits minions. However it is minions which AoE attacks are most suited for.

    What thunderclap brings to a Mind controller, is a reliable, long duration, fast recharging containment which actually fills one of its biggest gaps. What you often don't hear about Thunderclap, is that it has a much longer duration then Flashfire and Stalagmites. It has a much shorter recharge of 45 seconds not 90. It also has a bigger radius. Mine recharges in about 20 seconds and lasts for much longer.

    So to answer Enantiodromos' question, if you can hold out till 28, a Mind/Storm gets a very reliable AoE containment for you to shower your freezing rain on.

    Mass Hypnosis -> Dominate Lieutenants -> Thunderclap minions -> Freezing Rain -> AoE.

    The only thing I miss on thunderclap is the chance for the +1 mag. :-)

    Also, storm brings a few other advantages.
    i) Steamy Mist. The addition of stealth with aggro free controls such as confuse can make your character very stealthy. Especially as you have no pet to blow your cover.
    ii) Hurricane. While it is good for rounding up foes, I find it best used against Elite Bosses and AV's who would otherwise avoid your holds. The -acc is critical to soloing an Elite Boss.
    iii) Lightning Storm. Again, a great power especially for those harder fights when you need an extra edge. Unfortunately its knockback on every strike means it is likely to be a power you reserve for more difficult encounters.

    /Storm compliments Mind Control very well. It is a late bloomer for a Controller, but that keeps your character interesting as Mind/ is a very early bloomer.
  13. I've made a similar post about this before a while ago. However I still believe this issue to be quite fundemental to the role of Defenders and thus, I shall post for a final time. This time with more numbers to express the disparity.

    Firstly, when I started playing this game back in Issue 1, the Controller role was a pure controlling/buffing archtype that could bring a huge range of abilities to a team. They were powerful heroes who could change the outcome of a fight, but their main drawback was their low damage and difficulty in soloing. They relied on teams and to some degree, teams relied on them.

    Defenders however gave up this ability of pure support and instead came with a blasting secondary. To the beginner, there were more solo friendly then the controller but still could bring a good variety of buffs and debuffs to the team. The two archtypes of Controller and Defender share many abilities, and the balance between the two has always been difficult to achieve. The usual result of this is Defenders are squeezed between Controllers and Blasters at a level of ineffectiveness.

    As the game has evolved, many things have changed. Epic power pools were introduced, inherent abilities were added such as Containment, which was intended to appease angry players after the multiple-pet nerf. The balance between Defenders and Controllers shifted.

    Controllers low damage? Not anymore. With their single target holds and immobalizes doing defender level damage as well as locking down enemies at the same time, Controllers are better at blasting then Defenders.

    So what is the point of Defenders? An archtype which for the majority of powerset combinations, has the hardest time soloing of any, an archtype which has its inherent abilitly soley based around the need to team and gives zero benefit solo, yet an archtype which is outhshined by Controllers in both a solo and team setting.

    Just to further compound the situation, Controllers possess most of the Defender primaries as their secondary, and there is a rarely a noticable difference between the two. For some powers, there actually is no difference at all.

    This is why I always view the Defender as a low level archtype, they get their powers nice and early to help low level teams. Whee Fortitude at 12! However once they get towards 30's, Controllers are more then capable of taking over the role to 50 without any drawbacks and with significantly more tools at their disposal.

    Lets focus on Controller vs Defender damage. Should we have a theory before we analyse it? Should Defenders do more damage because of the amount fo abilities they give up in order to have a blasting secondary?

    Lets compare an Electric Blast defender to an Earth Controller. Damage is at level 50.

    Unenhanced
    Electric Blast
    Charged Bolts: 36.15 Damage, 5.20 Endurance, 4s Recharge.
    Secondary Effects: -7% Endurance, 30% Chance of 2.60 Endurance.

    Lightning Bolt: 59.28 Damage, 8.53 Endurance, 8s Recharge.
    Secondary Effects: -10% Endurance, 30% Chance of 4.26 Endurance.

    Earth Control
    Stone Prison: 30.59 Damage, 7.80 Endurance, 4s Recharge. +30.59 Containment damage = 61.18 Total Damage.
    Secondary Effects: Mag 4 Immobalize, 20% Chance for +1 Mag Immobalize, Knockback Protection, -20% Defence, .

    Fossilize: 30.59 Damage, 8.53 Endurance, 8s Recharge. +30.59 Containment damage = 61.18 Total Damage.
    Secondary Effects: Mag 3 Hold, 20% Chance for +1 Mag Hold, -20% Defence, Knockback Protection.


    Now if we factor in damage enhancements. Assuming a +95% to damage bonus.
    Enhanced
    Electric Blast
    Charged Bolts: 70.49 Damage, 5.20 Endurance, 4s Recharge.
    Secondary Effects: -7% Endurance, 30% Chance of 2.60 Endurance.

    Lightning Bolt: 115.60 Damage, 8.53 Endurance, 8s Recharge.
    Secondary Effects: -10% Endurance, 30% Chance of 4.26 Endurance.

    Earth Control
    Stone Prison: 59.65 Damage, 7.80 Endurance, 4s Recharge. +59.65 Containment damage = 119.30 Total Damage.
    Secondary Effects: Mag 4 Immobalize, 20% Chance for +1 Mag Immobalize, Knockback Protection, -20% Defence, .

    Fossilize: 59.65 Damage, 8.53 Endurance, 8s Recharge. +59.65 Containment damage = 119.30 Total Damage.
    Secondary Effects: Mag 3 Hold, 20% Chance for +1 Mag Hold, -20% Defence, Knockback Protection.

    Just looking at the numbers, I don't know how anyone can say this is balanced. Not only do Controllers do more damage, but their attacks hold and immobalize foes at the same time, making them far easier to play as solo. The only downside is it can get incredibly boring fighting foes that cannot even return fire.

    Just to give another example, I will compare Energy Blast to Mind Control. Damage is again at level 50.


    Unenhanced
    Energy Blast
    Power Bolt: 36.15 Damage, 5.20 Endurance, 4s Recharge.
    Secondary Effects: 20% Chance for a Mag 1.45 Knockback.

    Power Blast: 59.28 Damage, 8.53 Endurance, 8s Recharge.
    Secondary Effects: 30% Chance for a Mag 2.08 Knockback.

    Power Burst: 76.63 Damage, 10.40 Endurance, 10s Recharge.
    Secondary Effects: 60% Chance for a Mag 4.15 Knockback.

    Mind Control
    Mesmerize: 30.59 Damage, 5.20 Endurance, 6s Recharge. +30.59 Containment damage = 61.18 Total Damage.
    Secondary Effects: Mag 3.5 Sleep, 20% Chance for +1 Mag Sleep.

    Levitate: 40.37 Damage, 6.86 Endurance, 6s Recharge. +40.37 Containment damage = 80.74 Total Damage.
    Secondary Effects: 100% Chance of Mag 12.46 Knockup.

    Dominate: 30.59 Damage, 8.53 Endurance, 8s Recharge. +30.59 Containment damage = 61.18 Total Damage.
    Secondary Effects: Mag 3 Hold. 20% Chance of Mag 1 Hold.


    Again assuming +95% damage bonus from enhancements.
    Enhanced
    Energy Blast
    Power Bolt: 70.49 Damage, 5.20 Endurance, 4s Recharge.
    Secondary Effects: 20% Chance for a Mag 1.45 Knockback.

    Power Blast: 115.60 Damage, 8.53 Endurance, 8s Recharge.
    Secondary Effects: 30% Chance for a Mag 2.08 Knockback.

    Power Burst: 149.43 Damage, 10.40 Endurance, 10s Recharge.
    Secondary Effects: 60% Chance for a Mag 4.15 Knockback.

    Mind Control
    Mesmerize: 59.65 Damage, 5.20 Endurance, 6s Recharge. +59.65 Containment damage = 119.30 Total Damage.
    Secondary Effects: Mag 3.5 Sleep, 20% Chance for +1 Mag Sleep.

    Levitate: 78.72 Damage, 6.86 Endurance, 6s Recharge. +78.72 Containment damage = 157.44 Total Damage.
    Secondary Effects: 100% Chance of Mag 12.46 Knockup.

    Dominate: 59.65 Damage, 8.53 Endurance, 8s Recharge. +59.65 Containment damage = 119.30 Total Damage.
    Secondary Effects: Mag 3 Hold. 20% Chance of Mag 1 Hold.


    Controllers have similar damage levels, yet can bring a whole multitude of AoE Controls such as Sleeps, Stuns, Immobalizes, Holds and (in most cases) even have access to a pet who further augments the problem.

    One of the most important factors to remember however is containment operates outside of the damage bonus multipliers. Simply put, any damage they do is doubled, like scrapper crits. So after all bonuses and buffs are taken into account, the damage then gets doubled. So not only is it imbalanced with just normal enhancements, but it gets more absurd the more layers of +damage you add.

    Yes, Defenders possess other AoE attacks. However in a solo environment, these attacks are not worth much. They hit for low amounts of damage which if you look at the chart above, is about the same level as Charged Bolts and Power Bolt. In a team setting, the attacks continue to feel lackluster. The knockback associated with some of the AoE's making the powers more of a hinderence then an asset.

    Just for completeness, lets compare some of the AoE attacks Defenders possess, to a few AoE attacks that Controllers eventually obtain.

    Unenhanced
    Defender
    Explosive Arrow: 32.53 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: 50% Chance of Mag 4.15 Knockback.

    Psychic Tornado: 32.17 Damage, 18.51 Endurance, 20s Recharge.
    Secondary Effects: -37.50% Recharge, 50% Chance of Mag 1.40 Knockup.

    Explosive Blast: 32.53 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: 50% Chance of Mag 4.15 Knockback.

    Neutron Bomb: 32.53 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: -25% Defence.

    Ball of Lightning: 36.87 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: -25% Defence.

    Controller
    Psychic Tornado: 26.76 Damage, 23.14 Endurance, 20s Recharge. +26.76 Containment Damage = 53.52 Total Damage
    Secondary Effects: -37.50% Recharge, 50% Chance of Mag 1.40 Knockup.

    Fire Ball: 38.09 Damage, 18.98 Endurance, 32s Recharge. +38.09 Containment Damage = 76.18 Total Damage
    Secondary Effects: None.

    Fissure: 27.53 Damage, 12.74 Endurance, 20s Recharge. +27.53 Containment Damage = 55.06 Total Damage
    Secondary Effects: (Mids) 50% Chance of Mag 0.67 Knockback, 50% Chance of Mag 1 Stun, 50% Chance of Mag 2 Stun.


    Now for the enhanced numbers with +95% damage.
    Enhanced
    Defender
    Explosive Arrow: 63.43 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: 50% Chance of Mag 4.15 Knockback.

    Psychic Tornado: 62.73 Damage, 18.51 Endurance, 20s Recharge.
    Secondary Effects: -37.50% Recharge, 50% Chance of Mag 1.40 Knockup.

    Explosive Blast: 63.43 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: 50% Chance of Mag 4.15 Knockback.

    Neutron Bomb: 63.43 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: -25% Defence.

    Ball of Lightning: 71.90 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: -25% Defence.

    Controller
    Psychic Tornado: 52.18 Damage, 23.14 Endurance, 20s Recharge. +52.18 Containment Damage = 104.36 Total Damage.
    Secondary Effects: -37.50% Recharge, 50% Chance of Mag 1.40 Knockup.

    Fire Ball: 74.28 Damage, 18.98 Endurance, 32s Recharge. +74.28 Containment Damage = 148.56 Total Damage
    Secondary Effects: None.

    Fissure: 53.68 Damage, 12.74 Endurance, 20s Recharge. +53.68 Containment Damage = 107.36 Total Damage
    Secondary Effects: (Mids) 50% Chance of Mag 0.67 Knockback, 50% Chance of Mag 1 Stun, 50% Chance of Mag 2 Stun.

    Blaster
    Explosive Arrow: 109.80 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: 50% Chance of Mag 4.15 Knockback.

    Fire Ball: 145.50 Damage, 15.18 Endurance, 16s Recharge.
    Secondary Effects: None.

    So not only do Controllers do similar single target damage, but by the time they unlock their EPP's, they are doing more AoE damage then Defenders. Reaching Blaster levels of AoE damage, although it is worth factoring in the increased recharge. However it is also worth factoring in the many long recharge powers Controllers have, and the tendency to stack globel recharge for those.

    Conclusion
    In conclusion I find that Defenders are an outperformed Archtype. They have low damage and a buffing/debuffing primary which for a lot of combinations finds it difficult to solo. Their secondary powerset of damage is weak, especially when compared to other powerset options for other archtypes (Control, Buff/Debuff, Armour)

    In comparison Controllers have two very strong powersets, that of Control and Buffing/Debuffing. With their inherent ability of containment which could be considered overpowered, their levels of damage has risen to new heights. Their original drawback of being a difficult class with low damage is no longer present and unfortunately they possess the ability to do equal damage to Defenders whilst maintaining their superior abilities of control. This is further compounded once Controllers gain access to their AoE control and pets, and even more once they are slotted to be reliable.

    TL: DR
    A)i) Containment offers too much damage to controllers. Also because it operates outside of normal damage modifiers it means that this advantage is further amplified when +damage buffs are considered.
    ii) If containment is double damage, then why do all Controller primaries have a 20% chance to crit? Is this just another perk? Its not accounted for and Dominators do not have this bonus.

    B) Defender damage is too low. Especially when compared to Controller damage levels. One advantage Defenders should have over Controllers is more damage. Soloing might be less safe, but it should be quicker. Containment effecting EPP AoE's is also incredibly unfair on Defenders, as it gives Controllers better AoE damage outside of nukes.

    C) Defenders inherent is extremely bad and needs looking at again by the Devs. It has zero affect when solo. It has zero effect for some powersets such as a forcefield defender who keeps everyone at 100% heath. It is completely reliant upon your teammates and their (in)ability.

    D) Many of the Defender primary powers are used by Controllers without any meaningful difference in effectiveness. Yet at the same time, Defenders have HUGE drawbacks to having Blaster primaries as their secondary. Why is there such inequality here? If Controllers buffed like Defenders blasted, there would be a real reason to find a Defender.

    I invite anyone to try and disprove these findings. As I said at the beginning, I have brought up this issue many times over the years. This is the most detailed thread I have created about the issue and also the final thread I will create about it. It is now up to the devs to do the right thing and make Defenders Heroes again.
  14. Don't bother wasting time adjusting this power. Change it to something useful, please!
  15. Peacemoon

    Gravity (Again)

    Some dev feedback here would be lovely :-)
  16. [ QUOTE ]
    lol on the floor...

    Ohhh... the tantrums...

    soooo funny...

    [/ QUOTE ]

    Change the record love, your posts are getting tediously boring.
  17. I thought Electric Blast also returned endurance to the caster sometimes?
  18. Peacemoon

    Nemesis Snipers

    Hey.

    For one of my custom groups, I've been trying to get the Nemesis Snipers to spawn as standard Lieutenants, like they do in normal missions.

    However I haven't been able to get them to work, any ideas or is it confirmed that they simply wont?
  19. I think it should.

    If the devs think AE xp needs to be nerfed, they should just do it.

    They shouldn't just remove double xp as some kind of pseudo-punishment.

    No I wont moarn the loss of AE xp or AE 2xp, but I'm thinking from a point of principle.

    Why shouldn't it get 2xp if the devs think AE xp is fine?
  20. Peacemoon

    Not again...

    I finally got round to writing my bio, eep!
  21. This is what happens when people reply to a guys first post on the controller forum entitled "Fire/Kin Solo Farm Build."

    ...
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Frak me. Another AE Doom thread?!

    IBTD +1

    [/ QUOTE ]

    No if you had bothered to read it you would realize it wasn't a doom thread.

    [/ QUOTE ]

    I did read it. It's another "ZOMG fraking AE PLing... blah blah blah."

    One of a gazillion threads of AE DOOOOM.

    Start your own normal team, avoid AE and AE noobs, and carry on.

    IBTD +2

    [/ QUOTE ]

    I did read your reply, it's another "ZOMG AE is fine, make your own teams blah blah blah" to a constructive original post.

    Nothing to see here. +3.1[insert amusing array of numbers]
  23. Peacemoon

    This is sad.

    [ QUOTE ]
    Making the low level missions less crappy would help, too.

    [/ QUOTE ]

    Personally I quite enjoy them.
  24. [ QUOTE ]
    This thread makes me feel sick.

    Come on... stop trying to decide what people should do. Do you pay for their accounts?

    And stop bickering around because other people are having fun in a way you dont want.

    [/ QUOTE ]

    This is a game, not a democracy.

    This is more like a sport then a countries policiy on equality and free rights.

    Games have rules which you abide by. If someone breaks them you don't turn around and say "Oh but its their football league, let them play how they want!"

    Ok, I know that AE is not "breaking the rules". I'm not saying it is. But if it goes against the "spirit of the game" then perhaps the regulaters, or the devs, need to step in and bring the game back to what it was originally intended to be?

    Also please stop saying things make you sick, if you want sick, perhaps you should look up some real world inequalities, not whether CoH players should (ab)use AE or not. For goodness sake.
  25. Nethergoat, you seem to pop up in every AE and farm thread there is. Perhaps you should make your own thread if you have such a strong opinion that you need to post so excessively? Then you can see how much support you really get? Nitpicking sematics at the back of threads seems to be your speciality.

    I get that you like how AE is.

    I get how you enjoy the high reward, low effort of AE missions.

    I get how you justify this by saying dev content is bad with all the travelling.

    So why don't you get that this might not be in the best interests of the game longterm?

    That this is suppose to be a hero game and that is what primarily attracted people?

    Not some 5 year veteren who is now so tired of the game its more about numbers then fun?

    There are so many analogys I could use to express how the "I like it easy, fast and now, regardless of the repurcussions" may not be the best route. You must be young, naive, or perhaps both?