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The guy that updates text only works 3 days a year
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However unlike prestige an infamy you can't reallly farm salvage. It's a random drop, you can run missions on Relentless/Invincible forever and get some nice salvage but not enough to really consider it "farming"...in my experience even common salvage is somewhat rare.
Never trading and running both solo and groups (groups mostly on relentless) my lvl 40 corruptor has about 75 pieces of salvage and all I ever used or traded was really common stuff that I have 10+ of...and that was just once. and I have maybe 20 components most of which are made with 2-3 common/uncommon salvage bits...
so over 40 levels of play I've gotten a total of maybe 120 salvage pieces of varying quality...and was never powerleveld... -
Could we maybe do something about NPC attacks like how a lvl 50 longbow warden or Fake nem (also talking PvE but since there are sooo many Longbow bosses in RV...) have a force bolt doing like 500 damage...and the MM/Defender Force bolts do like 50...with Fulcrum Shift...and Red pills....and Aim....combined....
If it weren't for debt in PvP zones I'd be all for playing more PvP...atleast halve the debt since there's such a risk of player PVP griefing debt... -
PvP zones are built to accomadate certain powers and people that exit every 5 minutes to grab 5 break frees and 15 heal inspirations.
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I think that debt in a PvP zone should be cut in half, like in missions. My main reason? Griefers.
I was trying out a Dom in RV today to see how the domination building plays out. This tank comes up and stuns me, then superspeeds off. Two seconds later, I get tp foe'd into a mob including a couple longbow wardens. I die almost instantly. The Tank says "hiya!" and then runs off. He didnt even bother fighting me, he just wanted to grief me. And I was a dom for crying out loud!
Because of jerks like this guy, they should half the debt you can get so that griefers dont have you reaching the debt cap for their own entertainment.
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Well lemme mention for the 14th time my idea:
50% HP Check- If a PC did 50% or more damage to another PC before they were killed by an NPC then the dead PC gets no debt. As it is now, especially with Stalkers no longer one shotting us, it goes like this: Assasin Strike, Mob hits me for my 1 remaining HP then I get 50,000 debt...Debt for taking 1HP of mob damage. Stupid, plain an simple.
Mez/Hold Check- If a PC takes 50% or more NPC damage while under the affect of a PC mez/hold and dies as a result of an NPC attack they get no debt...Debt from PC Hold Griefing...Stupid, plain an simple.
New for RV rule: Turrets give no debt. If the main point of the zone is to take pillboxes then why discourage us from doing it with debt? At the very least don't give us debt from the Villain/Hero controlled turrets...that's the same as getting debt from an MM pet...PC Controlled Turret Debt....Stupid, plain an simple. -
Ok just curious, are the nuetral and hero/villain turrets all supposed to give debt?
Kinda like hero pets giving debt isn't it since technically those turrets become player pets... -
As far as I can tell this has always been the tactic vs flyers...ASup then finish them...
And with SJers an ASup in mid arc wouldn't do anything on the rare chance they get hit...it'd knck them down I suppose but they'd still land without much more damage than they would have gotten landing unscathed unless they were jumping from skyscraper to skyscraper...
As it is they need more -Jump and a -TP or two to counteract the City of Jumpers that PvP has become... -
I'd really loved to see drained End from this set returned on a 1-1 ratio so there would be a reason to finally diversify our slotting...
also finally we'd have a set that allows us to NOT be all but forced to take Stamina or slot end reducers... -
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I do prefer the challenge of getting badges other than exploration and history, but to each their own.
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There's not really a challenege to any badge that isn't linked to a TF/SF or a difficult mission. It's just about farming in the right place or getting the right mission to farm...no actual "challenege" there. And My comment was directed at things like how Doc Buzzsaw was/is a 20s contact or maybe earlier but required an Infamy badge that took well into the 20s and maybe early 30s to get barring long bouts of Debt-itis.
Badges that unlock contacts should be readily available so I don't have to die or hunt greys for 4 hours just to experience the content. -
While I think some of the badge required contacts are poorly designed, I also think that one person could earn the infamy badge and just take SG mates along that want he badges or want to experience the content given by the contact.
Though I'd prefer all badge contacts being unlocked via Exploration or History badges... -
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"Warning: May cause XP loss" into the help text. Obviously, a code fix is the best case solution.
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A code fix is the only solution. A power that actually leeches XP is totally unacceptable.
The only way this could even vaguely be acceptable with the XP leeching is if it was stunningly powerful to balance out the lost XP. -
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Sorry, I don't buy that. Either Hero means Hero or it doesn't. If I face a "hero" that is a +2 boss in a mission, why would I assume that they meant "Hero class mob" the next time they said it?
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We're SO not getting the signals conecting here....
I mean Prepare for a Hero Level Hero. Then if it's just a Boss Level Hero you are over prepared and it's easy. If it turns out to be a Hero level Hero you're actually prepared for him already...
Like you go into a cave and there's a chance a baby deer could be in there. It's also likely a pissed off bear is in there... If you go in prepared to fight a bear and find a deer you're no worse off. If you go in prepared to fight a bear and find a bear then you'll be ok because you were properly prepared for the worst case scenario.
Also you can be a Hero and not a Hero class mob...you wouldn't HAVE to assume it's a Hero class mob but its sensible to be ready in case it IS a hero class hero.
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And as I already stated...my Relentless setting didn't seem to matter when that +2 Boss spawned instead of a Hero class mob. Would you at least make an attempt to argue within the context of the conversation?
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That's because mayhem missions are currently bugged.
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I'm not confused by it either...but you can't deny that it's inconsistant. They probably should not have used "hero" in the naming convention for mob types. It's too generic a term in this game and relates to vastly different things depending on where it is being applied and who is applying it.
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I don't think it's inconsistent at all...all the good guys who aren't a footsolder of one of the hero organizations are individually named heros...their relative strength doesn't change the fact they're a Hero...however I agree that creating a level of mob titled Hero can cause confusion for some.
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Not related to this discussion they haven't. If it were true, I would not have been facing off against a +2 boss instead of a Hero on some relentless missions.
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In every other mission in the game it's like I said. Mayhem Missions are bugged.
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The whole point of the discussion is how it seems that the mob Boss, EB, AV spawn rules seem to be broken related to mayhem missions.
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I know and they've already stated this is a bug on test server and that is what I was referring to. This was established before your posts and I was under the belief that you weren't informed in this regard since you continued to write long posts about it...and the patch notes someone linked to before your post also makes note that they're fixing the bug. -
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The problem is that you can't assume that you're going to get a Hero at that difficulty. The missions randomly spawn Boss class "heroes".
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.......
If you assume you're getting a hero...and you prepare for a hero....then you don't get a hero....you're even better off. Prepare for the worst hope for the best. That way if you hit the worst atleast you're prepared for it.
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Relentless difficulty has nothing to do with it since the terminology has been obscured.
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Actually it has EVERYTHING to do with it. Since the AV/Solo-EB alterations setting on Relentless gives you an AV/Hero no matter how many are in your party.
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The cape mission also says you're going after a "hero" and the best I've ever seen in that mission is a Boss level mob.
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There's a difference though. There's a Hero....My Defender is a Hero....then there's a Hero level spawn. A Boss can be a nameds superhero but he's not a Hero level spawn... Personally I'm not confused by this at all but I can see where some might get confused if they don't look closely. I'd rather Archvillains and Hero level mobs all just be called Arch Enemy level mobs instead or Arch Hero instead of just Hero or something...
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"Solo Relentless missions will spawn a Hero class mob that must be defeated to finish the mission", then so be it.
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They already have...
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I was on Villanous when Mynx showed up each time as an EB. The diffculty slider does not effect what hero will show up.
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PLEASE all of you go read about the changes to make soloing AVs possible.... Solo or very low setting and small team garners an Elite Boss level hero... Relentless or a large team causes a Hero Level hero....
There's Hero/Archvillain, Elite Boss, Boss, Lt, Minion....that's the order of difficulty...
I've fought Lt. Ranked Heros before...It just happens that Hero is the name of both a type of mob AND a level of mob. You guys are getting them confused.
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Which has been proven over and over. Some people are getting eb's and heroes while on villianous while others are getting lt's on higher difficulty settings.
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Posi said:
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currently the end Hero you get is totally random, and has nothing to do with anything you did in the mission, we are looking into changing that).
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I don't think he's talking about the level of the spawn there. I think he's talking about WHO the spawn is...example: Attack a tech store and Positron shows up, a natural store and Manticore shows up, etc etc
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Mayhem Missions: Signature Heroes now only spawn for groups of 4 or more on appropriate maps.
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That's how it is in the rest of the game Mayhem Missions are just bugged atm... -
They aren't got it on a copy that still didn't have irradiated
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What about simply removing level caps on contacts? 2. Why not have all missions simply scale to the level of the mission holder?
What could be unbalanced or bad with this?
Also: boom, instant flash-back.
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Well they already have that...it's why I can go into warburg and talk to the same contact a lvl 35 hero can and I get lvl 50 spawns in my mission...
But then if they did that with the rest of the game we wouldn't be forced to reroll with every expansion when we wanna experience the new content inserted below us...and if we aren't re-rolling or searching for people to let us pay them for mission badges then apparently we'll get bored and stop playing....
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Hmmm. It's a good idea on the surface, but I do see several problems with this idea, not the least being the level cap of the enemies in question. For example, the Bonefire story arc...you fight Skulls. Skulls cap at level 14.
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Just let us do them at the max they cap at...if they're grey how does that hurt anyone? We just want to experience the content and maybe get a badge or two we missed...I'm not seeing how letting me fight grey skulls at 50 to get a badge I missed is gonna ruin the game.... -
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My point is that the complaints on this aren't worth merit...
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Well it's not just that but Doc Buzzsaw and her ilk as well. I didn't get the bling badge til I was past her level range... -
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45+ could mean 45-49 or 45-50.
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Actually it means 45-50 contacts have 5 levels to use them...
But still every bit of infamy you earn is a bit of prestige you don't...
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In issue 7, those Shrouded missions instead give the Shady badge. This would seem to be correct behavior now, the badge text makes sense for Villains. So I would think it's fair game for Accolades.
Unfortunately I'm missing too many other I7 badges to contribute any further to this analysis.
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I wonder if the current Shrouded will be changed to Shady for those that already have it?
However the badge is Bad Luck that is linked with High Pain.
The brute in my SG has more badges than I do and got no HPT on test, he has the Shrouded an raider badges as well...he didn't have imploding and bad luck and that was it. He got imploding an still nothing...so must be bad luck.
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I'm leaning towards Raider being a requirement because for some reason I associate being in Sirens Call for 5 straight hours with pain...
Edit: Although come to think of it, it seems a might bit unreasonable to make that kind of badge a requirement as only hardcore pvpers would tend to have it.
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Or anyone that spends time in Sharkhead, or anyone that does Silver Mantis's SF... -
Ok just for your knowledge...
Relentless is the hardest setting. Don't expect it to be easy.
If you set it to Relentless assume you're going to get a hero instead of a boss.
Heck any other "AV" mission set to that level and you'd get a Hero instead of an Elite Boss. I don't understand why people are flipping out. If you wanna solo or duo a mayhem mission kick the difficulty down some... -
I gonna have to agree on the toxic damage being more prevalant.
My corruptor at 40 got nearly a third of his HP ticked off from a single lvl 40 toxic dart dot...that's a little crazy -
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They're not going to add a power where you stand in the middle of mobs, do damage, and get a net profit of endurance.
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I never said the field would do damage AND End drain...just end drain... -
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Now you're able to be raided
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Actually now you're Forced to be raided
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And finally, the game is adding a bit of end-game content. Something the masses have been calling for since release.
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Actually aside from that one trial there's nothing else added to it. I mean PvP is a game mechanic and the bases are a tool for utilizing that they themselves aren't "content" in the sense that people have been asking for content as in missions, TFs, trials, etc for their 50s...
Oh and has this even gone active on live once yet? If not that's kinda bad, 7 months or so and one of the main reasons for having/maintaining a base hasn't even been made available... -
Do we even know what kinda bonuses we get with IoPs? Like the magnitude?
Because honestly not xp/inf/pres but plenty of debt sounds like they'll be building this for powergaming villain groups and for the hero groups already stocked with 50s...
The only thing that sounds good for is getting debt to pay off for debt badges...but then you can't even make payments in the trial...the magnitude of the IoP buffs would have to be pretty great for anyone under 50 to bother trying for it. No matter how "balanced" it is people will die. -
Lightning field should drain it's cost +50% or so in END from nearby opponents every second or two...
This would finally create a set where you didn't HAVE to have stamina to function in a team environment or vs more than one enemy...
Also it would solve the problem with exemping down and losing power sink and conserve power in late game. -
hmm making an end drain aura would be nice
Might also silence the people complaining about no self heal and no knockback protection/resistance...and would fit well with the set...
I'm all for it! I'm tired of "having" to take Stamina just so I don't drain my end bar while running the defenses that are a mainstay of my class and my function -
My only problems now are the sounds don't have "omph" and there doesn't seem to be any end drain from the powers (well atleast the first 3)
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Isolator is marked as "Hero Only". Villains can kill the contaminated for 100 years, and never get the badge.
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Not gonna stop villains from killing the mob to prevent heroes from getting it.
Not gonna stop villains from killing the heroes who are forced to camp if they want it.