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Posts
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Personally I'd prefer the AVs each get unique little gimmicks of their own, like the ones in trials have. Rather than just slapping on random incarnate powers with no thought to if they actually make sense. Of course that's more work to do, but hey. If we're going to do it at all we may as well take a month or two more to do it right.
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Quote:Can you be more specific than 'every week'? I'm sort of interested but living on the other side of the world and all, USA primetime is right when I have classes to go to some days.
[PS, 'frequently' means every week. Oh and keyword is iconic. I'm sorry, but heroes who lack heart, drive and personality are never intriguing. Any questions or suggestions are welcomed.] -
They're not really begging for a solo path at all, because as you say one does exist. What they're begging for is a solo path that doesn't take literally years to get everything. And I can see where they're coming from, really. I'd probably be upset over it as well if I lacked the time or the inclination to do trials.
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The single player moral choice missions are already implemented as seperate arcs, probably for exactly that reason. Take a look next time you're running a praetorian, you'll get end of arc bonus experience after the mission before the moral choice mission. And if said bonus xp happens to push you out of that level range, the contact won't even give you the moral choice.
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30 minutes to run the TF, vs 30 minutes to run a trial + 30 minutes to form it. Hmm. Something doesn't add up here. How about we count the 15-30 minutes to form the TF as well, if we're going to do that for the trials?
Also, the enemies in the TFs don't have the boosted tohit chance that the ones in the trials do. That counts for a lot, especially with all the IO builds around these days. Even without your extra level shifts, they're going to be hurting less by virtue of having less chance to hit you. -
Some of the Seers in the Lambda trial have end drain as well. And a pretty big one as that. But like others have said, that's what Ageless destiny, any number of end recovery powers in various sets or plain old blue inspirations are for.
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I'll make you a deal: Your male characters can have the awesome boots if my female characters can have the baron coat.
More equality in both directions, please.
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It's a system limitation in that the devs set the cap at 2 billion, I believe. Still, I see no need to raise it. Most of us don't hit it that often, you know.
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I like the idea suggested above of limiting them to a smaller number of channels, personally.
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I'm so tempted to go make a character called that now, just for laughs. I think it might be longer than the allowed length for character names, though.
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On some further thought from my original reply in here, I thought of a way I'd be ok with this: If any store-bought IOs were strictly worse than what's obtainable ingame. Whether having lower enhancement bonuses, less or worse set bonuses, or whatever. That way, you could buy a quick power boost but someone who's put in the time and effort rather than just the money will still be more powerful.
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Personally I fully intend to make a grav/time controller the instant it goes live. Gravity may not be mechanically the best set, but it has the ability to pick up a whole group of mobs and teleport them into the sky. How can you say no to that.
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New base items are something I could see being in there, functional or otherwise. Problem is, I'm not sure the devs would see it. They have a history of mostly ignoring bases and everything related to them.
The steampunk stuff I have no opinion on, since I don't have any characters that'd use it anyway.
The last two, I have only two words to say: Hell yes.
Edit: Something else I thought of. Buying access to more chat channels (I know global channels were mentioned, does that include all the regular channels they can't use too?), and also buying access to post on the forums. Having those purchasable accomplishes the goal of not leaving the door wide open to spammers and RMTers, but doesn't lock it away entirely for the ones who would have legitimate uses for both. -
I have to come out strongly against this, to the point that if it was put it I probably would never make use of it purely out of spite. But then, I'd have stopped playing the game entirely so it'd be irrelevant anyway.
I would be happier to have to buy content like zones and powersets from the store, rather than this. At least those would be roughly balanced, selling IOs or any form of ingame currency in the store simply promotes the players with the deepest wallets being the most powerful. And to be honest if we get to that point then that's not a game I want to play anymore. -
Regarding being trolled by free players: Be someone worth trolling, and they'll continue to do it. If you don't amuse them by getting all upset over it, they'll get bored and go find something else to do. Just saying.
And I personally will be staying on virtue, unless I find everyone I RP with isn't. -
To be fair, blaster RoA takes the same 5 seconds to cast.
I will point out, though. On a blaster, a basic 4 sec recharge/5.2 end cost attack will do 62.6 damage unenhanced and unbuffed. On a defender, the same attack will do 36.1 damage. With 30% from vigilance and another 30% from fortitude, the defender will be doing 57.8 damage with that attack. Less than unbuffed blaster damage. And it becomes worse when enhancements get involved since damage buffs work off base damage, not enhanced damage. (Try this sometime ingame, applying buildup doesn't actually increase your damage by a straight 100% if you have enhancements in that power)
So really, they're still better off throwing that 30% damage buff on the blaster if they happen to be on a team. And I would imagine a similar argument could be made for defense or regen buffs and perhaps tanks, given they have the health and taunt powers which defenders lack. It makes their solo life much less painful, is all. -
Quote:This is indeed true. But it's not what I was talking about. I was referring to the previous poster's statement that all pseudopet based poweres (IE: all location aoes) have boosted accuracy. Shield Charge and Lightning Rod do not.
That's why Lightning Rod and Shield Charge are better for scrappers than for brutes. They have a 400% cap on their damage, and it is based off the AT's damage modifier. Even if you're at 650% damage boost on a brute, Lightning Rod and Shield Charge will still only have a 400% boost. Since scrappers have a higher damage modifier, that translates to more damage out of those two powers for them.
Quote:The gist of it is, Rain of Arrows should be affected by any accuracy and to-hit bonuses you have, whether they're from buffs like Aim or Power Build Up, or from set bonuses. -
Personally, what I think we need is an Incarnate difficulty setting. Flip it on and any TF you form is scaled to 54, mobs get the boosted tohit like they do in trials, and incarnate abilities including all level shifts function regardless of the original level of the TF. Threads would drop instead of shards and at the end of the TF you get a choice of taking incarnate salvage instead of reward merits, possibly with shorter or easier TFs giving commons/uncommings and longer or difficult ones giving rares/very rares, or just leave them as random and have a TF give you X pieces of salvage based on the length of the TF like how merits are awarded.
All it requires is level 54 versions of mobs which for many groups don't exist at the moment, and admittedly that's a fairly hefty chunk of development to make those. Especially if they decide to throw in little mob-specific gimmicks like how the 9CUs in the BAF gain damage buffs over time if you leave them alone. But it'd open up all the existing content as potential paths to incarnate power, and take the game back to being able to do whatever you feel like on any given day and still make noticable progress, even if that progress isn't necessarily optimal. Especially if they extend it to Ouroboros arcs which are technically TFs, mechanically. And AE arcs which are the same but would be way harder to balance. -
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And I guarantee there'd be people on the forums within minutes of any such update going live, complaining 'They looked good before, why'd you change it?! Change it back!', etc etc. Costumes both on npcs and on players are pretty subjective at the best of times, look at the outcome of any costume contest to see. 99% of the time you'll find a few people wondering how something that ugly won.
Not that that's a reason to not do it, some of the npcs in this game look petty dated by now. And come to think of it, did Luminary get all shiny when ultra mode came in? I can't recall, but the player version of the pieces she uses did. -
I would also add that the game was not rebalanced when IOs came in. No set before or since has been balanced with IOs in mind and I see no reason to start doing so now.
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As do I, now that they've been mentioned. But I think Scotty misunderstood me - I wasn't asking for an actual flight power that goes at walk speed. (Though that'd be nice too.
) I was asking for some way, power or otherwise, of limiting my flight speed so I can do so at the same speed as my friends on the ground. Having the power confer flight on its own is optional, I just want the speed thing.
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Actually it isn't. It used to be, but then the base flight speed was changed in Issue 18 so hover goes significantly faster now. (And I think it was buffed at least once before that as well, but I could be misremembering.)
Run speed with walk active, according to ingame combat attributes on my level 10 blaster, is 3.09 mph.
Flight speed with just hover is 21.26 mph.
Add swift, which is always on, and flight speed with hover becomes 23.34 mph.
For reference, run speed with just swift is 18.48 mph.
And of all those numbers, the only one that won't increase as I get higher level is the walk speed. -
I know, more of an RP thing than anything. But then so was walk and we got that. But anyway. When I'm wandering around with someone for whatever reason and they're walking but I want to be flying, it's currently not possible to go the same speed as them.
So what I would like is a power similar to walk, that limits flight speed in a similar way to how walk limits run speed. Check the real numbers for it, it applies a debuff to maximum run speed which is why buffs like speed boost won't affect your speed while walking. What I want here is the same thing, but with a debuff to maximum flight speed instead.