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Posts
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So very signed! However, I think the Trials might fade to relative obscurity (a la Cathedral of Pain) due to the difficulty of finding enough players to fill them.
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Quote:Pretty much this. I think Duel Wield might be worthy of a single Damage IO, but then, I don't really plan on using Pistols as a constant damage contributor; rather, when I do have a gap in activity and I fire them, I just want there to be the chance for somewhat impressive bursts.The base damages on the Mastermind attacks are so abysmally low that I'd be pretty impressed if any of them get more damage/slot from a Damage enhancer than a proc.
I ponder over many Dev Design Decisios, and this is another. Why give MMs attacks, but make them enemic as to pretty much discourage you from using them or even taking them? I get better results using Vet Attacks. What was the thinking here? -
I pretty much don't like monthly comics due to how they treat time. They try to make time 'slower' in the comics so they don't have to age their characters too much, but they also reference current events and personalities in an attempt to keep the books relevent.
This causes contradictions. Example: in the 80's the Avengers comics reference Ronald Reagan; currently they could go Pay Barrack Obama a visit, yet we're supposed to buy that they only aged a couple of years.
I prefer mini-Series type comics that are self-contained, like Watchmen. Over the course of that series, we glimpsed the lives of characters over a relatively small window of time during a pivotal event. And now that story is done. -
I've got a Brute with Health 6-slotted, with the Numina, Miracle, Regen.Tissue, & Panacea Procs. Not sure if this is good slotting, but it sure is Unusual I think (and keeps me blue bar buffed)
I'm considering Proccing out Duel Wield and Empty Clips for my Thugs MM. I know MM attacks are not supposed to be the greatest, but it annoys me that sometimes you're really better off not even getting them. In an attempt to make them useful, I'm thinking of putting all the damage procs I can in them, along with procs like the feedback recharge, maybe Ragnarok's knockdown... See what happens. What can I say - I love doze Pistols -
Quote:Not a bad proposal at all.Listed below is how Cosmic Balance buffs a Peacebringer.
Tanker, Mastermind, Corruptor or Defender = Increase Damage
Scrapper, Brute, Stalker or Blaster = Increase Resistance
Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier = Recharge Slow Resist
Controller or Dominator = Limited protection from Control effects
My idea for a Buff for Cosmic Balance is to change it to accept only one Common IO. The enhancements allowed would be Damage, Resist, Slow or a Hold IO. If you leave Cosmic Balance unslotted then it will default to the original setting as it has always been. If it is slotted with one of the 4 IOs allowed then you will gain the stats as having a full team of that one buff. Once this happens and you are on a team, you will not gain the original buff of Cosmic Balance. For example if slot a Common Damage IO and I will have the damage buff of being on a full team of 8 (Tanker, Mastermind, Corruptor or Defender) and not gain the buffs from any other member on the team from cosmic balance. If I slot a Common Hold IO I will gain the Limited protection from Control effects as if I was on a full team of Controllers or Dominators. This will work the same for Warshades also.
I hope my idea is not confusing, because I had a hell of a time trying to put my idea in writing. -
Never took an MM on a trial prior to the recent changes, so don't know how bad it was...
Since changes, I'm Incarnatin' my Thugs/Traps MM.
BAF: no problems: felt useful during all phases; just have to insure your pets aren't attacking AVs until they reach the league designated points. Easy.
Lambda: felt useful except sabotage phase, like every other MM. I ran around with group and tried to help with my piddly personal attacks, but mainly just hoped FFG would catch up and offer some protection.
Keyes: Been on 3 (all successful). Have no major troubles getting pets up ramps, etc. My key to having pets not attack Anti-Monitor is to use an Attack/Passive Macro. Basically, I pick a Target, use macro, Pets attack Target only. Once target is defeated, they instantly enter Follow/Passive mode. I then pick next target, rinse and repeat. I can fight Adds with AV right in the mix without worrying my pets will snag him. The Pulses never really seem to nail me that hard, even though I was almost never in bodyguard mode except at the end. Med Pools helps with what damage I get...
My biggest problem in the trials is that aggravating 'Pets-Ignore-You' bug. They'll just stand in one spot and not follow you or do anything else. If the bus is heavily in effect, dismissing and resummoning doesn't help. I know this bug isn't confined to trials only - that it can show up elsewhere, esp. when zoning, but it seems to manifest more in the trials for me. In fact, it's only trials for me lately *shrug* -
My main is an SS/WP Brute (just your basic super strong/super tough metahuman). I don't plan on rerolling her, per se, but I do picture her often using her Super Strength to pick up heavy things and bash people that look at her funny. So...depending on how the set looks and behaves, I'm contemplating re-rolling her with that set, and sort of playing Both, with the idea that some days she feels like smashing stuff with her fists - other days she prefers I-beams. Just can't see myself fully enjoying one way or the other wholly...
Now, I'm all for another round of new SS animations that simulate you hitting stuff with large objects. If that happened, I likely wouldn't bother with the above pseudo-reroll concept. But I'd probably make a new character concept for titanic weapons. -
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I've been on a DKTF ITF - Most fun I ever had on one
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Quote:For some Characters they are 'worthless'. My superman-homage Tanker wants to Fly. Can't Fly without picking an unlocking power. I could take Hover, but I'd never use it because it doesn't allow me to Footstomp or Hurl. So I take Air Superiority. That would be pseudo-useful as protection because I can keep foes on their backs and not attacking me... Problem is I'm tough enough I don't need that extra protection. I want more damage. Alas I struggle to get another really good attack in because I had to use a Pick on a Power I pretty much never use (ie, Worthless)Yeah, you're right, no one ever has ANY use for Hasten, Combat Jumping, Hover or Recall Friend.
If only we didn't have to take such completely USELESS powers.
Luckily I'm a vet so I can skip the low level powers for travel pools. Still can't skip Boxing/Kick though....Grrrr -
Our Devs aren't ignorant. They know this situation exists. So, obviously, they want the Trials to be ran and are using the carrot method to make it so.
Why they don't want a more balanced approach I don't know, but I'm certain they've weighed everything and are purposefully doing this. From their viewpoint there has to be a greater payback in this method.
We can all try to guess this. My guess is they want the Trials to be ran now because it's their new toy and they want it to be played with - not fall into immediate relative obscurity like the revamped Cathedral of Pain (which I've yet to run).
I believe there will come a day when 'normal' content, solo and otherwise, will allow good progression to incarnate powers. Like many here, I wish it were already so, but I can tell you this -- even though I like the trials, I'd probably almost never run them if these alternatives existed right now...and that is what I think the Devs are trying to avoid.
Players like me not running their trials...
I do feel somewhat railroaded, but again, I like the trials ok, so it hasn't been horrible.
Were I a trial hater,though, I'd be livid -
My SS/WP Brute is sort of like a living power battery, so I'm collecting 'electrical' type tertiary powers, Mu Mastery, ION Judgement, and now...Storm Elemental Lore.
Working well... -
Quote:I believe that limiting us to the standard 4 pools would keep 'cherry picking' the best powers to a minimum. Instead, we could opt for perhaps a less used, but still useful, power from our Primaries/Secondaries.Hmn. I think that's a point that has some merit, actually. After all, what was the original deciding factor behind the Power Pool level locks AND locked picks? I understand the principle; specialise in a pool and get better at it. But what bearing does punching something have on suddenly being able to fly? Why does being able to kick and punch make you tougher? Why can you heal others but not yourself with your handy medical device?
Some of the locks make very little sense, now I think about it seven years on...
I really don't have a problem picking 'less useful' powers, provided they're somewhat useful - but I hate being forced to pick Powers I literally never use. (Well, I would use Kick on occasion, just so I could yell 'This is Sparta!!!' while doing so, but there's only so much mileage in that.) -
The biggest QoL boost for PPs I can think of (outside of customization) is getting rid of the Stupid Required Power picks. I HATE having to pick Boxing/Kick before I can get Tough. On 9 out of 10 toons it's a complete and utter waste. Come level 14 I should be able to get Fly without first having to get a Flippy Haymaker Clone (yeah I could get hover, but I'll never use it on a Melee toon - at least Air Superiority gets some use...)
The level restrictions should be enough (They're enough for our Primaries and Secondaries). Yes, this would enable us to pick other more useful powers. And what's the problem with that? There doesn't seem to be much concern in the game lately about us becoming Too Powerful.
This should apply to Epic Pools as well, IMO. -
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My main is a WP Brute, and I've long given up that she was just a 'super tough/never quit' type like Rocky Balboa. Not when she can leap off the highest building and not even twist an ankle.
I see the point about certain sets that seem to iconically go together not meshing any better than 'odd' combos, but as has been stated already, the odd combos don't need further discouragement to people playing them. In fact, I wonder if that might be part of the plan...
I remember when D&D 3rd ed. came out. It was sorta known that Clerics were historically one of the least played classes. With 3rd ed., the Cleric was a class that could wear armor, had pretty good hitpoints, AND access to spells up to 9th level, many of them that buffed basic stats that made the Cleric better than any fighter. A true tank/mage, the Cleric might have become the most powerful class in the game. Much discussion was made on how intentional this was to encourage people to play a traditionally less-popular class.
Does similiar thinking apply here? Who knows?
Concerning 'iconic' supers, I don't have much problem with how the game handles powerset synergy, but individual power combos sometimes seem to really screw things up. Take the traditional flying superman archtype. Your most powerful ability, Footstomp, cannot be used at all whily using your most archtypical ability('flying'). Superman fought while flying all the time. Any superman homage you make in the game, using SS/Inv, likely won't be.
And of course, what messes up iconic more than anything is visuals. There are lots of iconic heroes that can move and attack incredibly fast...yet I can't recall one of them that has flaming yellow energy around their fists due to speed (thanks alot, whoever developed Hasten) -
Will we ever get that loincloth look WW has? I'd pay a full booster pack price for that entire outfit...
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Quote:Not exactly, if we go by da comics. I recall a scene where Cyclops was in his 'civies', thus wearing his relatively normal looking ruby glasses. Demonstrating his power, he flips a coin high in the air, takes off his glasses momentarily (thus having no targeting tech at all) and neatly punches a small hole in the coin with his eye beams before catching it....As for aiming, [cyclops] doesn't. The beams start from his eyeballs and would blast everything in his field of vision without his special targeting visor...
So, he has learned to aim and control those beams to an high extent without any outside tech - the problem he can't turn them off (besides closing his eyes) -
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If you can get near S/L softcap on a WP Brute, it's almost unstoppable. It's expensive - you have to get several sets of kinetic combats to do so, but I think it's worth it. Combined with her awesome regeneration, my S/L softcap brute routinely pulls the AVs in the trials. Fighting at +4/+8, only Rularuu cause her major issues. And the endurance managment is gravy - she runs 10 toggles while fighting and I only have to really watch endurance during rage crashes. So yeah, they work.
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Quote:I'm at S/L softcap. If I took fly, I'd have to give up another pool (either jumping or leadership, thus losing combat jumping or maneuvers) and I'd then be a few points from softcap (and that matters - look up several threads on the topic of you don't believe me).SS and fly aren't incompatible. You can pick flight on a super strength character, still fly around and punch things. If you want to use the 'effects' of super strength, like lifting heavy things or causing a seismic disturbance with your power, you need 'those things' to make such techniques to work. You're not pulling objects out of time and space to throw, you're ripping up the ground. If you can't just toggle off hover every now and then to use such attacks, I wonder just what you're actually doing in combat that *requires* you never touch the ground.
Would it be nice if Footstomp while flying was another type of attack? Or that Hurl was a super breath? Yeah, maybe. But so would giving me a scythe set for my Stalker and ice powers for Scraps/Stalks/Brutes.
If hover could be used all the time, it could replace one of those and I'd stay at softcap. But you can't use hover while footstomping, and no SS toon isn't footstomping while in a bunch of mobs, and no, toggling hover on and off between footstomps doesn't work - you lose too much time between attacks. This is from experience - I really did want a flying SS toon -
I'm with Johnny on this. SS and Fly not syncing well together only ruins about half the iconic superhero examples out there. And it has kept me from modeling toons after them. I've got a SS Brute that would used Hover and Fly *IF* footstomp could be used while they're on, but nope, she run and jumps instead.
If aethetics is the problem while in the air, let Footstomp be a 'handclap' while flying, more forceful that the other handclap so that it causes damage, and let Hurl be superbreath, some sort of directed shockwave, or whatever. But let them be used. -
Quote:Gahhhh... I going crazy. Where are those hip thingies in the costume creator???
Oh my, Sam. She's really elegant. She looks great. That's one of my favorite faces.
As for me, I bought this pack basically for one character - much as I bought Mutant for one character - and the one character's really having a blast with it. And not unlike Mutant, bits and pieces of it will go here and there amongst my stable of alts... but even if I just used it on the one, its worth it.