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Posts
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Joined
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I can see both perspectives...
I can not speak for other servers, but the Champions server has a weekly scheduled mothership raid on Saturday mornings, and sometimes it also occurs Thursday nights. When I used to play Virtue, this form of organization did not exist at all. So perhaps some servers are better at doing Rikti raids than others.
Organizing a Raid out of the blue, unless you are very well liked by the comuunity is not likely to happen, the amount of organization and good will to pull it off, is normally not there to be just "picked up" like a normal Pick Up Group (PUG). While I am saying it is very unlikley, I am not saying it is impossible to just form a raid at the spur of the moment.
When I was a newb, with regard to the RWZ, I wanted the Vanguard Belt so bad, and I remember street hunting and mission doing for hour after hour with incredibly little to show for Vanguard Merits; frankly my rare recipe drop rate far outperformed my vanguard merit earning. Thus leading to me believe the vanguard merit drop rate to need some reasonable amount of adjusting.
At this time, this is not a problem, for I play in an excellent server, Champions, and waiting for the Saturday RWZ is not a problem. Sometimes the folks at Champions have two back-to-back raids, allowing me to earn as much as 700 merits in a conservative day. I shudder to think, what it would be like for folks who has to work Saturday mornings, for they would be so screwed.
If I was queen for a day, I would say Rikti bosses and better drop a merit 100% of the time, not a roll thingy but a standard drop. I hate struggling against Rikti bosses to get nothing for my effort.
Anyway what is the vanguard merit percentages for minions, lts, etc?
Hugs
Stormy -
Quote:Frankly you are not worth it!You can't even take the time to name an actual poster in this complaint. Please do us all a favor and refrain from posting in this particular forum. You clearly are not capable of doing even the amount of work necessary to complain correctly, much less enough to make an actual suggestion.
This is the suggestions forum, not the complaint department. -
Thank you for responses,except Brogo who needed to be a smart you know what, my posting was as I referenced with the clockwork, and thus fix or no fix, they were being sent all over and it simply frustrated me as I indicated. Ironically, I did had problems with Martial Arts, but again it was with clocks, I did not made the connection that clocks were the common denominator, at the time.
Hugs
Stormy -
Hi:
I can understand as a Blaster why Knock-Back is much more preferable than a Knock-Down effect on powers, but as a Melee, I am not sold on the same principle.
A few nights ago, I decided to play my Fire/Axe Tank, sure its not the best AT build, but she was created in the original days of the game, where Fire tanks were allowed to be great or before the great fire tank nurf. Never the less, I joined a Positron, got my level nurfed from 50 to 15 and went to work. As I engagd clockwork, it became incredibly annoying that I would hit the clockwork once and it would get knocked back a considerable distance. I could ignore the other 6 Clocks on me, and run after the Clock I knocked away or switch target and swing. In practicallity it was more expedient to simply change target and swing. The experience went as follows:
Target Clockwork
Hit by clock, zapped by clock, zapped by clock, hit by clock, zapped by clock, hit by clock
Swing at clock, hit and knocked way away
Hit by clock, zapped by clock, and so on...
Re target clock
Hit by clock, zapped by clock and so on
Swing at clock, hit and knocked way away
Hit by clock, zapped by clock, and so on...
Re Target Clock
Hit by clock, zapped by clock, and so on...
I hope the sequence above, helps illustrate the frustration experienced by using my axe powers, when compared with mace, both have same damage capacity but Mace has a disorient effect and Axe has knock-Back. When a mace user strikes, the victim remains within range of a second attack while possibly disoriented, the axe user simply knocks the target away to prevent a follow up attack. This has an effect of drastically dropping the damage ability of the axe wielder over a stock of time, since the mace can go hit hit hit, while axe is hit, chace, hit, chase, hit.
It would be nice if the Axe attack for tankers would have its seconday effect changed from Knock-Backs to Knock-Downs. Its not like I need the knock-back as a survival mechanism.
Hugs
Stormy
Ps: Perhaps other melee attack types should be switched from Knock-back to knock-Down as well, I find my MA scrappers having the same issue. -
I believe the fire protection powers for the tank AT, does need a tune up. I would begin by giving;
1. Fireshield: Knockback Protection MAG 12
2. Plasma Shield: Immobilization Protection
3. Burn: Remove scare, reduce dot damage to medium damage for balance
4. Add: One with the Fire, similar effect with other AT power pools such as One with the shield, etc.
There is a reason I propose for burn's scare effect removal, its not just for cosmetic purposes, it has to do with the developers evolution of the game. Originally all classes could solo very well, and were pretty robust. But then the developers decided to evolve the game in the classic D&D configuration of Fighter, Cleric and Wizard structure, Thus the Tank became the fighter, the Defender the healer cleric, and the Blaster the Mage. While I am not happy with this evolution, its here to stay, so there is little to gain by fretting over it. Now in the case of the fighter/melee types a lot of concessions were given to them in order for them to be the front combatants, thus extremely good resistance to damage, high defenses and resistance to status effects; this was required in order for the melee to their perceived job, while the support caste, were given mediocre resistance to damage, defense and status effect protections and given considerable conditional powers to kinda make up for this sacrifice. Now returning to the Melee class, since the support caste had been made rather weak, in purpose to fit the D&D class architecture concept, the concept of the mellee class being able to hold aggroe to protect the support caste became an accepted doctrine; thus the reason why melee has taunt as part of their own power pools. Now it seems greatly inconsistent with me, that Burn instead of taunting like all other melee powers do, it actually repells mobs which is in direct contradiction of the melee mission of aggroe holding. This why I do want to see scare removed from the power, a taunt be re-incorporated into it, albeit a weak one, and the damage kept to a reasonable level to prevent abuse.
Hugs
Sue -
Hi:
I been thinking about doing Oro threads as a means to gain merits when the server is basically dead. But then I realized that threads at level 50 are considerably longer than Positron, much tougher to do, and the merits they get is frankly questionable.
It is my understanding, that merits are awarded at a rate of 1 merit per 5 minute of play. A metric I had been against from the get go, for it punished all the attributes of good teamwork. But the Synapse did say, that the merit rate can be adjusted based on how challenging the source of merits is, such as lots of EBs/AVs, tough situations to overcome, etc.
When I do an Oroborous thread, it automatically becomes a TF, thus limiting my ability to recruit new players into the team, acquire inspirations, and what not; just as a regular TF. The only observable difference is that I can do the thread alone.
I believe a 60% reduction of merit earning for an Oro arc, to be ghastly unfair, but perhaps there is another reason that drives this 60% penalty or perhaps someone can break down how the 60% penalty is determined?
Hugs
Stormy -
Mmm, I never seen them die from a fall, but perhaps because falling is not damaging at high levels is a good reason I don't notice their getting hurt. I think the devs should not penalize one for good tactics, if you can manipulate a situation to force a mob to fall and get hurt, why should one not get credit as opposed to punished by loss of experience?
When I made the comment originally, I was thinking of the Romans at Cimerora, where the jump from really way up there from the platform over the robot's head where Requiem and Romulus can be found, and when I target them, they appear to be undamaged. Guess its the devs version of special forces, ha ha ha ha.
Hugs
Stormy -
I think, I kinda understand what the poster is talking about, but do not entirely agree with the poster's conclusion.
I can see if stuff costs a gazillion influence, that many casual players will not be able to afford that ubber IO recipe any time soon. Odds are the poster is as unlucky as I am, and drops in general are extremely rare, so after doing mission after mission there is not much to show for. For instance after doing 3 ITFs at level 50, I never got an invention, received like 7 regular IOs (ACC, Immob, etc), 24 white salvage, and 8 yellow salvage and 1 orange salvage (which was worth thrash). You sell the junket stuff, and can walk away with about 500K influence, which is not too bad, in reality; but its a joke when compared to the prices of desirable stuff. But this is only an unlucky streak. I had in occassion done 3 ITFs walked with 8 valuable orange salavage, yellows and white salvage, 4 purple recipes of all qualities, etc, when I finished selling them I got like 500M influence for my trouble.
At times randomness sucks, thats all I can tell you, normally my luck sucks, but at times Karma finally intervenes.
If you don't want to be too much at the mercy of luck, do TFs and accumulate the merits, then trade the merits for expensive recipes such as Numina Regen/Recov, they sell for nearly 200M. As a norm, this is my prime means of getting the IOs I really need, and making influence. If you do several TFs a day, and alternate them, you would be surprised at how fast those merits accumulate.
I would like for merits and tickets to be able to let you choose purples and pvp recipes as well; of course for a fair price in merits.
Amazingly, despite purples are very very good for power recharge, they are not that good towards capping defense, resistance or other characteristics of note. So despite you can not buy them with merits, the ones that really can turn your character into ubberness, are available.
Hugs
Stormy -
It would be nice if mobs would experience falling damage as opposed to be immune to it. It would be very satisfying as I kick one, and it happens to go off a balcony or ledge, to fall and perhaps be defeated by the damage taken by the fall. They can knock me down, and over an edge, and I do take fall damage. Why not them too?
Hugs
Stormy -
Thank you all for the wonderful replies
Hugs
Stormy :<) -
I have a fire/axe tank...
And yes I feel she has inferior defenses, and I don't experience significantly higher damage delivering from its meager power sets.
What I would like it fixed to:
1. Fiery Aura: Provides added protection for knockdown and immobilization
2. Burn: It immobilizes victims within it and applies damage, damage does not have to be great, say moderate or high.
Note that some players use Burn to "scare" mobs away in order to survive mob attacks. Notice that my immobilization suggestion has a dual role; if the player wants to survive, the immob keeps the mob in place while the "hero" breaks off the attack and runs, on the other hand by immobilizing the mobs it supports the tank's aggro management mission.
Fire could use an alternate 9th tier power equivalent to the other defense sets such as "one with the shield", etc. -
Hi:
When I buy my combat powers, I can read descriptions to their damage potential such as light, moderate, high, etc.
Can someone tell me what are the damage categories from lowest to strongest damage and also tell me how much more each damage is above the previous category? I.E. Moderate is how much more damage over light.
Hugs
Stormy -
Mmm, a new Vet Reward...
Considering they are thank you beanies, that gives more flavor to the game, helps other players enjoy the game (vet assemble the team)...
Suggestion 1. Heal the team, usable once every hour. When player engages it, all members of the team are fully healed and endurance fully recharged.
Suggestion 2. Rez the team, usable once every hour. When player engages it, all defeated members are resurrected with full hit points and endurance, those not defeated have their hits and endurance pegged up.
Suggestion 3. Free the team, usable once every hour. When player engages it, all team members suffering the effects of a status effect or debuff are freed from the effect and remain resistant to such effects for 10 seconds.
What you all think?
Hugs
Sue -
There are maps, I down right despise, such as the cake room cavern and the pool room as well.
I also hate the room that is really a zone, I sarcastically refer them as "Verizon" rooms, for in the missions where the boss is always at, has to be one of this insulting maps rooms where you defeat the boss, his guards and then forced to defeat his friends, family, cousins and folks who thought saw Elvis... I don't have an issue with a large room, where the mobs in the room can be found within the immediate area, not in the "room" upstairs, or the "room" downstairs as such in the pool room.
I also have an issue, say Citadel, where is mission after mission, same map, same layout, but oh yeah its different because its done in a different zone; oh please, give me a break! Why not have random maps for the TF, it can be done in AE, why not in TFs?
Also make map size based on group size, if it is a small group, use small maps, not gargantuan ones. Perhaps choose map sizes based on mission types, if its a kill all, make them in small maps; if it is a rescue, perhaps a mid size; if it is a glowy make it large.
Hugs
Stormy -
Hi:
I tried farming and luck is not my ally, I have farmed for weeks at 3 to 4 hours a day, and all I get is junk, not a single purple.
I gone to AE, and totally demolish scenarios for hours upon hour, and made crazy amounts of tickets. Rolled for Gold, is the only thing that drop are Pacing Of the Turtle or Ghost Widows? In other words, sheer waste of time, with my bad luck, it seems. So I said, forget Golds, try Silver, same sotry I get useless after useless status effect type recipes; more waste of time. At least with Bronse you get lots of drops, so I actually had a chance to get descent stuff to make some good money off from such things as Regenerative Tissue: +Regen, Steadfast KBP, etc. I found this, given my consistent bad luck, a relativley profitable way to go.
What I do, most reliably, are TFs. Adventure enough earn 250 merits and buy a Numina Recharge/Regen, the recipe alone sells for about 180M, crafted for 5M in salvage sell for 250M. Great income, Do a Positron one day, followed by a synapse next day and you make about 150 merits in 2 days, thus in 4 days you got 300 merits, trade 250 and you made yourself about 250M. When you consider you spent 3 hours in Posi and 2.5 in Synapse; you labored for about 6 hours and made 250M. Not bad, when all considered.
By doing this, I have fully IOs set all 15 of my level 50 Lady Heroes and waiting on going Rogue to do the same with my 15 Lady Villains. I don't like the SF income red side, and the expense of stuff, red side, is just stupid.
Incidentally, I have continued TFg with my 15 level 50 alts, and all of them are nearly 200 merits each...
Hugs
Stormy -
I would suggest Dark Age Of Camelot.
At this time you can download the entire engine and all their upgrade releases at no cost, and since you would be a new customer, you can play 10 days for free. Thus cost you nothing and you can decide if you like it or not. Incidentally DAOC has one of the best PvP set ups in the industry as well.
Dark Age Of Camelot is based on Arthurian Mythos, so if you like Knight stuff, its your game, but the setting is after Arthur's death and due to magic storms, the terrain of England has changed much and the Faerie has access to England, an thus one of the PvP realms to engage against, but the Vikings also has access to England as well, so Nordic cultures are there to engage against.
You can play an Albian, Arthurian Knight, Paladin, Cleric etc; Hibernian, Elf and assorted other faerie races with as many classes you can imagine; and finally Midgardian, the Viking based lore folk...
DAOC has a very good PvE system as well, and breath taking maps and scenery if you are into those kinda things.
Being for free, why not try it
Giggles
Stormy -
Hi:
I believe events should not detract from the main game, as it is doing now. What I see some of the posters above advocating, is essentially wrong from the perspective that particular TFs, threads and what not should not be done because of the events.
I believe the main game should have preference over the events, and not otherwise. Folks doing story threads are fundamental to this game, and TFs are a close second. Neither should be sacrificed in any form or manner just to satisfy a holiday event.
Frankly with a little effort on the developers side, all activities can be achieved with out repercussions on the other.
Some of us in this thread are trying to be constructive and offer means on achieving a balance that benefits all.
Stormy -
Quote:I was reading the fire question and water, and I distinctly remember in the Ghost Rider movie, with that hunk of an actor Nicolas Cage, were he deliveratibly dropped into the river and rode his fire cycle and self out a bank just to show off.So where is this pool in Grandville? I'd like to add that to my tour list...
Anyways, I am per usual all for having underwater stuff. I mean, this game already allows you so much freedom of exploration, the sky literally being the limit, and yet the comparatively simple idea of going underwater is untouched.
But there are the matters others brought up...How do we breath? Well, we don't! It's not that odd of a concept to apply some sort of meter or time limit to swimming underwater, requiring you to come up for air periodically. Of course, there should likewise be ways to circumvent that limitation. A crafted or purchaseable temporary air tank? Or maybe alter a few powers to add protection from drowning, for example Force Field powers could easily provide air to those under their effects.
"But what about fire?" you say. This is where suspension of disbelief comes into play. It just wouldn't be fair to disallow certain powers for the sake of realism. At the risk of invoking the name of WoW: I never had any trouble setting things on fire while underwater. This was never explained, and frankly nobody cared. This is a game, one in which we fly around in technicolor spandex and shoot lasers from our eyes, not a model for reality. I'd advise you to try explaining how anything in this game is possible before asking whether or not things can burn underwater.
Guess for users of magic, the limitations of science really do not quite apply. In the case of armor, if magical who is not to say the magic makes it neutrally boyant?
Frankly for each excuse of why not, you can find an equally lame excuse of why. I say, go with it and enjoy the game, let our character descriptions rationalize the why's and how's...
Hugs
Stormy -
Quote:But the 5th column and Council are *not* each other, any more than the Devouring Earth and Freakshow are. So, no, the 5th shouldn't count against Council hunts.
Now, limiting how many mixed spawns there are (which cause those fights?) Sure, if possible. My last "Defeat X council" hunt in Founders wasn't made all that much harder by having the 5th column around, but it was lengthened a little.
Well they may be a bit different, but not as contrasting as say freaks versus crey, but being that each other are each other's nemesis; it is possible in the process of beating up 50 council if you beat some 5th column, that it may be the 5th column who already knows the location of the council's secret base, cause they just beat the tar our of the last council group....
Giggles
Stormy -
Hi:
Was doing a Citadel TF, and I had the obligatory hunt. It wanted a bunch of council defeated, but as I got to IP, the 5th column assaulted the council and elimianted them. While its cute to see, it was annoying to my team mates and me as well. I imagine, the developers are trying to set the table for the full return of the 5th column; and I like that. But the TFs do not make concessions for the 5th attacking council, it would be nice if for hunt purposes defeating council or 5th column would count towards the hunt number counter.
Hugs
Stormy -
I see the point and tend to agree with the poster, but not quite agree with the recommendations. I do think, there can be a win-win scenario here.
A couple of days ago, I was helping an SG member acquire their Numina TF Badge, after all players should be able to do something else than event activities after all. We completed the TF, but it was a nightmare, is just semed the events would purposely spawn on the next hunt area, darned Nemesis plots!
It occurred to me, there would have to be a way, the trick or trreaters could have their fun, while the TF minded players could too, with out doing so at the expense of the other.
So I figured, why not have hunts auto complete, if the area of the hunt is experiencing an event? By doing this, the TF is not negatively harmed, as if the hunt posed any challenge beyond what boredom would provide, and the event players can enjoy lots of event activity to maximize their fun. I would suggest the hunt auto complete be extended to threads which incorporate hunts as well.
Hugs
Stormy -
For I17, I would actually like to see more level 50 co-op zones with their own intrinsic TFs such as RWZ and Cimerora. I say this despite that "Going Rogue" is going to allow any AT anywhere, still would be nice to be able to have more cooperative zones, so if some of your friends are on the opposite side of the fence from you, you still can adventure together. I do realize "Going Rogue" is going to blur the differiantiation between blue and red, and perhaps the need for more co-op zones may not be as strong. Yet I would like to see more level 50 Co-op zones if anything else, it at least provides both the red and the blue with new areas to do things, kinda a get two buy one situation.
Stormy -
Quote:Ya, this could be troublesome, but in many arcs they tell you were you "have to hunt" so it may not be as bad, but some arcs do give you freedom of choice, perhaps the oro arc may send you to a dev recommended zone...One problem with this: The Hunt missions that are in many of the arcs.
Despite some folks objections to the highway hub, it may just be simplest to just add the zones instead of a custom oro thread interface, which would be much more role play perspective appropriate, and I totally like.
On the other hand I frankly can't see why its such a big deal for players to have the choice to avoid inter-zone travel. If you like, want, require for immersion purposes to inter-zone travel, by all means enjoy yourself; if you don't, why go thru it? For myself traveling thru Sky or Steel for the millionth time is far from exciting, and it actually detracts from my enjoying the thread itself. I also fail to see the relevance into going into extremes and then rationalizing based on such an extreme. If we are going to accept extreme rationalization, then we should discontinue playing this game, for the cathode-rays emanating from the display screen will make you blind....Ha ha ha ha, but at least burnt into my retina is the streets of Steel Canyon...Ha ha ha ha,,, Oh wait could this be a Nemesis plot?
Stormy -
Quote:Actually you are reading me wrong, but your suggestion is actually wonderful!Should change oro to only send you to the zone with your oro mission in it. And ONLY oro missions / flashbacks.
Shouldn't be used as a lazy way to travel and I suspect that's what this thread is really about.
You do know thats the whole reason why it still hasn't been expanded right? 95% of the people using ouroboros aren't even doing flashbacks or missions. Its just a super mario brothers warp zone.
Would love to do my thread, return to Oro and then use the Oro portal to take me to the next mission. That is genius in its simplicity!
Would be really great, that when I press the "exit" button upon mission completion, it automatically takes me back to Oro. I then set the mission, click on the portal and voila! I am at the right zone.
I had not originally intended this post as a inter-planar/zone hub, but frankly that is not too bad of idea either. I been in this game since early beta, and frankly traveling the length of Steel Canyon or Sky is simply annoying by now. I have totally mapped every single pixel of just about every single zone in the game both blue and red with as many as 15 different alts each. Yes I have 30 level 50 alts, I need a life....ha ha ha
True there are "other" short cuts such as the use of a base, I don't own one myself and frankly I am tired of the "drama" many SG/VGs comes with, there are other short cuts you can simply buy such as Mission Transporter and Pocket D, yet why should folks have to buy them to avoid the annoying travel. I kinda like choice, if you are new to the game, or simply happens to truly enjoy traveling in super mode; super! Enjoy it by all means. But I have a question, just because you happen to love traveling for 10 mins thru steel canyon and other zones, what makes you think, I do? Why should it matter to you, if I can just by pass the needless inter zone travel? Why should you care, if there is a choice?
Hugs
Stormy -
Hi:
I been doing some of the Oro retro missions, and often they wind up sending me to a zone not covered by the Oro portal system.
It would be nice, QoL, improvement if the zones one can be sent to by Oro flashbacks were included within the Oro portal system such as Kings Row, Sky, Steel Canyon, Faultline, and Brickstown for instance.
I would like to see connectivity to Cimerora and RWZ as well, but I can see technical issues with level entry limits.
I would like, but I could see where it could not make sense, for hazard zones such as TV, Striga, DA, Eden.
Hugs
Stormy