Vanden

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    Which is kind of odd. It's like launching City of Heroes and all the powers you offer are Fiery Melee/Armour/Blast/Control, Ice Melee/Armour/Blast/Control, Stone Melee/Armour, Earth Control, Dark Melee/Armour/Blast/Miasma and Energy Melee/Blast/Manipulation with no weapons in the entire game.
    I don't think it would've been odd at all. I've always found the weapon sets to be my least favorite, thematically. If you want to swing a sword or shoot a gun, you can do that in real life. It's firing lasers from your hands or summoning lightning storms with your mind that you need to play a video game to do.

    Not to mention the MMO genre is lousy with games that let you wield swords and hammers.
  2. Quote:
    Originally Posted by Aggelakis View Post
    I've also wondered this, but I have never, ever, EVER wondered why they don't sell costume slots PER CHARACTER. I would certainly never buy costume slots PER CHARACTER. I would certainly buy costume slots that opened account-wide, but there's no way in heck I'm buying something with real money, something COSMETIC, that only affects ONE CHARACTER.
    Even if they were really cheap? Like, 24 cents a slot?
  3. War Walkers come in a large variety of sizes and ranks starting at boss. Which War Walker did you want to try out?
  4. I never said you should predict the future. Your putting words in my mouth is a classic strawman argument.

    What I said was that you are in a situation where something can happen that you can't predict but it happens enough to be a concern, you should not take the temp power. Ever. That doesn't mean "take it when you know your unpredictable thing won't happen."
  5. I guess I didn't realize that you were the only one worthy of taking the temp power, and that if you had some reason to not take it then the TF muight as well disband right there, because no one else can be trusted with it.

    Know what? I think I will stop posting here. Not because I've been convinced I'm wrong, but because my opponent is a hyperbolic blowhard who can't stand the idea of someone disagreeing with him.
  6. It's not an incredible burden to be able to dedicate no more than 2 hours of your time for a TF, and if you have some unpredictable thing that could cause you to need to leave, don't be the one to take the temp power.
  7. You probably shouldn't be the ones to grab the temp powers then.
  8. Quote:
    Originally Posted by Energizing_Ion View Post
    I think you missed the point.

    He's talking about the temp. powers that are needed to complete the TFs/SFs...not make it easier but actually need them. Like the one that makes Dr. Aeon vulnerable, etc...

    I don't see why the timer couldn't be removed (standard code rant) and/or just give the power to all teammates like in the Khan TF.
    No, I didn't miss the point. The STF and LRSF are supposed to be harder than the Kahn TF. When I say it expects a certain level of commitment, that includes making sure that whoever takes the temp powers needed to win will be there to use them.

    Yes, if you lose that person or take too long you can be unable to win. And having to avoid that situation is an intentional part of the difficulty of the TFs.
  9. I'm aware of Stalker's low HP caps, but health regeneration, healing, and max HP buffs are really the only things that would be thematic for Regeration. The only other thing I could think of would be -Resistance to healing (makes normal heals on the target heal for more), but I'm pretty sure that wouldn't help Regen much since Dull Pain and Reconstruction are both marked unresistable and wouldn't get the boost.
  10. The STF and LRSF are supposed to be hard. Yes, they're pre-Incarnate content and incarnate powers tend to trivialize them. Yes, they're not balanced around IOs, like all PvE content, so fancy IO builds also tend to trivialize them.

    But still, they're supposed to be hard tasks above and beyond a typical task force and they expect a certain level of commitment from players.
  11. Hm, but they'd need new power FX too. Steampunk creations don't shoot lasers, they shoot lightning! They don't use gasoline-powered missiles, they use steam-powered rockets!
  12. Quote:
    Originally Posted by MajorDecoy View Post
    My stalker is already at 1606 hitpoints, a +HP buff isn't going to help me any. I'm sold on everything else though.
    Is that with or without Dull Pain? Because if you just died you won't have Dull Pain.
  13. Well the 60-second recharge isn't the only buff I suggested. I think it would be a good thematic change because I don't think anyone comes back to life more in comics and beyond than people with regenerative powers. Sure, heroes and villains die all the time and come back in comics, but with regenerators it's never a big deal. It's like a normal activity for them, along with crashing through skylights, punching bad guys, and internal monologuing.
  14. Quote:
    Originally Posted by MondoCool View Post
    [This post]
    I'm pretty sure this guy has no idea what he's talking about.

    Revive should not get the same buffs as Resurgence, because it's Revive, not Resurgence. Yes, add the 15-sec untouchable, but otherwise leave it its own power. I think Revive should play more into the "can't keep them down" idea. I would reduce the recharge to 60 seconds, extend the debt protection to 60 seconds, and give it a regeneration and +HP buff.
  15. Quote:
    Originally Posted by AshWind View Post
    So finally after 5 years in game I got a blaster to level 50, yeah me!

    He is dp/mm and I highly recommend the combo to anyone and everyone, fun and flashy!

    So I have hoarfrost for beefing up my hitpoints which seem to cap at 1606? Is this correct? I though blasters were supposed to have higher hitpoints? I feel kind of jipped.

    I was dreaming of drain psyche + hoarfrost being like a poor mans instant healing.

    Also I was going to put in as many Luck of the Gambler recharge bonuses as I could and noticed for one more slot I could get a 10% regen and for 3 I could get 1.13% health boosts. So that would be 50% regen and 5.6% health boost which seems kind of piddly. Do you think this is worth it if the hitpoint cap is indeed 1606?

    Any thoughts or threads along the hitpoint, health and regen of blasters would be greatly appreciated, my searchfu is weak and the search engine has defeated me.
    Blasters DO have a bit more HP, but that's in the form of having the highest base HP of the squishies, not a higher HP cap.

    Drain Psyche, slotted up for heal and recharge, is great for patching up the incidental damage you're sure to take pretty much every mob. However, your caps are too low to build any meaningful mitigation with healing alone, so you're better off getting some defense or just soft controlling and killing anything before it can really hurt you.

    Also, grabbing all three of Hoarfrost, Drain Psyche, and Aid Self for healing is overkill. Grab two at most, then use the leftover power spots to pick up another type of mitigation to get some layering going, like Surge of Power or Force of Nature.
  16. Quote:
    Originally Posted by Electric-Knight View Post
    I don't know... If you add +knockback to a power, it increases the distance you send the enemy. I'm not sure it is any different vs us (I truly don't know).
    I thought that getting caught in the blast from destroying a Rikti bomb in the street, during an invasion, sent me back farther than anything I'd ever experienced in game. What the truth in the numbers is, again, I am not sure.
    Players must be different from critters in some non-trivial, essential way that gets in the way of knockback. Why else would knockback on PCs have been left unimplemented for nearly a year after launch?
  17. Quote:
    Originally Posted by Forbin_Project View Post
    Uhm. No. This game wasn't designed to be played on those systems. A certain other super hero MMO that recently went F2P was designed to be played on other systems than the PC's and even they had to scrap the idea.
    That wasn't because of hardware issues, it was because of network architecture. The other other super hero MMO runs on consoles and PCs fine.
  18. Ever notice how when we get knocked back, it always seems to be the same distance? That plus a dev comment from issue 4 around the time player knockback was implemented about how they had to "jump through hoops" to get it to work, leads me to believe super knockback isn't actually possible. I think when an object explodes and annoyingly repels you for 5 seconds, that's the devs' attempt to have super knockback with the current limits.
  19. That assumes what they've made is good. From my perspective they just fixed what wasn't broken.

    The colors are also misleading. After looking up the colors like I always have to do, I found that yellow is supposed to mean a person can't be invited bercause they're on a mission. Only thing is, it doesn't differentiate between people on missions solo or on teams, so I have no way of knowing who I should send tells to. Before the change, people were either on a team or not, I didn't need a special color to tell me they were in a mission because all I had to do was look slightly to the right of their name to see their zone was "On mission map." Adding that new color just complicated things.

    The whole overhaul seems to have been done by someone who had no idea what someone trying to form a team needs to know.
  20. With proper source control reverting is always easier than making something new, because old code is never discarded, just archived.
  21. Would require more art time and UI work, reverting is easier.
  22. Seriously, I have no idea what most of these colors mean. I don't understand why I needed any more information than "on a team" and "not on a team." All the extra colors do is confuse when there's no key or legend in-game. The only marginally useful color was the purple "leader of a team" color, and even that's unnecessary with the /ttl command. Can we have it back the way it was, when I knew what stuff meant?
  23. Some quick advanced tactics:

    In phases 1 and 3 the terminals lock if there are WarWorks near them, but you don't have to DEFEAT the WarWorks. Knocking them off the catwalks with powers like Hand Clap or Gale or just luring them into jumping off works just as well.

    In phases 2 and 3 the terminals lock if Anti-Matter is not nearby, but you get a few minutes to collect power cells before Anti-Matter appears, during which the terminals won't lock in his absence. If you get a power cell early on, you can go and use it on a terminal before he shows up.

    Also, the part where you have to defeat 30 WarWorks is really more of a Phase Zero; it's just there to give you a chance to get the league in order.
  24. There's not really much to work with in Void Hunters, is there? The group is just the exact same NPC at boss, lieutenant and minion rank. No AoEs, no support powers, just a single-target blast and a melee punch. Not even different costumes. They'd have to make the pets almost from scratch.