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RogueWolf

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Everything posted by RogueWolf

  1. Exactly. I simulate the effect by doing short jumps, too. If I can do that, why can't I just run when that power is active?
  2. Agreed. It's a pool power that you have to build up to. It should be as good as the final power in the other pools.
  3. It's weird to think there is no middle ground to their behavior between going berserk as described above and just sitting there taking extreme damage and almost dying before you can move them. But ok.
  4. Yes it removes the interrupt from Aid Other and adds +End to Aid self. Knowing that aspect of it is still auto helps. The power could be worded more clearly in-game to indicate that.
  5. I was considering taking the Medicine power pool for my MM, mainly because of the description on Field Medic. Had I thought to go to paragonwiki, I'd have seen that it's not an Auto, however. As a click power, I'm not sure how worth it that is. As an auto, it'd be worth eating 3 power slots. Does anyone even take this pool?
  6. So the answer is that they just did not want to because of the other situations it would cause them to run? Yeah I can see that. I would think that making the behavior specific to fire or to a higher threshold of damage would get around the caltrops problem, though. It's not a game breaker, but it's aggravating to have to worry about.
  7. I suspect this has been brought up many, many times... But why do Mastermind pets just stand there like morons while they burn in a fire patch (such as vs Scrapyarders or Destroyers) after their attack animation is over? Is this a huge AI code feat to make them run away 10 feet and go back to whatever mode they were in?
  8. How do you do this? Does it apply just to yourself? Finding challenge when soloing is not a problem. It's when teams form.
  9. For the most part I solo. I'm on quite a lot, bouncing between six alts on blue and red sides (none of them 50 yet), though the time I can be on is sporadic so it's hard for me to commit to TFs. It gets aggravating looking for a team only to end up on a ridiculously OP group that wipes out whole mobs before I can get a shot off and rarely need healing. Or when I run into AV arcs where I need help, I get stuck with a bunch of impatient morons. Is there an SG/VG on the server where a guy like me would fit? :) I'm in a SG I formed, but all my friends I came in with got bored after like a month because they all PL'd and ignored the content, so the nostalgia wore off and they moved on.
  10. I get that nerfing across the board is probably not feasible. I was spitballing. The higher Notoriety setting maybe? Or... There are settings in Trials to offer challenge, right? Maybe apply that mechanic to all teams as an option. Let team leaders set enh caps or turn off IO sets? I dunno. If that's been debated to death, too, no worries. Part of the problem, too, is finding good teams for regular missions. Even if I were to organize them around my mission, it's not like I'd be able to vet everyone who responds to an LFG channel callout.
  11. So... Radio and Contact missions with a full team get boring AF after like level 40. Whole mobs are dead before I get off 3 attacks, no one ever needs healing, etc. Only groups like Malta and Vanguard offer anything that feels like a challenge. I do not remember it being like that in the old days. I know there is tougher content, but I never know how long I'll be able to stay online at any given time. So I don't want to commit to a TF or something that may require more focused attention when I might have to drop. To keep the "regular" content more fun for groups, has anyone considered either nerfing OP players down to old school levels when doing regular missions... or adding a +5 Levels / x10 difficulty?
  12. When making my last costume, I realized that the Corsair belt was only available in tights or tights with skin. I would have loved the Corsair belt with the decorative strap in a female costume with a bolero, but couldn't.
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