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krj12

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Everything posted by krj12

  1. I could see a combination of whip and some melee set powers ( from Street Justice, Martial Arts, Savage, or some combo ) .... it would feel very "Indiana Jones". Call it the Tomb Raider power set. :)
  2. And I'm the opposite. :) To each his own.
  3. Exactly. I don't know too many players who want to scour the remainder of the map to find those last few mobs.
  4. I think adding more story content or new TFs would be the only thing that could draw players to these zones, and said content would have to be very well done. As said before, the player population is fairly low and, from what I'm seeing, getting lower as time progresses. To keep players around, I personally think they should concentrate on more level 50 content first. But long term, more content across all levels is definitely needed.
  5. I've seen screenshots of SG bases that were built to appear to be underwater - perhaps that could be a good compromise. As for actual underwater missions, I have mixed feelings. The underwater missions in WoW and other MMOs I've played, while they looked cool, were a royal pain. Never did like having enemies coming at me from literally every direction. And considering that most powers in the game, especially area effect powers, probably assume a somewhat horizontal plane to find out which targets are hit, it would require massive rewrite of that code.
  6. You are correct that it would most likely be very difficult at lower levels. I run at level 54, and usually end up with a mix of incarnated out folks along with a few lowbies. Glad to see that at least one person chose to address my post, vs just the usual /jranger. I wouldn't mind seeing an "extra difficulty" option for this TF, as well as most of the other TFs that can be run at 50, to avoid the difficulty lower levels/non incarnates might have with it. The TF "mechanics" in this game, vs what I've seen in other MMOs are somewhat limited, and could use some spicing up. Yeah, the size of the giant robot would be an issue, which is why I proposed a "mini" version, nothing bigger than your usual GM.
  7. /jranger I prefer teams.
  8. One of the things about the final battle in ITF, that just doesn't feel right, is that after you kill him the first time - the difficulty goes WAY down. It becomes almost trivial after that point. Suggestions: 1. Make Romulus almost invincible while any Nictus is alive. Make his regeneration and defense very high, making it very difficult to take him down. This would force a new strategy of taking down the Nictus first. Some teams already do, but most teams I'm on concentrate on Rom. Also give the Nicti high AE defense, since some high end teams I've been on have been able to burn down everything at the same time. 2. As you take out Nicti, make Rom more and more offensive. Make him hit for more, and give him extra abilities. 3. When you take out the last Nicti, Rom should now be vulnerable, but will be at Max offensive capability. 4. Maybe jazz up the ambushes. I haven't paid that much attention to the ambushes, but it feels like it's mostly the Cimerorans. Add some Council, so that we have to deal with ranged attacks. Perhaps make any mob groups that we didn't take out along the way on either path could now be triggered to converge on our location. ( Not all at once, but perhaps every 5-10 seconds ). 5. Give Rom resistance to knockdown. He does have it in the prior mission, but somehow his Nictus enhanced self is more vulnerable to it. 6. Wish there was some way to get that giant robot involved - perhaps a mini-version of it could spawn and join the fight? One unrelated change: Make it less likely Rom will run in fear, I haven't been able to recruit a Tank on every team - and it can be a royal pain tracking him down.
  9. I'm all for more p2w flight options. Having a rocket pack on the back of my magic origin character... just isn't right. Still hoping eventually for my invisible p2w flight option, which would probably meet your need as well.
  10. Saw it last night. Pretty decent movie, but seemed to plod along at certain points. It does a good job capturing ( from what I remember ) the gist of the book. Haven't read the book in decades, probably need to re-read again.
  11. In almost every other MMO I've played, crafting involved leveling up your skills and being able to craft better items as you go along. Also, in one particular MMO I played, there was a chance ( when you had high enough level of skill ), to craft items of "high" quality ( i.e. just a bit better than the normal item ). In this game.... you have the recipe and required components, you can make it. Period. Ideas: 1. Some kind of system to keep track of how many of a particular recipe you've crafted. As you gain in skill with that recipe ( by repetition ), you get a chance to create a slightly better version. Example: The item usually gives +20% to accuracy, and you have a chance to create a +25% version.... or a chance to make a level 51+ IO, based on your skill. 2. As you become very highly skilled with that particular item, perhaps a chance to give it a bonus that it normally doesn't. Perhaps a proc, or maybe a bonus to defense where it normally wouldn't. 3. New badges as you create so many of these enhanced items. 4. A chance to get one or more of the components rebated. 5. New items or IO sets that only crafters can make after they reach a certain overall level of skill.
  12. Yeah, the things that most bug me about league management: 1. Losing the league star 2. Some persons joining the league are "locked" and cannot be moved to a team 3. Persons joining the league join up to team 6, and you have to keep moving people to pare it down to the 2 or 3 teams, depending on the trial. 4. Total randomization of the league structure if you lock the league for queing. Not to mention, the increase in the number of disconnects when you do it. 5. Some team leader decides to zone for whatever reason, and now you cant move anyone to his team. 6. Inability to specify the team when you invite someone. You have to invite first, then move. 7. Inability to move someone until they zone.
  13. Mirror copies is fine as far as it goes, but I'd really like it taken one step further and allow us to customize pets any way we want.
  14. Shrug, I don't see how this is different than having a story arc where you don't like the first mission. Just do it.
  15. And this is why I like the game, no one particular AT is NEEDED.
  16. +1. I've been wanting a Flannel checkered pattern for a long time.
  17. Riddled with crime <check> Street Level to world ending (i.e. corporate) <check> Prisons <check> Nuclear Reactors <sometimes> No recreation <covid lockdowns> With the exception of giant monsters, sounds like almost any major American city atm. :) And I agree, I would never live in a city of any kind.
  18. Rather than have damage to the player ... I would think a recurring ablative shield (+hps) would be more useful. Already exists in other powersets, just not as a toggle.
  19. I have no problem with having some kind of TF setting that disabled incarnate shifts, but just unilaterally disabling it across the board - unsigned.
  20. That's your opinion, which you're certainly entitled to. On at least a couple of my characters, it's my origin story, and having to truncate to 1000 characters puts a severe cramp on creativity. I'm not asking to be able to write a novel, but a bump to 2k would help considerably.
  21. I play a Brute because it still does more DPS than the comparable tanker, and has most of the tank's survivability. Considering I still see a lot more brutes being played than tankers when I run a TF, I dont think the player base as a whole seems to have an issue.
  22. Yes, I'm aware of how not to trigger an ambush, after running it a few hundred times. :) Kind of defeats the purpose of a kill most though. I have mixed feelings about spamming a long set of directions for people though, since on most teams these difficulties usually don't happen, and don't want to come across as overbearing and bossy. It does seem useful though on complex iTrials, for example - but I usually just stick to leading the simpler ones like BAF and LAM. It's just every now and then you get one of those teams, where you wonder if most of them came straight from AE. Stick to the team and follow the leader, to me, seem rather obvious and shouldn't require special instructions.
  23. I and a few others have suggested this in the past. +1 again.
  24. Yeah, I realize it's a bit of a rant. Most teams run fairly smoothly, but occasionally you run into one of those teams, and today's team encompassed 1 through 5. :)
  25. I run quite a few ITF's, and occasionally some lower level TF's. Just a few suggestions for players when joining any TF: 1. If I ask for someone to be in zone to ask for invite, please honor it. It doesn't take 5 minutes to get to any TF, it literally takes 5 seconds. Just do the following: a. Select LFG menu b. Click on Task Force tab and select the TF ( in this case "Time's Arrow" ) c. Select "Lock the event" and click "Queue" button You're there, takes just a few seconds. Two issues specifically with the ITF: it takes a badge to get there and I cant invite red zone players in zone, if you're out of zone. 2. Unless I designate a point man, please follow my lead in the TF and stick to me. I've had too many TFs where the tank goes one way, I go another and everyone else is confused. Gets even worse if you have two tanks. 3. If I have any special directions, please pay attention. May not be what you're used to, or like, but it's how I like it run. Case in point: On weaker teams in ITF mission one, I usually ask to handle the ambush on the steps. Helps concentrate both the team and the mobs in one spot, speeds things up, and decreases the number of deaths considerably. 4. Rage Quitters - not every team is equal, some are rougher than others. If you cant stand a little adversity please form your own TF. And saying "my SG needs me" or "my connection is bad" doesn't alleviate it. 5. "Mr. I'm So Awesome I Don't Need the Rest of You" - going off on your own doesn't help the team, and it really doesn't help you since you're not enjoying buffs/de-buffs. On ITF specifically, killing cysts and creating extra ambushes on the rest of the team does not help with your popularity. It also doesn't help the team if you run off to the next group of mobs while the squishies are trying to clean up the remaining Bosses/EB's. 6. Kill Most is not Kill All - if I choose not to do a path on a specific mission, please don't make a scene. You can always stay after and solo if those few extra mobs are that important to you.
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