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Everything posted by Greycat
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Time to enforce the name holding expiration rules
Greycat replied to Kazuuk's topic in Suggestions & Feedback
The prefix for the "no" i would put on this is decidedly not family friendly. Or quiet. It also wouldn't help the "problem" to just automatically generic characters per level - no guarantee names would be freed up that people who bring this topic up normally want. Also, this game encourages alts. That means some characters get played more than others. Yes, even 50s. So that's another very loud "*#@$% NO!" to this. 90 days can fly by depending on what's going on. Per-alt (versus account) ideas like this can go die in a fire. -
Fixing Gravity Control's Lift and Propel Problem
Greycat replied to oedipus_tex's topic in Suggestions & Feedback
Perhaps, but feel wise it still feels like a long time when I'm running on a team. I've shot cars into already defeated enemies more times than I care to admit (and they were quite healthy when I started.) -
Everlasting as well. Haven't really had a lot of play time (mostly to just being worn out after work - I was surprised I stayed awake through an MSR the other day.)
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Because they want the play style. *shrug* Or they want to avoid the slot crunce. Personally, I'd say it's more "viable" on a PB than on a WS - that second mire is just too nice to pass up. Honestly? No. And I've been playing since i3. I never asked anyone else to kill the Quantums or Voids - those were *my* meat. I used to keep kill counts on them for some characters. Even the Cysts were able to be handled if the team would actually listen and not just rush in.
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Powersets and/or Archetypes not in the game?
Greycat replied to Techwright's topic in General Discussion
Isn't that vorpal judgement that does this, sort of? Honestly, I'd think a lot of things that *could* be done would be done better in a single player game - like giving a speedster time to "get up to speed" and perhaps increase damage (or add an AOE after X distance) which teams don't .. tend to bother giving time to do. 🙂 -
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Yeah, it's a weird UI setup to not let you expand to see more of the email subjects/attachments. Probably was fine when we were at 800x600 or (woo) 1024x768. Now... not so much. Then again, the way the game's code is reported as being, changing that will probably do something weird like change all powers to green paisley and force the game to run upside down or something.
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Before Some Gamer Wiz Kid Takes it From Me...
Greycat replied to Solarverse's topic in General Discussion
Combat/superjump and a kin, I believe. I don't have the reflexes. -
Before Some Gamer Wiz Kid Takes it From Me...
Greycat replied to Solarverse's topic in General Discussion
YOUR POST IS WRONG! ... oh, wait, wrong post and subforum for that. Carry on. 🙂 -
Fixing Gravity Control's Lift and Propel Problem
Greycat replied to oedipus_tex's topic in Suggestions & Feedback
OK, that's you. I've got one here I play on occasion. But that doesn't matter, since that doesn't reflect population - either in numbers or reasoning, just "what I remember seeing." I haven't felt "why bother" on any I've played here or on live. The only reason I don't roll more, or roll one as a controller instead, tends to be concept. Heck, if I were going "what's broken because I don't remember seeing them," I'd say nobody plays Earth control as a dom. I definitely see (and remember hearing comments on) Propel "litter" far more often than I see a dom sticking people in rock. Same with Electric - I probably see more Elec controllers (not least because there's electric affinity to go with the theme) than I remember seeing doms - but that doesn't man my perception's correct, or that I can really give any conclusions for the reasoning for people playing (or not) those doms. -
Pretty much this. I have two characters who took Mako specifically for theme (or amusement.) I don't really care what anyone else runs or if they're more or less "powerful." Someone could probably cut/paste my characters and power selections and make something much tougher and more damaging. I don't care. I'm having my fun. 🙂
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Fixing Gravity Control's Lift and Propel Problem
Greycat replied to oedipus_tex's topic in Suggestions & Feedback
And here I thought the Propel "problem" would be "try to use it on teams, the target's often dead before you're done animating. Try to use it solo, the target dies of old age." Honestly, I don't see it as an issue that one of the lowest damage ATs has a set that has two attacks that can do damage. Yes, some sets have +damage or -resist. Others don't, or require a teammate to apply it consistently. As far as "worth it" for a dom? Doms have a secondary that's entirely damage. I don't think any dom's really complaining. -
.... in other words, it's the MMO version of the infamously bad... think it was Fantastic 4 movie that was never officially released, done just to keep rights. (As opposed to the infamously bad Fantastic 4 movies that *have* been released...)
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Against my Better Judgement (Ice Melee)
Greycat replied to Solarverse's topic in Suggestions & Feedback
YOUR IDEA SUCKS! ... there. 🙂 (Honestly, not a lot of frozen fists, it's the one thing that sticks in my mind as "can't stand this" about the set, so any help there is welcome!) -
Not sure. Might want to ask to have this moved to Help and Support instead of Guides, though, for visibility. Or to the PB/WS section of the forums, though it's more a bind issue than a Kheld issue.
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New Recipe Idea: Recycle Enhancement
Greycat replied to CrudeVileTerror's topic in Suggestions & Feedback
It looks to me like the glut *is* really a major part of the complaint. I mean, the enhancements themselves aren't useless - but (say) the Immobilize or Stun probably sits around longer than Damage, since fewer sets use them (compared to pretty much every AT and a majority of sets using Damage, Acc, EndRdx, etc.) For me it's more the level than the type that's an issue. I don't use level 10 commons, for instance. I'm wondering if my 15s are going to start feeling pointless with SOs being the primary drop now, honestly - I used to use those into the early-mid 20s because they were equal/slightly better than the DOs without needing updated, and cheap to make, but now they fall behind. 20's been a "15s are cheaper." 25-35 has been the "sweet spot" range for me, and I rarely use commons that are higher, as I'm probably poking around sets -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
Greycat replied to GM ColdSpark's topic in General Discussion
It goes from being natively available (including things like hunts/patrols/mission doors spawning there) to being something you have to - basically (a) remember is there and (b) have access to. So in many instances... yes, it is functionally lost. -
Weekly Discussion 80: More Hard Mode or New Zones & Missions?
Greycat replied to GM ColdSpark's topic in General Discussion
Will generally argue against this sort of thing. I hated losing DA to the "new" DA, for instance. This, honestly, is more the way to go. Let's take Crey's Folly, for instance. It's already a 30-40 hazard zone. Crey has also been around *since the old tutorial.* Yet Crey really ... doesn't have anything going on for it. Yes, there's - what, one arc with some investigation (*cough*) on what happened with the countess and her husband. And a bit on the paragon protectors. There are hints here and there ("mysterious armored figures" destroying the Hero Corps HQ, for instance.) But there's really no... spectacular narrative. There's a little behavioural change in Bricks... with no explanation. If we start a chain of missions related to Crey in Steel (say, 25 and up - not that 25 needs a lot more content right now, it's got some of the newer stuff, but still...make it not cap?) we can have 25+ levels of content. It can go from Steel to Bricks, investigate any number of historical and current dealings in the Folly, lead into the RWZ (and a bit of Founders,) and there's absolutely no reason it can't end up with some decent 50+ content. A lot of work? Absolutely. Worth it? If you roll it out properly, you're covering not only getting a hazard zone in use (no geometry changes needed a la faultline, either,) but getting new standard *and* potentially incarnate/hard mode content. What about Boomtown? Again, several groups doing "things" there. The Clockwork kind of fade out there. The Council/Column thing is still going on. Set some 20-30 groundwork - it's not like we outlevel the council - and set it up for post-50 payoff. (Though by that time we've got arcs facing the Center, the various lieutenants, the Kheldian arcs have slapped around Requiem and ... for some reason I'm drawing a blank on her name... so it's not like the council is really hurting for content.) Set up some content for earlier levels, taking advantage of the lore in underutilized zones, and set them up for payoff at higher and post-50 levels. All this is mostly developing missions. Perhaps some new NPCs, but new *zones* aren't really needed there. Those *would* involve more work - and should be tackled if there's some major story expansion or point that really calls for it. (See "moon base" or "underwater.") And, ideally, new content like that would *also* work on the "early exposure leading to payoff" model. Last point to touch on, we've got a lot of lore that *really* could use exploring. My personal charge is on the abandoned Epic ATs and their associated storylines. Some are nothing more than hints and clues in missions from way back when - and probably the most "developed" of them is the Blood of the Black Stream. They don't need to be ATs - but there is *lore* there to explore and widen the world with, stretching back to ancient Egypt. It's been left hanging for *way* too long. -
New Recipe Idea: Recycle Enhancement
Greycat replied to CrudeVileTerror's topic in Suggestions & Feedback
... set the memorization badges to 3 each to cut down the crafting? -
Quick guide to a quick SSA 1 (Who will die,) part 1. Or, guide to getting it done quickly. So. Got 15 minutes to spare? (20 redside) Need 20 merits? 10 threads? One more Astral (hopefully to convert to another Empyrian?) Or really, really want an Accuracy SO? Here you go. Who Will Die, mission 1. Location: Skyway City, at the police station. Talk to the Lost (Theoden) surrounded by four cops. He'll start you on your path. Redside: Alastor, Cap au Diable south on the boardwalk. Minimum level: 10 Maximum: 20. You will be exemplared down if you're higher. Team size: 1-2. Yes, you *can* bring a full team. But that's not the point. Run at base difficulty. You're doing this for a quick reward. Pretty much any AT or power combo (yes, even support) can do this in under 15 minutes. (20, redside.) Yes, even at level 10. Obviously higher levels will bring in faster times, but for a fairly quick reward that doesn't need "a build," SSA 1 isn't bad. The story? Ghost has an obelisk that can steal power. Looking for a champion to help him take vengeance. This is not a Good Thing. Blueside, you talk to Theoden and find him wanting help because some of his bretheren are doing Things That Are Not The Way. So. The thing to keep in mind here is that you won't be fighting much, ideally. The point here is *not* All The XPs. It's to get this thing *done* and get your rewards. You should barely have to fight. Blueside and redside are mostly similar - I'll write from the Blue perspective and note differences. Preparation: At level 10, you should have just a few inspiration slots. Obviously higher levels you'll have more. What you'll want will depend *somewhat* on your character, but you'll want: 1-2 medium or large purples. 1-2 breakfrees, depending on character mez protection. Everything else to taste/need (have END issues? Bring blues. Maybe a green. See how it goes.) Mission 1: Orenbanga. Tip: If you're staring at the "Who Will Die?!" splash screen for a long time, look down. There's an "Begin Game" at the bottom of the screen. Click it. Yes, it's kind of annoying. Yay, a visit to the bagel. This is simple (assuming you're solo or duo, versus have a full team which will have spawns in the way everywhere.) Skip *all* the mob spawns. Run to the end. Fight the mage. (Redside: You don't even have to fight him, just talk to him. Make a deal. Don't kill him.) The caverns start collapsing. Run back. Skip all the mobs. You have two minutes to get out. Bonus note: Going for the Pumicite boss badge? One will always spawn in the "V" shaped room. You can stop and fight him. Do it quickly enough, you may even gain a little time time. The door you came in will be inaccessible. Turn left. There's a cave door surrounded by green crystals. Go there. Go forward, turn right - you should see a laval filled room. Zip through, turn left. Blueside, you'll see a ghost and a villain arguing. They won't attack. Exit the doors. (Given you have to just "make for the exit," a fast travel to Skyway may be quicker, blueside. Redside - there's a chest at the exit. Click on it for an inspiration.) Mission 2: Caves Visit your contact for the next mission. This is where you'll want one purple, and *possibly* a breakfree. Zip down the caves. Ignore the enemies. Watch for a dialog option saying something about summoning Igneous or the PPD coming in (redside.) It should be about the point you have to turn for the first time. You're either (blueside) going to have to click some rubble piles or (redside) obelisks to keep ambushes from coming in every 30 seconds once the timer runs out. Fortunately, you should be able to do this before they finish describing what'll happen. When you get the dialog, pop a purple (or don't, it's your neck) and run down. Ignore the guards, if possible and click your three glowies as you go. (That's the point of the purple. Just getting these glowies clicked without getting hit by the guards. With some positioning, there are times you can even just pass them and click without aggroing, depending on how they spawn.) You *should* be able to get through with little to no combat. (I know, "my XPs!" - you're not doing this for the xp.) In the final room is a Lost LT. If you have no mez protection, pop a breakfree (or just have one handy.) He's... frankly kind of a chump if he can't mez you, and should go down quickly. Exit. Mission 3: Ooh, you'll a-lava this. Final fight. Skip over the islands with the pumicites, just get to the big island at the end. You'll find an obelisk, a weakened Synapse (you don't get to fight him) and a Lost with Synapse's powers (lemkin) and two Pumicite minions (one's usually behind the obelisk.) Redside note: Remember that mage you didn't kill in mission 1? He shows up here to help. Also, instead of Pumicites, it's Lost on the islands and guarding Lemkin. Lemkin's annoying, especially when he decides to run off. Typical - down a purple, beat him down (probably with some chasing about 1/4 of the time,) beat the minions. He *can* be a bit of a fight, so if you're worried about health or END, have some insps handy. Blueside: At this point, Alastor comes in, rants about fools, summons his chosen minion Echidna (you may have met her in some Safeguard or radio missions - Spine scrapper LT) and two Thorns minions. She'll decline Synapse's power. Take her down, knock out the minions, sit through the ooh mysterious cutscene, select reward, call it in. Done. Probably in under 15 minutes. Clean up the pumicites you left behind if you want, there's nothing else going on and not much to explore. Redside: Live devs hated villains, as the meme goes, so they made this longer. Fight lemkin as before. You "say the phrase," and suddenly... you have more powers! And you'll probably be glad, especially at lower levels. You get a "synaptic strike," basically electrically charged Flurry, an electric Whirlwind, and what's basically Thunderous Blast, sort of. And you'll want them, because where blueside has one fight, you have multiple waves of Longbow and Heroes and escorts to fight. Work through them. If your COT buddy you didn't kill survived, well, enjoy the bubbly Earth controller. Now you get to watch a cutscene because "something goes wrong with the obelisk." Then be quick about making your rewards choice, because if you're in the wrong spot, the Freedom Phalanx will show up and slap you down. They are level 40 and at *least* Elite Bosses. You do not have enough inspirations to take a +20 any of them down, Much less all together. On the plus side, if you miss Statesman, he's still alive here. Wave from your crater in the ground. (If you're far enough away, they won't aggro... depending on how they come in. Otherwise, they'll say hello with something like a boulder to the side of your head.) Your reward choices: 20 reward merits (once every 6.5 days.) 5 Reward Merits (if the 20 option is unavailable because you just *did* that. If the 20 *is* available, this does not show up.) One Astral Merit (50 only.) Ten Threads (50 only.) One Accuracy SO. Done. I've done this in as low as 6 minutes, to up to 17 (redside.) So, a merit a minute or better. You can either put this on a weekly rotation to do quickly, or just run it when you're *just* short of whatever you want to use merits (or threads) on. Or if you really, *really* want an Accuracy SO.
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So, this one's a bit of a fluke and I'm not sure I could "just happen" to recreate this timing. Took one of my characters in to run one of the SSAs (who wil die, #1, but I don't think the specific one matters.) When you run one of these, instead of just taking you to the mission when you go to a mission door, it puts in a title screen and you have to hit a button to "enter game." (Personally, I'd love for this to go away.) Well, I'd just glanced at my map and decided I wanted it a little bigger. Grabbed a corner to resize it quickly... as the screen flipped over to the title screen. With the cursor now stuck as the (diagonal) double arrow. Which won't register a click on the "enter game" button at the bottom. Which means I have to go to task manager, end the game and log back in. Yes, it's just *happening* to be that timing, and I'm probably the only person who will see it do this in the next year, but still... As mentioned, my solution would be "get rid of the loading screen with the "enter game" button so this never happens." Or at least the button itself. No other mission type needs that, after all, it's only an annoying feature of the SSAs.
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So, thinking about alts and looks that don't exist and can't fit right now, Spines came up. Some looks / shaders I'd like to see: - Energy/Glowing (shader) Basically one or two tone options on the "spine" types (bananas/thorns/slates) we have now, but glowing. Might look odd on the classic bananas, but glowing slate-type spines - or better yet, red hot metallic spines? Might just look good... - Vanguard What were they called, Talsorian or some such - the thin energy blades. - Energy (form) You know the glowing "spikes" or "vents" on the ... name's escaping me, Ascendant armor or aura? Those. But as spines. Be a nice, glowy porcupine. (Or, colored properly, a firey one, perhaps.) Yeah, nothing earth shattering, but they could be interesting looks.
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So much darkness. Help me pick which one to embrace.
Greycat replied to Sakai's topic in General Discussion
Ice/dark Corruptors are fun. And yeah, the D3 (D4 to some) Dark/dark/dark defender is classic and can be surprisingly tanky. -
Not sure I can play at 800x600 any more... Though I remember my Maatrox Mystique 400 making some patterns look really good... until I upgraded.
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Yep. He had a horde of them. Edit: Found a screenshot. Not all of them had gotten in at that point...