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Greycat

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Everything posted by Greycat

  1. Already in beta. Plus there's access through Pocket D.
  2. Wow. I think that's the longest I've ever seen these open...
  3. I don't recall ever seeing that in this game. Others, yeah. Not here though.
  4. .<----------- the point. You (add 7, 912 miles) -----------------------------------------> I can only conclude at this point you're being willfully ignorant if you can't see the difference between costumes and badges and how they're seen and used in this game. The badge system already exists in this game to have things to "grind" for. You can even show them off by picking one and having them as a title, on top of a section in your info window that shows which and how many badges you have. (In fact, I tended to argue *against* having those purchaseable when it had been suggested, feeling that went against the whole point of earning them - though I don't for the anniversary ones here, since people are remaking old characters and there's no way to have 'earned' them.)
  5. Or ignore the content and/or unlocks entirely. For instance, the old Vanguard pieces that needed a bunch of merits to unlock... piece... by....piece. Not only did this preclude you from (a) making a Vanguard-themed character from the start or (b) using the appropriate pieces (energy blades) regardless of your character concept *Until at least level 35,* but it was just flat out annoying. I'm sure I'm not the only one who just ignored the entire thing, given I can't recall a single player playing a Vanguard character. I played the content. Raided and did all the arcs. But totally ignored the unlockable costume bits. Putting it another way, it's not "if you build it, they will come." If you "build" having to unlock costume pieces again, some of us will just flip you off and walk away. Get badges if you want to grind for stuff. Leave the costuming alone. People *enjoy* being able to make the character they want from the start.
  6. There are multiple (typically team-focused) powersets that have "skippable" powers. (Granted, and some non team focused ones - I tell people to take time bomb once to learn for themselves why they should respec out of it and find something useful, like knitting, to take instead. 🙂 ) Some are because they're just team based - and are one of the reasons I have multiple builds on some characters (solo/team.) Some are just ... "meta" or "general knowledge" that you "shouldn't" like them. ("Ugh, that does knockback!" for instance.) My attitude towards these are "take it and decide for yourself." And some are valid. For instance, I like things like detention field / sonic cage, but get why teams can find them annoying (thus giving in and making it a toggle in my post.) And yeah, some just aren't worth it. I'll generally consider skipping Clarity in Sonic, for instance, just because it comes so *late* (especially as a secondary) that it's generally not needed.
  7. Hmmmm. I think I'm going to miss the Pocket D teleporter, but that's mostly nostalgia (and the tiki room arrival.) Same for the Wentworth/black market one, though that's slightly more practical - I tended to plant lowbie characters in the auction house there so they could get to auction house locations quickly. It was a nice initial "limited zone travel" when they had no SG. .... not really arguing for them being kept (though I wouldn't argue,) but I get the idea of consolidation.
  8. I'd have to agree with this. The content is pre-incarnate, it's doable without incarnates. If they're tough to solo (they're AVs, after all,) the answer is the same as it's always been - get a team. One thing I am noting (and expected, but went in to verify) - Base buff powers are, as mentioned, turned off in PVP zones. However, the timers on them are not. Since they are (1) created with salvage and (2) timer limited, is there a way to pause the timer on these when they're disabled? (This should also come into effect any time they're disabled, honestly, not just in PVP zones.) Essentially they'd be treated like toggles (even though they're auto powers, yes.) When you buy a jetpack for 30 minutes, it doesn't just click down 30 minutes and go away - it's 30 minutes of use. Granted these don't use rare (or even uncommon, going from memory) salvage, but there's still that cost to them. Unlikely to ever happen, but I'd still have to throw in a "no thanks." I *like* having lower level zones and zones without T9s around. (Yes, I think the "+5 levels of powers when exemped" spoiled Siren's Call.)
  9. ... Honestly, if I got a comment like that, I'd just one star the person saying it, tell them "no, but you can," drop the team and find a different one that's doing it for fun.
  10. I did say I'm still working it up - I don't have a feel to if it's as strong or not. And I *did* mention absorbs as being sensible (to me) as far as the theme or feel of the set.
  11. Small, volunteer team. Give them time.
  12. ... what percentage *should* be? I mean, come on - there are some *real* stinkers that show up. Then there's the question of if you're looking at suggestions as a whole (IOW post by post) or general groupings ("Do this to force fields" and "Nerf Regen.") Anyway... I'm slowly working up a remake of my ice tank from live. I'm not a numbers person, but I don't recall it feeling particularly weak. Breezing through the OP - One thought is regarding the "Ice isn't played much" bit. There *can* be reasons besides that - theme, for instance. Lack of comic/movie characters with ice armor that inspire people to make one. And the "But the graphics cover my costume" - which, they do, even on minimal FX. You're still looking frosty. It may not really be based on set performance. Ice, to me, should maintain an ice "Feel." Thermal (hot *and* cold, and associated effects) resistance - and the slowing (and -rch) applied to surrounding foes. Defense and resistance both do make sense for it. But - again for the OP's suggestion - what about ice says "I am mentally resistant to your control/damage attempts?" Smashing or lethal? Sure, gotta make it through the actual ice, after all. And again thermals make sense. But what about ice is psionic-defending or psionic-resistant? "M'friggin 'nads are frozen and it's distracting me from your brain-bombs?" 🙂 About the only way I'd see it getting added on is as an aftereffect from, say, granting/increasing the amount of absorb in the set (to represent attacks having to chip through the ice to get to the chewy center - IE, you - underneath.) (Granted, hibernation's ... eh. But I don't really ahve answers for that, other than "well, it gives me some flexibility in picking something else up." It's one of the few T9s I agree with the "meh" on... and I *like* Rise of the Phoenix, by comparison.) Anyway. That's how I see it from a theme and character standpoint. I'll let the rest of you math at each other.
  13. It's not that there's anything wrong with the set, really. But you'll see a lot of (50/Incarnate focused, generally) attitude that "Everyone can cap their defense, why should anyone play Force Fields?" Ignoring, of course, there's 49 levels of game before that and not everyone builds (or wants to build) to softcap to everything, etc, etc, etc. That said, I think the devs did develop the game in a way that broke FF... specifically because of IOs. (Part of why I said in the "if you could make one radical change" thread that I'd limit bonuses to 3, not 5, of a type.) There was other discussion on force fields... somewhere or other. Anyway, if I were sat down and told "you have the power to remake force field," I wouldn't go particularly radical. Keeping past discussions in mind, I'd probably do something like this: Force bolt: Probably what I'd do most with. Up the damage. Still does ST knockback, does KD to things around the target. Damage is buffed further if you have Repulsion field or force bubble running. Personal FF: Can attack through it, with damage reduced from 1/2 to 1/3 and defense from PFF severely reduced for several seconds. Don't attack? You're still practically untouchable, with current restrictions. Detention field: Since people hate waiting, make it a toggle (with the current timeout, as well - you can just cancel it early.) Force bubble: Reduce the size to the same as DIspersion bubble. Enemies entering (or knocked into, or with the new AOE teleport, drawn into) it take damage over time, similar to the sonic repulsion fields in Praetoria, until they're out of the field. Dispersion bubble - Popular suggestion seems to be adding absorb. Absorb will layer if someone with individual bubbles is in the big bubble. Repulsion field - it's pulsing a knockback. Add damage to it as it "hits" enemies. Or chance to stun. Touch of -def, maybe. Getting smacked around by an energy (or whatever) field should have some effect. Not sure what, if anything, I'd change on the other powers.
  14. Only 3? 🙂
  15. No, no, I mean currently, not as a suggestion.
  16. Well, as long as you can see where your reticle is, you can teleport there - avoiding walls, just popping up (or down) a level, going through (some) windows, etc.
  17. Yes, there's a revamp coming. That said, it was the travel power of my first 50 way back in issue 3. I even used it in Dark Astoria. It's got its quirks, you don't need to have it fully - or even partially - slotted, other than (early on) an END reduction, and even then that's normally if you're going LONG distances (N to S IP, for instance.) I like it, but use depends on character concept, basically. (And yes, I used it through old - now Echo - DA without issues.)
  18. Technically, you can - at least one - as a title. Plus your badge count and the badges themselves are easily able to be seen by anyone, so...
  19. I'd call that perference, not a mark of uselessness. Personally, I like having powers that make you have to weigh their use vs. a crash - as long as the effect is strong enough to be worth it.
  20. No, no. "Let the Lord of Chaos rule." 🙂 And that would be an interesting twist....
  21. There aren't really any "non combat" missions in the game I can think of. (By that I mean missions where you have to avoid combat at all.) The closest one I can think of is the Levantra mission where you can't attack patrols (which can mix in with regular mobs,) the security chief or foreman. (And once you finish the mission, you can go back and fight everything with no penalty.) The Heist in SBB ... sort of is, too, but you're hauled back to fight incoming mobs repeatedly as well. While I'm at it, there also aren't many where you really have to pay much attention to your environment - something like the pawn shop side missions in bank heists redside, with the alarms you can trip. (And which most people do anyway to fight more stuff.) I'd love to see more missions out there where you don't just fight through willy nilly, but have to avoid combat or detection to get something done. (Yes, in those redside pawnshop missions, I *do* try to avoid the alarms.) Just for the sake of variety. I know one of the arguments might be that this favors stealth-based ATs or powersets, to which I'd say "if they're well designed, no, they won't." Probably the biggest losers in any sort of "work through the environment" would be masterminds, as they'd have to not have their pets out - but if they're trying not to be picked up anyway and work around mobs, there shouldn't be a need to have them to begin with. Obviously these wouldn't be frequent, but sprinkled in here or there for a bit of variety they'd be a nice change of pace.
  22. ... you saw it, then missed it. I don't think duplicates of the enhancements would work - you're talking about most of the IO sets in the game. I can currently slot various powers with KB in the game for - off the top of my head - - Ranged damage. - Melee damage. - PBAOE. - Targeted AOE. - Defense debuff. - Tohit debuff - Hold (for instance, Incandescent Strike) - KD, of course - AT specific IOs ... and I know I'm missing some. Suggesting duplicates that also have KB mixed in is... not realistic. And as for the rest of what you said? All you're doing is repeating the exact same thing over and over and... ignoring that you're screwing up IOs and set bonuses. You are *not* giving people choice, you're nerfing whole powersets and forcing people to completely change their slotting to get original functionality back.
  23. ... which reminds me of something else. You can create macros. You can delete the button. If you do a respec (or a second build,) though... the buttons are back. Being able to have a screen to "find" them again and/or permanently delete them would be nice.
  24. This kind of has to be the starting point. Honestly, I think either we kind of ignore the lore and overwrite relevant parts of what we're doing with our own headcanon, treat it as more rare than we do ("yes, six of the others on the team have run this but we'll pretend they haven't, or haven't in a long time," basically) or just ... shrug it off, like we do when we finish a cave mission and the next mission is in that *exact same* cave, but it's now a lab.
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