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Greycat

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Everything posted by Greycat

  1. Love that on Win10. Had a wallpaper switch to another instrument! My Schecter 5 string. (Have some made of my other instruments, as well...)
  2. This isn't roleplaying. You do have the choice to not read it if you don't like it.
  3. Well, they're not in every zone. Several, yes. And there are decent pauses between them. As far as the dropship blasts - having the paths reviewed would probably be a good idea. What's frustrating is getting killed by a blast, going to the hospital, stepping outside the door and getting killed immediately again (Skyway.) "IC," it makes sense, but for playing it's really annoying. Some degree of a safe area around trainers, transportation and hospital areas It did make me happy I was (still am) working on getting my elec/elec sentinel the rest of the way to 50. With the energy resists, she can fly top cover while she blasts, absorb the blasts and let others, especially lowbies, enjoy the rest of the fights.
  4. Serif don't like it. (Rock the casbah, rock the casbah.)
  5. .... Tangent. I really kind of wish we DID see more Crey at low level. Remember the Outbreak tutorial? What did we see... Crey scientists working on Rikti drones. Then they vanish, aside from some billboards, until the 30s, when we're suddenly fighting (but occasionally rescuing) them. Lot of lost potential in not having them "help" heroes along the way... before finding out about the Revenant Hero project.
  6. There's another point where it was broken - but that didn't make it to live, as the devs decided they *liked* not being tarred and feathered. On live, they were initially going to make changes to "unused" or "underused" powers in the Patron pools - outright replacing one power with another. Player pushback when it dropped on beta was *so* hard that they worked out how to make the pools hold five powers instead.
  7. Those are perfectly legible. Just not English. That's "Ray Mirage," "Steel Virgo, " "Archer" and "Sprawl," according to Google Translate... just in Russian.
  8. All right. So I see a few different things going on and inconsistent results. Obviously, during the Rikti invasions, if you (or your team) completely destroy a bomb, you get credit. I also see people "tagging" them. I've seen two different results from that. For instance, I had an elec/elec sentinel in the middle of three bombs. Destroyed one, got credit, was working on the other two (putting a shot in every once in a while, trying to keep them from turning red, or using the VS to zap them.) One said I had destroyed the bomb. The other, nothing. I'm fairly sure I put in at least equal effort on them - and nobody else came by to do more damage. (Ended up fighting the rikti as well, so the bombs went off on their own.) Had another lowbie mm who fought three bombs. Took a long time to blow one up, got credit. Two others I worked on damaging. One said "You have destroyed A Bomb" when it exploded - though it didn't seem to count for the badge (only showing 1) and the other said nothing. So what *are* the parameters for this?
  9. Dammit jim, I'm a gamer, not a biologist! 🙂
  10. I'd say the core reason is that they didn't or couldn't create the skeletons and animations for anything "dinosaurish." There's nothing that uses "chicken legs" (that reverse knee) - even the "monstrous" legs in the costume creator are basically very oddly shaped boots. I don't think we had four legged skeletons until fairly late in the game (I can't think of any right offhand before beast mastery for masterminds and/or night ward. Even the unused "nemesis horse" didn't have legs - it hovered on four jets.) Scaling's probably also an issue, but I think things can be "big enough" now to give passable dinos if the other issues are dealt with.
  11. Which are you looking at, specifically? About the only downside to the existing power I can think of is, perhaps, cooldown. Not sure if they can or can't be used in a macro...
  12. Possible? Sure. (There are some joystick controls in the game.) Likely? Probably not with a small, volunteer team, and with the current grey status of the game...
  13. Base transport powers are already in game.
  14. So, no to "run them both and it also sprouts PBAOE Teneebrous Tentacles?" 🙂
  15. It depends. If you have a theme you love but the set hits *that point* of frustration or difficulty (not really saying DA is difficult, just different,) it makes the "theme" less fun to play. I don't think it's ever hit that point for me, personally, but still.
  16. Aren't cannons kind of... already armed? Also, what good are arm cannons without headcan(n)on? 🙂
  17. Even if it's "shut down right away" by an AOE, someone with a sleep is handy as early as Posi 2 - since the big dispersion bubbles cast by ruin mages gets shut down by it. No dispersion bubble = no AOE defense for the circle. Same's true for most bubbles of that sort (not the sky raider generators, though, as I recall.) Sleep will often shut down armors that ignore or deflect other things. And those armors do have recharge times. Also handy in the MLTF/LRTF in keeping the AVs coming one at a time while the others take a nap... >.>
  18. If part of the issue is "balance vs incarnates compared to non incarnates," do we need perhaps to make a fully incarnate version of Recluse? Breaks lore, somewhat, with Tyrant wiping the floor with him, but he *is* one, after all. Maybe if half the team is incarnated, the incarnate version spawns? Possibly cheese-able, but ... *shrug* Or you get an option where a fully IO'd team chooses "stronger recluse" for a challenge?
  19. I like some of Cutter's ideas. To me, DA felt like it was thought of as "paired with DM," because, yes, that does have an end drain and works well with DA. Throwing one thing out there, since there seems to be a little dislike for Cloak of Fear - since it's a control (and some -tohit) aura, why not add something else thematic and let it sprout some immobilizing tentacles? Say, max 5 targets. Immobilizes targets, keeps them in the fear and -tohit as well as OG's damage. Heck, add some small drain here - even tics of END drain returned to the player. It comes a touch late at 28, granted, but it would help a little with the END *and* be thematic (a nightmare of being weakened to the point of not being able to do anything?) Edit: Trimming out "I didn't get enough sleep and couldn't get to sleep" idea that... is still basically an end discount. 🙂
  20. You use those just like you would combine IOs. Slot, click on the IO in the slot, it should show a catalyst to use. Drag that over, combine, you should be good to go.
  21. The only difference Origin makes, really, is (a) the names of the normal enhancements you buy, (b) some dialog (rare, mostly seen in the Origin of Power arc, and (c) the initial "temp" attack power you get. Poked my nose in here out of curiosity and i just want to say - nice to see actual "on the way" builds, not just "you're 50 with a bunch of Inf." *applauds.*
  22. I *seem* to recall some hami combinations aren't covered by IOs - that may have changed late-live or here. Not sure how I feel about boosting them back up. *shrug* I can see an argument being made with the unique combinations and the fact they don't give any sort of set bonus, plus having (generally) to wait for a raid to get one, being reason enough to boost them, though. I don't know how it'd balance against everything else.
  23. *shakes fist!* Oh, well. OK then. (Kidding. 🙂 ) I'd think it would have to be a two stage thing - general permission in the SG properties, then permission on a specific storage rack. Little more work if you want to share everything, sure. I'm not sure if I'd want to do it per-coalition but that might be good, too (I know, even more work) in case you have some "we like to play with..." groups as well as "Actually the same group, but this one's housing" situations.
  24. Honestly, I'm ... somewhat split on it. On one hand, I like outgrowing some mobs. And there's a definite storyline progression dealing *with* outgrowing mobs (like going to trolls/family and seeing the connections from the skulls.) I'd think a level 50 powered individual would have outgrown the Skulls (even the leaders are faced down in... what, 10-15 range?) There's just not much room for growth in them. On the other hand, I *could* see higher level outcasts - or people with outcast logos/gear - showing up, at the very least as mercenaries or B-list heroes/villains. I guess to me it's not just a question of level but "does it make sense for the group?" (And also, I suppose, how much overlap is there with other groups.) Hellions, for instance, are into artefacts and summoning. I could, I suppose, see a "high level hellion boss" cameo, but as a group as a whole... eh. As a level 50, I should be swatting them down. "High level luddites" don't really make a lot of sense to me, as another example. I guess for me, saying "that would be fun/make sense" would be kind of a case by case basis. But that's me.
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