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Greycat

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Everything posted by Greycat

  1. Because when it was introduced they expected you to be part of a team which would be doing the defeating, I'd expect. Also, for the OP: "but would like to have a choice between the old and new Granite Armor (like Practiced Brawler/Master Brawler)" It was my impression this wouldn't be done again because of it being a pain (or hack or some such.) For me, I've run Stones. Yes, I think they need some sort of updating, but at the same time, part of what I like is the feel of *being* this massive, immovable Earth-avatar. Not sure how to reconcile that with how the game is now. That said, Kheldian Dwarf form is *also* supposed to be massive and still can keep up (granted, built in teleport helps, but even without it's not slow - it just feels fairly massive.) Perhaps lowering (but not completely eliminating) the jump and speed debuffs would help with that while allowing more mobility. And, honestly, yeah. Getting rid of the -dmg. I mean, even if you're missing some... "finesse" damage from being a giant rock, you're a giant rock who can put some weight behind your attacks. 🙂
  2. I don't *believe* that's changed. I can check. Edit: Nope. Shows unique on Paragonwiki, too, which is acting as an archive of how it was on live.
  3. Wow, bit of an attitude from you there? No, I do not "click random powers in the power select screen." Nor do I "build against" anything. And I have plenty of experience with pretty much every AT and combo. But, you're obviously not worth continuing a conversation with. so I won't.
  4. I don't want to call them "worst," since they were (and are, for the one I remade as is) quite good at what they do (control.and team support,) but two controllers: Ice/Emp Earth/FF Played both to 50. Neither are particularly *fast* to solo. (Wasn't expecting them to be, but the times I did, well...:) ) Honorable mention to a 50 bot/ff for being boring enough, especially after the "AOE Team buff" change, that it nearly turned me off MMs completely on live.
  5. I wonder if you understand how you just pretty well destroyed your own argument about those pools being "set."
  6. I don't need to softcap or perma anything. Completely uninterested. I find them boring. I never said anything about "elite builds." Nice try, though. If you *choose* to make that kind of build, that is... your choice. It's not necessary in any form. Those choices might be "set" for that sort of build. That does not make them necessary for anybody else. Putting it another way - If *I* choose to go racing and require my car to be stripped down, have a rollcage added, etc, it's because that's what I want to do, and those are the costs of that choice. It does not mean that Grandma's luxobarge or someone's minivan or classic car also need to be stripped down and have a roll cage and other modifications added. Understand? No power pools are required for any AT or powerset to play the game. Stating that they are is a fallacy.
  7. ... I have *few* characters with speed, fighting or leadership. I don't "build against them," I just don't want or need them, so I don't know what you're talking about here. Leaping, I take on a good number simply because I *like* Super jump, not because of any overpowered-ness or whatever you're getting at here. So, no, power pools are not "set."
  8. I'd be telling them to do something else all together. That's exceptionally rude. They can right click and cancel the buff. This is pretty much how I run mine. I combat buff, especially on things like Empathy. Most of the group is together fighting something? Get in the middle, fire off auras, go back to doing my thing. I did that even before IO-powered steamrolling was a thing.
  9. My Khelds often have Kheldian tech. 🙂 Just because.
  10. C&C Remastered. I wish they could (or would) have redone the completely rendered cutscene graphics - it still looks like it did on release, though the gameplay has been cleaned up and, where they could, the FMV has been upscaled as well. I'd almost forgotten just how Kane was - you don't know anything about Nod yet, and he's just got *presence.*
  11. 1 - sure. 2 - In the age of IOs, just can't go for it. And yes, I play a number of Khelds.
  12. Multiple enemy pets stay on. In addition to those mentioned, there's the Malta gun drones, Sky Raider Engineer shield generators (at least those are useful if you can confuse them) and Bres Animated STones.
  13. I haven't checked. Do they exist if you go to the City Hall contacts? I know they gave something... I wouldn't MIND them being in Galaxy (the contacts are still there,) in the Atlas contacts or in Ouro. Or some combination of the three.
  14. You *can* keep asking for more slots, but... yeah. It'd be nice to just be able to get more AE slots. They don't take that much room.
  15. The OP never stated this would be "simpler" in any way, shape or form. Offering that up as a rebuttal is kind of a strawman. Yes, this looks like it'd be hugely complex. The main differences I can see are (1) someone who doesn't know, like, etc. AE will have access to them and get to experience them without foreknowledge (some people do like just "seeing where a story goes,) and (2) they can affect the world, in every way from the small (I have badges!) to larger (dialog, possible other missions, reactions of NPCs.) The second, by the way, is part of why I love Khelds - you're spawning specific enemies just to fight ME? Thank you! Now the downside is, of course, that even with all these paths and branches, assumptions *have* to be made about the player's character. (Which appears to be Naraka's point.) For instance, let's just take the "general chaos" path. If I have a villain who's (say) an arsonist, but tries to avoid killing people (burning down warehouses at night, old buildings, buildings that shouldn't have anyone in them) - well, it's unlikely there's a path specifically for that, but if there's a mission to "Cull the weak," I'm immediately hitting a hard stop there. There's a difference between an accidental Civilian casualty in a Mayhem mission and going out and targeting people. (The flipside being if that's not allowed but it's *totally* what your character would do. "Humanity is a disease, you're the cure... but you can't shoot anyone? Lame!") In short, it sounds like it could be an interesting, fun system, but at the same time would hit some of the same complaints we currently have. Which is not a bad thing - writing for villains is *hard.*
  16. I'll generally support anything giving a player the option to change a pet's KB to KD, since pets don't tend to use it with any planning.
  17. ... eh? If they're doing one of each combination of powersets, it would only be 1 PB, 1 WS. (THough I'd encourage using alt builds to try out triform vs humanform!)
  18. Yes, but that's more of an individual thing. I think trying to get all... what, 1600 badges? sounds tedious, but people enjoy doing it. Same with tweaking builds to get every last tent of a percentage point of recharge, damage, etc. Not interested, but others are and find it fun. *shrug*
  19. It's purely up to if you have fun doing it. If you do, go for it. If not, perfect time to take a break. The only reason my input should have any impact is if I were paying you to do it. 🙂 I did a "one of every control set to 50" back on live - but I didn't concentrate solely on that, even while playing them. I played what I felt like playing with that as a "behind the scenes" goal. It kept it from being a chore.
  20. Repel is a wholly different effect. It's why, for instance, Hurricane can affect things Gale won't, or Repulsion Field and Force Bubble can affect different things. What would putting a Repel nullifying effect do? There's not a "low mag Repel," unlike KD-> KO. By allowing it to affect Repel powers, you'd be severely reducing the effectiveness (in some cases to zero) of Repel powers. Sure, Hurricane (for instance) would still debuff, but there'd be nothing keeping a higher tier (and less affected) enemy from simply walking through (remember, no "low mag" repel exists) and attacking you. Also, Martial Combat is a Blaster secondary. Why not simply... blast them? Especially while they're just hanging there slowly moving away for several seconds? Honestly, repel is generally an easier to control repositioning mechanic and, other than an MSR, I can't think of places it's complained about. (Also, no thanks for the last portion. If you want to reduce a power's KB, the cost should be an IO in that power. If it takes multiple IOs, it takes multiple IOs.)
  21. If you're spending a currency (merits,) can you really call it free?
  22. *Plays Purple Rain.* *Munches fruit salad.*
  23. One of the things I find most interesting is that progression. I mean, from level 17 to 18 is one power, on DOs. From 18 to 19 is two slots, still on DOs (at the time.) And yet they go from needing 50 (50!) level 17s to 25 level 19s. It would sort of make sense if it were level 17 to level 25, as that would have put you in SOs (and Stamina and more powers and slots.) That's more of a power jump. And what would they do with a mixed group? I wonder how much leveling vs. hitting the debt cap would have gone on during one of these. 45 minutes long... Obviously this trial never made it to live. I wonder just how much it would have been run, given its requirements. And don't forget, we didn't have leagues - that was introduced in issue 20. This may have been why they listed this as limited to supergroups - you'd at least have SG chat to help coordinate.
  24. Here's the description: Levels, 14-19 Physical description, an enormous metropolitan area torn apart by an earthquake. At the southern end stands a giant facility resembling a hydroelectric plant. The trial: The Faultline Trial is initiated by accessing the terminal in the dam at the far end of the zone from the entrance. To be able to participate in this trial, you must be at least Level 14 and you and your teammates must all be in the same Super Group. This trial is designed for twenty five Level 19 heroes or thirty-five Level 18 or fifty Level 17 heroes. The tiral room is vast - and mostly water. Four pylons stand toward the front of the trial, connected by a patheway that zig zags between each. A building stands on a narrow strip of land to one side of the feeder river at the far end of the trial. This building and the four pylons are subject to attacks from villains. Each structure has a set amount of hit points; at 0, they begin to smoke, and are considered "Destroyed." Waves of minions and lieutenants attack the pylons' a boss-level villain lies in wait at the far building. Depending on the size of the Super Group, the attacks will progress from one pylon to another -- until eventually the building is targeted -- or the attacks will occur simultaneously, so that the group has to spread itself thinly in order to defend each location. You must successfully defend 3 of the 5 structures (that is, prevent them from being "destroyed") for 45 minutes. Defeated Heroes appear at the entrance of the trial and can immediately join back in at the fighting, without having to run back from the hospital. The reward for this trial is a medal on your ID card, a large Experience Point bonus, and a special Enhancement that modifies two or more powers/effects and is valid at +/- 5 levels instead of the normal 3.
  25. Since someone liked this earlier... (Used to be Heart of Winter over on live, but, well.)
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