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Greycat

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Everything posted by Greycat

  1. I think containment was only set up by "hard" controls (hold/immob) and not soft (fear, confuse, sleep, knock up/down/back/over/under.) At least by memory. But, eh, why not.
  2. *looks at the number* Yes, I can definitively say that THESE.... *slaps paper down on desk* Are numbers. (The one that sticks in my mind... I don't recall if it's just MM or Poison in general, but I'm remembering the heal as "slow and expensive" as well.)
  3. While I know we don't have missions, maps and zones in game for them, alternate terrain would be nice. Retexture hills to sand dunes. Give us some jungle. Let us runda tundra. Something swampy (though one or two outdoor maps kind of work for that.) More "neighborhoods" (like the one Praetorian one.)
  4. Custom mobs can do that. Standard mobs, depends what's available - they'd have to remake the mobs in general (or someone would have to step in and do so.) WOuldn't mind seeing it myself. One thing I've wished for in the past is a player-chosen starting point. RIght now you can't pick "THe player/team starts in a cell" if you want them to break out, for instance. I don't *remember* seeing an option for "Boss teleports/med-ports away at X health" (for enemies or allies, counts as a defeat if you're "defeating" the boss.)
  5. I didn't enjoy "Stand at the door and wait for the tank to herd the map here for a nuke" play in I3, I wouldn't enjoy it coming back. No thanks.
  6. There is absolutely *zero* requirement for hasten. If that's the position you're starting off with, *you're starting from a faulty position.* I've played this since I3 to shutdown on live, and now more time. I've built literally hundreds of characters. Hasten has been needed on absolutely zero of them. When it *has* been taken, it's been a "Well, this would be nice" power, and has never been perma'd - I don't perma anything. Something I've stated repeatedly elsewhere. If Hasten were a requirement, it would mean characters would not be playable. Know how many of those hundreds were unplayable? I'll give you a hint. First syllable - sounds like a striped horse with a woman's foundational garment removed. Second syllable - what you do to get places with a rowboat. Now, some *builds* use hasten, yes. If you want to perma things, hasten is useful, yes. All of those things are *personal choices.* Absolutely none are required. And they affect my game *not at all* that others have those builds. If you feel like you're not "measuring up," that's on you, not Hasten (or Sprint or Brawl or Burn or any other power.)
  7. First, the post was made six months ago. There are more characters at 50. Second, unless it's someone else using the same name - I know Steampunkette. I like her. But she's also indicated as a member, not a dev, so the question still comes - where did that number come from?
  8. For the first - I probably have a good percentage of Peacebringers and Warshades, so "powersets," sure, "builds," there's a bit of variety. Other than that, rarely. FOr the second - unless I've got reason to ("continuation" of a character evolving into a new powerset,) rarely.
  9. Are you a dev? Do you have access to the numbers to back this up? Especially given comments about people removing hasten in other threads because they don't need it thanks to IOs?
  10. Well, I used to make copypastas, but someone else can do that now.
  11. Large text does not make an opinion more right. Personally I don't care if people take hasten or not, don't think it needs changing, and have zero builds with perma-anything and few that took hasten, even with hundreds of characters on live. And honestly, so what if one player is at "an advantage" over another? The only place that makes a difference is PVP, PVPers know about it and work around it. I'm not in competition with anyone else. Hasten is fine. Nerf font size.
  12. *To me* - a non badger - - I like exploration badges. I think encouraging people *to* explore and learn some of the lore is great. Some easy, some should be a bit of a challenge to get to ("Destined for Valhalla" is a favourite of mine.) - Defeat badges *in general* to me, if tied to a zone, should be something a player could reasonably get within spitting distance of through normal content. (For instance, play Croatoa's content, you should be able to get the defeat badges - even if running solo - without too much more work. Running with a full team of 8, you'll have it. Maybe run a Katie to mop up.) There can be "reach further" badges (like we have for skulls and skull bosses.) But they shouldn't *feel* like a grind. Onerous and ridiculous would be something like.... Defeat 50 Elite Bosses using nothing but Brawl. You might do it to challenge *yourself* but really...
  13. Grinding tends to be less "content focuses" and more "Ugh, I have to kill 1000 rats to do this." IOW, more time-sink (that generally is to encourage people to continue a sub to be able to finish it, or to sell a microtransaction to bypass it.)
  14. I think I'm missing something there. How would anyone expect a developing COH not to have more badges? Once Kallisti has content, I'd expect something like (say) new enemies to give defeat badges, for instance, or maybe a Kallisti TF/SF to have one, just because it's been the pattern for other content.
  15. None at all. *Playstyles* might be. The sets themselves would be fine.
  16. As I'm recalling, that was still after an initial foray *there* by Primal explorers. Not something they initiated. Even with the original arc.
  17. ... you realize I was just saying "WHen you see them, defeat them, at which point they don't move," right... 😉
  18. "The path of the Mu is the path of denial of the worthless self, denial of all that would blind us to our service to our Goddess." Paragonwiki's still a thing 🙂 though that's the only sort of direct answer I can see from there. At least the main lore page.
  19. THey are ... once you've memorized them. 🙂
  20. Reason to make as many mu non-moving as possible when you see them.
  21. Heh. I'd done something just dealing with Controllers on live. Finished it, then they introduced... think it was Electric. Though I was just going for "one of each control set," not all pairings or anything.
  22. If min/maxing is your playstyle, I'd say yes, *for that,* and *for those builds,* it's "needed." As a general rule, though, no, it is not, any more than all the costume slots are needed, or a purpled-out set of IOs is needed. It's a choice by the player. Lamenting (as was done earlier) how Hasten takes away choices or people "must" build for recharge is sitting there with your nose rubbed up right against the bark, ignoring all the other trees around you.
  23. Know what's nice about "junk sets?" - Cheap frankenslotting. If you don't really care overmuch about set bonuses, you can squeeze a bit more acc/dmg (for instance) in fewer slots by using those from multiple sets. - Converting. Build cheap, convert. - And yeah, sometimes you find something unexpected that "just works" and is fun for you. Yeah, some sets can take some looking at, but nothing needs to be removed. Side note - I have hasten on few if no characters, and don't see it or LOTG as all that vital. *shrug*
  24. Mind you, I'm not against Praetorians getting content to easily take them to 50 if they so choose. Different argument entirely. .... hmm. Though, why *can't* they have their own Pratormerora? The maps are perfectly fine to reuse. The "How to get there" and "What is the point" has to undergo a massive reworking, though. - Team finds Egg Macguffin. For whatever reason ("Important reason, we trust you!" to "Send this guy and get rid of him") you're sent back. Maybe there were prior teams who came back 'damaged,' but what they did report was intrieguing enough to send a powerful team back. Macguffin does not allow other times to be visited or the destination to change and is likely close to failing. - You're in the PraeRoman "Era of Gods," before the empire fell. A civil war still exists. PraeRommy has found a way to steal the power of one of the leaders and is successfully pushing the civil war there, borrowing a few notes from Primal Cim. You realize how much this might change history and have to fight. (This may even be a mission arc for the players - *find and destroy* this method before it's used on you.) - You're eventually given a choice after (insert storylines here.) Bring back some potentially promising "monsters" (probably after some fragment of Hamidon-ick infects something and you find they're resistant) to try to rescue modern-Praetoria, or fight to salvage a land you can bring the survivors of Imperial City back to, thousands of years before the Hamidon threat - plenty of time, hopefully, to at least warn of what will happen, if not find a counter. Granted, this would split the timeline, most likely, but hey - some part of Praetoria would live. Tyrant and crew end up being less of a problem because the "time of gods" fades and so does their power - so they can't create a two thousand year world empire. They will pass away and be myths... at least until the timeline hits them again. Thus Cim gets its own, world-and-lore compatible and specific Cimerora. Of course, that leaves the question of why *you* are still around, but of all the other issues, that's probably the smallest!
  25. Which itself doesn't quite work lorewise. There are *so many* little differences in there. There's no mention of Kheldians, for one, meanwhile there was the Path of the Dark here (and SHadowstar in Ancient Egypt, reinforcing the Kheldian thing.) There is no Council and there are no Nictus to go back and make an offer to Romulus. And really, no group with the tech or clout to go back and change things other than the Praetorian leadership - and if *they* did it, I think they'd be more interested in stopping Hamidon before the whole mess got started. (Well, some. I mean there's the whole idea of gaining or losing position and power, which itself would be an interesting bit of story, but rather unrelated to Cimerora.) If the Praetorians, for whatever reason, went back to their Cimerora, they'd ... have a Roman colony. Essentially the whole framework that puts the Cimerora plan into motion (and alters our own past, slightly) is just not there.
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