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Greycat

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Everything posted by Greycat

  1. I think it was Sean Mccann who was doing a lot of content at that time and was a *bit* multi-ambush crazy...
  2. I've actualy had characters go into fighting specifically for the attacks, not tough/weave. Personally, I like things having costs. Tough/weave can be quite powerful - forcing a pick of something else (which, really, just means you get to put slots elsewhere if you're not going to use it) to get there is perfectly fair to me. If tough or weave were available with no prerequisite, I'd want to see them nerfed somehow. Then again, I thought losing T9 crashes was a shame. *shrug*
  3. I'd go for this - as a self-exemp, rather than the invasion mechanics. Simplest way. Oh, if someone wants incentive, well, badges. (On top of the kill badges.)
  4. I just remember (a) the decidedly (and deservedly) negative feedback when some Epic (or was it just patron?) pools were tweaked after the fact back on live - and some of those changes were rolled back, and (b) how badly some things broke when the pools were updated on test (again on live.) If I remember right, it broke Kheldians and Dominators *badly.* Admitteldy both have slightly odd mechanics (both having essentially "click inherents," with form shifting and with Domination,) and I think that was the issue in general. I would not mind seeing TP getting the "reverse Mystic Flight" treatment. That would be useful. Flight getting a wind power? I think Wind would be broken. >.>
  5. Increasing perception would keep from hobbling Stalkers and Illusion players. And half the time the ambushes see through stealth anyway. (I seem to recall running into three types of ambushes back on live - the ones that home in on you no matter what, the ones that go to the location you were at and the ones - which i think are more of a subset of the second - which go to the location you *are* but don't see through stealth.) If you're worried about stealthing, have live enemies in some range override your "rescue" so you have to fight them. *shrug*
  6. As an "I only see my stats," optional thing? I wouldn't have an issue with it. I might even use it. I get the dislike for a team window (which wasn't requested, I know.) Dealt with that enough in Mechwarrior Online. "Loser, you only did 30 damage?" ... Well, I was in a 25 ton mech and ran facefirst into the entire enemy team while scouting ahead like I'm supposed to, so yes. Those just lead to unfun play.
  7. For INF? Nah. Now, if they were asking for actual money...
  8. Personally, if someone's PLing someone else 1-50, they're going to make INF enough during that process that (to me) they *are* being paid. Trading PLs? Sure. No problem. Pay for it? Men. No thanks.
  9. Interesting idea. (Don't forget ... what is it, black hole? Make it an AOE, make anything made intangible able to fight each other anyway.... )
  10. ... except, due to their differing effects, I for one wouldn't *want* them to function as both. I try not to use a wrench as a hammer.
  11. I have to say I cringe at this attitude when I hear it. AFAIC If you're playing, you're not leeching. If someone's griping because you're not doing 5000DPS throughout whatever's going on, that's their problem. If you're not doorsitting or AFKing after 1-2 mobs, you're not leeching. If you *are* planning to do that, yeah, ask, definitely - and some teams are fine with that, or fine with you BSing while a couple of others play through. If someone's trying something specific - well, they'll usually advertise it. Other than that, it's a game, It's there to enjoy. Oh. Common IOs. I'd tweak that section *just* a tad. Ignore level 10 IOs (unless you're making them for badge reasons, or there's a level 10 proc/global you need,) they're basically not worth it. Craft and start slotting your 15s at 12. I make a *few* 25s (typically to keep acc up,) then it's 35s for the rest of the trip (better than SOs by a bit.) ... also, are you calling Attuned enhancements ATOs, or referring to the AT-specific sets as ATOs? I could see some people getting confused with that.
  12. People are people. You did something uncharacteristic? Congrats. You were the nice (or neutral) person who had a bad day. *shrug* That's how I look at it. Either that or, given your example, maybe it was a smartalec tongue-in-cheek comment or bit of dark humor.
  13. It's a set of (generally) linked story arcs, about every five levels or so. You'll see a lot of Council and Nictus, but there are other (more level restricted) groups in there like the Sky Raiders as well.
  14. They're two different effects, Repel and KD. They can actually affect enemies differently, on top of having different ranges. I'd hate to have one gather foes towards my squishy defender. Adding resist steps on Sonic's toes, though. Granted, Sonic also debuffs. I'd say instead of massive changes (since, honestly, I'm on the side of "IOs are the problem" and was on live,) add debuffs and/or damage, likely smashing. If Force Bolt can "plow through" enemies instead of knocking one back, add that (damaging each, probably less than the main target.) Force Bubble (the repel) debuffs. Repulsion Field adds damage with every "tick" it goes off in addition to the KB. Detention Field's "issue" on live was that people didn't see it. You can't enhance the untouchable. If anything should reflect an attack attempt, that would be the one to do it in. (Besides, unlike a hold, Detention Field works on a boss reliably without stacking. It has a shorter duration, though. Work on its visibility.) Have it pair (more) with Force of Will - we have (had) something similar on live with Devices on blasters and snipes, as I recall - with at the *least* Weaken Resolve. (It already stacks with Leadership.) Wall of Force could be what turns Force Bolt into an AOE as mentioned above.
  15. I'm not *against* the suggestion, but the image coming to mind is just amusing. Almost as much as when they made trainers into tailors as well...
  16. As was repeated many times on live. Epic = "story based." Unlike the fairly open ended standard ATs, the PBs and WS (and veats, but their story is horribly done and best skipped after the extra costume slot mission at 10 or so) were tied to an origin and a degree of backstory. Yes, people played around it (and still do.) But that was what was meant by Epic, not "go in and one shot kill everything." (Which, yes, some people seemed to expect.) Honestly, having a whole set of 1-50 arcs *plus* the world changing for me (in the forms of quantums, voids and cysts, yes) was, and is, part of what I still love about the AT. (And something I think that was missed in VEATs - Arachnos should, to me, react differently to you.) And Quantums and Voids were, and are, fine and frankly not a threat to other ATs for anyone to complain. Cysts meant the team had to just not bum-rush in - it should only take 1-2 experiences to teach that, after that, they were just not that hard. My Khelds would often just go deal with it themselves (or haul a DA scrapper along.) I am biased. They are probably my favourite ATs in the game. Emp/Psi defender versus that ... Striga, I think, mission that's mostly Mek Men in a warehouse.... which strongly resist Psi. That was annoying.
  17. My few widows ended up more melee than Fortunata. They're scary in that arena. But for general play, I lean Warshade and am *highly* biased in that direction. I will say that, to me, going human-only Warshade is missing out - if nothing else, for the second mire in Dwarf. But then I also like that I can h ave a non-expensive "naturally grown" build that can put out three fluffies for ranged damage while tanking in Dwarf, too. You will, in any case, end up in melee in a Warshade, given one of the higher damaging attacks is your melee range hold, you want to be in melee for Mire (and Stygian) and the like. But that's more "you'll be in melee range" rather than "you'll be a melee build." Things will be blowing up all around you. That's just the Warshade way. Heck, you'll *want* to be higher than +0/0 anyway to get more enemies around once you're up a little ways. As far as "useful to teams," eh. I tend to have a beef about that, since all it brings to mind is someone telling an emp/ or /emp "stop blasting/controlling, just heal" or screaming at other sets for shields and such. I tend to link "I think your AT is better for the team" with "I'm greedy." Just enough bad experiences that it leaves a bad taste in my mouth. That said, the VEATs bring built in leadership (and stacked, if you want to sacrifice other utility.) If you're going human only, you can, of course, dip into that leadership pool yourself. As a warshade, you're bringing (a) a warshade, which everyone should appreciate. (b) individual teleports. You get it at low level, which I know isn't as big a thing now with all the *other* teleports we have but is still useful. (c) optional - enemy TP, for pulling, yanking minions out of walls, etc. (d) Stealth (plus your own teleport.) Scouting's still a thing. (e) force multipliers that will work even if you're mezzed or killed in the form of the cotton candy of death (they do not despawn if you die, since their "cost" includes a defeated enemy.) Just off the top of my head.
  18. Long term can be great. AE, RP in between, have an idea of what you want but try to alter AE (or other RP) sessions to take in what's happened, get some open-world interaction as well... Lot of work, but it can be worth it.
  19. I've generally been in the minority of power changes. I *liked* the crashing nukes and T9s. Permadom requiring a team. Full strength quantums, voids and cysts. Configurations that made you think "Is this situation worth using this power and risking the crash now, or do I save it?" As opposed to perma-this-that-the other. I remember the ITF being a challenge instead of a 10 minute speed run. Heck, I remember teams needing and failing respecs 🙂 But, well. Game's changed. It's mostly a character idea and RP area for me now... and I'm fine with that.
  20. Calm down. The original post mentioned specifically Solar Flare. Nova? Fly higher. Knockback is now KD, or at least minimized. And given the OP was talking about melee, that's not normally done in Nova to begin with. Generally I don't *want* KB reduced in my Nova powers. Also I've been running triform since live at about I3-I4. I'm *quite* aware of how to deal with slot crunch. And I tend to use positioning to deal with knockback. *shrug* I use it to my advantage. My point was that there's already a way to change that that doesn't (a) require any programming work from the team and (b) doesn't affect anyone else.
  21. There are IOs available to turn the knockback to knockdown, if you want them.
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