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Greycat

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Everything posted by Greycat

  1. Which powersets I use are defined by concept, so yeah, I've done this. And I've run into them being more fun on one AT vs another - I don't care overmuch about numbers, but (for instance) my Staff/WP Brute gets a lot more play than the Staff/WP Scrapper, who just feels... "eh" on a roughly equal build. (Of course, and not quite the same thing, I've done a "same pairing, different AT" for some... obviously an elec/elec brute is going to play much differently than an elec/elec blaster or controller. And some you can't do - there's no illusion melee or illusion armor, for instance.)
  2. Not sure about the detuner. Not really invested one way or the other on that. The conversion window... needs a look anyway, as some of the options (as I recall) aren't "sticky" between conversion attempts and should be. I'm not sure if there's a technical reason for them to go back to the tray or not, so...
  3. Don't those already have a "don't show this again" on them? Or am I just thinking of co-op zones? If they don't, then yeah, they should.
  4. I've had this discussion before - for some folks it's just *really* important that they stay true blue (don't typically see this for red as much.) Even if there's nothing to show they ever swapped, even for just a moment, previously (though I suppose there's that "Grass is greener/meaner" badge,) concept > all for them. That said, there's no similar requirement redside, so I can see the ask also being one of equity for the same power. It'd be like having two equal rewards, one that's just "Eat at least twice a day for a week" and the other's "Eat something with peanuts every meal, every day for a week" - one can eat anything, the other will have *bad* consequences for some people. (Yes, I know, orders of magnitude past "I can't get an accolade power in a game" as far as seriousness, but that's not the point.) While it doesn't meet the "Homecoming created arc" (or any arc at all) criteria, "Heard the Call" seems the most obvious to me. I don't think I've heard any grey-side complaints about maintaining their alignment to get things (and they also have the option of SFC, or just saying "I'm grey, of COURSE I swapped alignments to get something!")
  5. I'm ... honestly kind of "ehehhhhh...." on it. I could see it as a temp power for a SF/TF, though ("Call in an airstrike as needed on...." ) in appropriate environments. But - for me, at least - being in one of the many sewer or cave missions and being able to "call in an airstrike" would just be weird and immersion breaking. (Honestly, Meteor in those same situations is, as well, and I love Meteor.) But that's me.
  6. Let him stay dead. No ire towards the character or Jack, whose character it was, but I kind of like the whole "hey, others have this, you can rest now" that was portrayed in it. Let him rest. Psyche, on the other hand, should come back and Gibbs-smack Manticore.
  7. Isn't that *also* a biased presentation? Everyone has different experiences. If you'd asked me, the only characters I'd take TP Foe (as a separate power) on would be (a) my Warshades, who get it inherently (and would use it on Quantums/Voids, with their hold queued up and ready for when the enemy arrived,) and (b) someone using Traps, and that's wonky and requires a lot of setup. (My PBs tended to just snag stealth and do a drive by with Incandescent Strike.) ... and when in that chain would you run out of charges of the temp power as you do it to defeat a single enemy? Since TP Foe only worked on minions and some LTs? Trying to see the relevance to the argument against, here. Say it was given 10 charges, with a 10 "stack" max, so you can do it 100 times. Even running solo, base settings, so there are only 2-3 critters in a spawn, there aren't that many missions where that'd be useful to do repeatedly - and there'd be much more useful and less time consuming ways to deal with a minion or lt. Like... every other power you have. Assuming you can manage to pull each mob without aggroing the others, you can do that to 33 spawns, if you hit *every* single time. Is this... overpowered? Doesn't sound like it to me.
  8. Nope. You can typically still target the mob. You just can't *attack* it. Though sometimes it can attack you freely for whatever reason - yet another reason I'm not convinced having this as a temp power would be a bad thing.
  9. And they could go in and learn coding and volunteer as a dev and program a way around it, too... Sorry, Rudra, you're starting to take some of these to kind of silly lengths. Go make a second account so you have someone with TP Target? Hell, I have three accounts, thanks to RPing, and I wouldn't always have that option. The help channel has the same issues as a GM - you have to hope there's enough population there that someone *has* that option, and is willing to use it. You and I have both seen plenty of "I just want more power" requests. I generally am wary and iffy of them as well. I just don't see this as being anywhere near as "power creep"-y given the power's already limited use (I'd be more against it if it were a temp Teleport Target instead of just TP Foe) and the fact the temp versions can be "tuned" if needed with number of charges, recall, etc. (plus, of course, their lack of ability to be enhanced with range, acc, etc. after being picked up, unlike the pool power.)
  10. OK, a few things. First, and this probably limits the usefulness, the bigger the big-bad, the less likely they are to be affected by teleport. Second, this isn't the same as teleport target. I *guarantee* people dip into the pool for that... because they like running (for instance) empaths or something else that needs to rez people as well, or just like being a taxibot type character. So, it's not a completely fair comparison. And I'd put money down that people pick it up for the "Recall a friend" by orders of magnitude over "Recall a single enemy." My Warshades use it for that, sure - but that's also not a pool power pick, and Khelds have dedicated (single) enemies that it's very useful to do that to. And I've had plenty of times where exiting and reentering did not unstick a target. Or, for that matter, waiting. Is it better? Sure. And submitting a ticket... as I've said, depending on when you play, that can be fast, or it can be pretty much unanswered in a reasonable time (which I am *not* saying as a dig on our GMing team, but - they're not paid to have someone on staff 24/7 to handle this stuff, so response time can be wildly variable.) Cost, charges and recharges can all be adjusted however the dev team might feel is useful for this. Given it's "Get a single stuck enemy out of the wall," as low as ten charges with a 10, 20 or even 30 minute recharge between them would not be amiss if "abuse" (and I'm using that word *really* loosely) is a concern. And it still would be lacking the ability to recall a single friendly target. (Not to mention the other bits in the power pool, like combat teleport or fold space.) I just ... don't buy the "it's just a shortcut" argument given the limits of both the specific power requested and the fact it'd be an expiring (by use or time) temporary power, which also (if it's a copy of the old power, as requested) has limited accuracy as well as rank effectiveness (I don't think I ever had the original TP Foe pull a boss, and even some LTs were hit and miss.) It's certainly not something you could (say) pull a patron away from the others on a MLTF with.
  11. ... isn't that exactly what it is? I don't know about anyone else, but I don't go selecting powers because something MIGHT happen .001% of the time (face it, we fight a lot of mobs, that's still a rather good size number 😄.) The power suggested itself is limited to enemy mobs, and to be palatable it would likely have very few charges. And if it keeps me from having to restart a map I've been on for 20 minutes (and frequently when I play, it seems the GMs are asleep) ... I'd call that adding to quality of life. I mean, other than your "buff enemies," the other alternative would actually be something similar to the player "stuck" command - a "/mobstuck" that would nudge a mob some small amount towards, say, a spawn point or the map's generated "NPC pathing." Limited use, say twice every 10 minutes, and also sends in a report for the devs saying "this mob was stuck on this map, their LOC was this" for them to do a quick check to see if there were any geometry holes or something that need fixing. (Plus it would work on bosses.) Unlike a lot of other requests, this really doesn't buff the player at all or make general play any easier, and as a temp power could be easily limited. I see it more as agency for putting a - maybe not super common, but not exactly rare - issue's resolution into the player's hand, if they want.
  12. Eh, I've had several instances where they just get and stay stuck. I don't think I'd see a temp power - especially with a use limit - as being OP or really replacing the pool power, given it'd be single-enemy-only.
  13. I haven't done so, but I do know people have, proccing out brawl. I don't recall what AT they used. I highly doubt there was a "no inspiration" rule in place for them though. Are you being masochistic? *shrug* Probably. Especially if you enjoy it.
  14. k.
  15. Don't think it's an emote... Think one of the villainstance ones is close to the top half of the emote though
  16. Seconded. I remember many, many times having the rest of the team just be told "wait here" while the tanker and maybe an emp ran off, herded the level and brought them to a point (for one blaster to nuke.) Aggro caps are a *good* thing. If they hadn't introduced them, I'm pretty sure we'd have been seeing a shutdown much earlier than 2012, and nobody'd have bothered trying to bring it back.
  17. Not just slow. -Recharge. As in, they don't get their attacks back as quickly, and so can't attack YOU as much. Which, as mentioned, is why they start to (slowly, you might notice) run. And even when they do try to run (again, slowly,) they're still generally gathered up as they were and can be knocked back together... say, with gale or hurricane. I think you undervalue snow storm. If I had to put anything in snow storm, it wouldn't be a fear. It'd be a -tohit. After all, it'd be harder for them to see. They're *in a snow storm.* But, frankly, it doesn't need it.
  18. And that was specifically addressed with the code of conduct (I believe it was the COC, at least, but I do remember this specifically coming up) changes to acceptable vs not AFK / multibox behaviour. Now, whether the enforcement was done acceptably or not... I can't say, I didn't TOT much. (I get burned out on it so fast it's ridiculous.) But that'd be something to take up with the GMs.
  19. *Has flashbacks of not only being in bridge range, but being an emp in bridge range and having to play hidden if I didn't want to get buried in tells.*
  20. Well, I doubt it's a scam. That said, if you want to be sure, you can snag it right from Microsoft - https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170#visual-studio-2015-2017-2019-and-2022 and according to that page the 2022 runtime does still support Windows 7. It does say "An upcoming game update will require it." So while hitting cancel now will let you play... *shrug*
  21. ... ok, after reading through it.... (and not numbered in order) 1, No thanks, Do not change tornado to knockback. This is not a "I hate knockback" - I think players really kind of overly whine about it, people need to learn to *use* their knockback to *help* the team, not just fire it off because it's up. The one place I *do not* want KB, though, is in pets. Players can learn to use KB effectively. Pets (and things like tornado) *cannot.* Even MM minions which you can (theoretically) tell to go to a certain place are awful with KB use. Pets are the only place I *do* encourage people to put a KB-KD IO, for the most part. Honestly... don't change Tornado at all. 2, No, fear in snow storm would be awful. The reason enemies start to run *now* is that the built in -rech means they have no attacks to use, and they have nothing else to do. Yes, *an* attack or two might come out - but we don't need to have them start scattering sooner. 3. Also no thanks to getting rid of thunder clap. It's a very useful stun. And getting rid of it for a vastly different power is what a lot of what you're looking for is predicated on. 4. Also... hurricanes are not known for attracting. And honestly, I don't *want* to have enemies drawn in towards a squishy character. 5. O2 boost... eh? I don't see why it would clear an immob, but other than that... *shrug* Honestly, I think instead of reworking a perfectly fine set in Storm, this should be a kernel of some new set. Magnetic, interstellar, something themed along those lines. (Yes, I'm thinking more black holes than actual stars for the second. You want to pull stuff in, they're great at it. Single target "feed the maw," Acretion Disk which - if the vectoring mechanic the devs were playing with allowed it - could have enemies being dragged along some radius doing a -tohit and fire/energy damage, Stellar Jet to fling enemies outward (not as an AOE, but a very focused direction) also taking Smashing and fire or energy (radiation) damage, which would have the side effect of being able to very directionally reposition mobs... There are ideas there to play with. I just don't think "let's redo storm" is the place to start.
  22. Provost Marchand, Stop the attack on Peregrine Island - "comm" text from Alec Parsons: [02:13] [Caption] This is Alec Parson, we're being overwhelmed by a remote weapon's system! We need you to disable it on the carrier! Should just be weapons, not weapon's. (I'm sure it IS a system that belongs to a remote weapon, but still.)
  23. This really does help. I tend to have the three power bars, and three ancillary "boxes" to the side. One has all the various teleport and travel type temp powers shifted over to it (slightly sparser, now, without things like the Wentworths/Black market TP,) one has sort of "misc powers" (temps, pets, that sort of thing that aren't primary,) and one often carries toggles and the non-Judgement Incarnate powers. Other than that, there's going to be a mix of pick and choose as well as placement and organization. Keep the stuff you constantly use close at hand - say, stack your blasts right on the first row if you're going to open with them, but the nuke can be off on the side, the melee stuff on the next row (where you just have to hold down alt and the nubmer to access them, and any toggles that just get turned on (stealth, the shield you'll get in the anc. power pool, etc) above that, for instance, since you probably won't have to interact with them as much (I tend to put travel powers up there too.) But.. yeah. That works for me, try it and see if it works for you - you'll just have to fiddle around til something clicks for you.
  24. Yes, you are alone. Everything around you is actually AI generated. It's gotten better than anyone let on.
  25. As a side note, for masterminds (and you can almost limit it further to ranged MMs, like 'bots, since it doesn't really mesh with melee based,) it's also a matter of protecting their minions, not just moving them around. Granted, this is mostly MSRs, but there's a *massive* increase in survivability when using GF vs not in those situations (and you can probably extrapolate "other large teams/leagues and/or high +X settings" there, too.) If something's doing large, ground based AOEs (see: Stalagmites, and though they're not as damaging, Caltrops and Earthquake come to mind,) GF keeps the pets out of it - meaning the MM's only real source of offensive power (and, thanks to bodyguard, survivability) is still usable. (And yes, things like caltrops and earthquake are a solid reason for MMs to use it in a mission - a blaster doesn't leave their blasts behind if they get caught in Earthquake, for instance.) Telling them to shut it off in a raid (and at least on Everlasting, most MSRs will say flat out they're "group fly friendly") is essentially telling them "you don't get to use half your character." Which is part of why the push back gets to be loud about it, too - there's a big difference between "I get to have my bots blast things" vs "Oh, wait, resummon again.. T1s, ok, T2s, oh my T1s are dead again, wait for the recharge..." Again, though... that is fairly limited. (I can't say how useful it is on a hami. *shrug* I don't MM on hamis.) So.. yeah, ,for now, Null's the workaround we've been given. I'd think the fastest workaround would be to proliferate him, at least in raid zones, since there's a risk of getting locked out if you forget (or don't know) to turn its effect on you off. Would I prefer a better option, absolutely. And if the devs can make another option work so people can just go into their options and turn it off or what have you, all for it. Even giving MMs "pet fly" by default as an inherent- yes, it means they get a free travel power and we'd likely start seeing 20 threads a week on THAT subject - I'd be for. But until they can do that, and decide they want to do that, we have a workaround available. If you have powers that need you to be on the ground, or just a preference to "just fly when I want to," the power to do that is in your hands already. Edit: The devs could answer this, and it's "yet another workaround," but aside from tokens, would a free START vendor power that gives you, personally, say a -400% -fly debuff work as well? Benefit there is you can see you have it, it's in the starting zone(s) as well as Pocket D, and could toggle it on and off as desired.
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