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Everything posted by Greycat
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Dark, I think is fine. Rad, or anything else with multiple toggle debuffs? That gets ... tedious, sure. (Unless I"m on an MSR> Then... debuff the grates, get nice constant flow of Rikti. as long as I'm not mezzed.)
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Going with "situational," as well. Some groups, it doesn't really matter. Some groups, it depends on the character I'm on. Having a decent snipe (or DOT) can skew what I select, or if I'm dealing in range or melee, or if I'm on a team. Heck, sometimes "first" means "do I wait or charge in with the rest of the team?" (For instance, if I have someone with a sleep and - say - we're running Posi, I'll wait for Ruins to fire off their bubbles... just to be sure I can shut those down right away and make it easier. Same with the -tohit debuffs.) At times, yeah, it's also a matter of "what am I waiting for" (waiting for a Carnie to come OUT of phase so I can throw a hold on them,) or "what am I hitting last, and with what" (Super Stunner with something that does KB to get them out of range, for instance.)
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Tailor missions: New ones, and any mission at any Icon/FM
Greycat replied to Greycat's topic in Suggestions & Feedback
(Nope. Deliberately chose that spelling.) -
They're glowing through the dirt you're covering it with! 🙂
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So with - well, some - fires, Ice and Water powers have an effect on them, "damaging" them to put them out (if it's set up to. Think there are some that are just visual effects.) Well, there's another way of putting out (some) fires that has no effect in game... throwing dirt on a fire. While not all powers would really make sense (where, say, Ice's frozen fists or swords could be seen as melting and helping douse a fire, it's a little harder to say why a mallet would,) having some powers able to affect fires would kind of be nice. Basically, anything that stays "on the ground" could affect a fire - Stone Cages, Stalagmites, Mud Pots, etc. - helping to extinguish fires. Kind of niche, admittedly, but since we have yet more earth-throwing and stone/dirt/mud-related powers now, I thought I'd throw the idea out.
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So, two small suggestions: 1. Let any Icon offer any Tailor mission. Mostly inspired by trying to help people who can't figure out why they're missing a costume slot... The verbiage can be the same, but instead of running around three different zones (Croatoa/Nerva giving salvage stays as that - and yes, I know you can change sides and run a misssion there instead,) let (for instance) Serge in Steel tell you that "Laura in Independence Port has been having trouble with Crey. Can you take some pressure off of her?" without having to actually go there to *get* the mission. (Doesn't give missions for the other side, though.) 2. More costume missions! OK, yes, I'd like more slots too, but that's not what this is about. :) Let's take a page from newspaper missions and give a *little* randomness in who we're fighting - instead of Crey at 30, maybe the Freakshow are annoyed cyberwear (no, not a misspelling) isn't more popular, or the Circle are annoyed - just for variety's sake. Feed one of those in at the appropriate level range. (Heck, create an enemy tailor group... >.> )
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Phantom Army not attacking in Night Ward - nor my confused foe
Greycat replied to Greycat's topic in Bug Reports
Bit of a necro here, but I didn't think an update needed a whole new thread. Ran across this same behaviour in one other spawn - Brickstown, one of the Council spawns that has a few recruiters you can't attack with several regular enemies you can. Might be the makeup of the spawn, but it was just completely ignored by PA. -
I don't permahasten anything. *shrug* I'll make an SR because it fits the concept I have for a character.
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... plus, of course, you can, oh ... click on the topic and be brought to where it is now automatically. So, not sure where thee need to search is....
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Croatoa final mission: Protect the Henge
Greycat replied to Greycat's topic in Suggestions & Feedback
I wouldn't argue. Heck, I'm mostly just posting this as a "Can *something* be done to make this better?" discussion. -
Croatoa final mission: Protect the Henge
Greycat replied to Greycat's topic in Suggestions & Feedback
Both because it is the final arc (well, barring Katie) of the Croatoa line - and, seriously, we defeat Broadkin, who's apparently in charge of the ritual, the mission before? - and, well, yes, you do have to move around a bit more in the 30 fir bolg mission. There are three different paths these guys can take - and I tend to aim for zero escapes, personally (which I've managed since live.) There's a thread elsewhere where I've gone over the way I approach that mission - it keeps it fairly active and interesting, at least to me. ... here it is - See, I was considering a timer like this, but what I don't want to do is have this be annoying for "anything but DPS." I've played Earth/FF where kill time is measured in years. :) -
Yeah, there's that. Talking it over with some friends (as I'm running one as a sort of off-main,) the best I can describe it is something like "earth summoning" - it doesn't feel "blast-y," at least to me. Fits the character well, though.
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You have been defeated X # of times.
Greycat replied to Bill Z Bubba's topic in Suggestions & Feedback
... kind of yes, kind of no: . Initially I was going to say "yes" with that "players defeated," but that' sdefeating other players. You can see you HAD defeats because of the debt earned, but since the amount of debt earned varies with level and location, that doesn't say how many defeats. -
I'm going to preface this with saying I like Croatoa. I run most magic-based characters through it, it's a decent story, I even like most of the missions (yes, even the "prevent 30 fir bolg from escaping.") It's a nice late-20s to early-30s set of arcs, with the occasional issue of outside neighborhoods not being clear for hunts. But can we do something about that last mission? The first part is fine - fight red caps, find three mystics, bring them to the henge. No problem with that, bog standard, they're doing something specific rescue mission. It's the part after that's ... just not a great capstone. You get a 15 minute timer to fight off Red Cap ambushes. I say "fight off," but ... there's nothing to it. No variety. You stand in one place and mash buttons - or, depending on AT, you don't even have to do that. There are two spawn points, they run up the hill right into you. The most interesting thing about it is finding ways to cheese it. Tank or brute? You can probably take that first ambush, kill all but the last Red Cap, and just leave the character standing there while you go have lunch. Stormy? Same thing, but hurricane the last guy into a corner and wander off. Grav can be fun, just seeing how far you can chuck the last guy with Wormhole over and over again. Someone with a taunt or toggle debuff and fly? Just hang out of range and let the last guy run around trying to get to you. Mastermind? Minions out, take a nap. It's just not *interesting* in the least. About the best thing I can say about it is it gives decent Cap Buster progress. A few potential suggestions: 1. Theoretically the easiest: Just drop the timer to 5 minutes. Doing the same thing, thematically, but you have to plod through it for less time. I say theoretically because common sense wise, it's "just" changing a number, but I dare not tempt the spaghetti by actually saying it *is.* 2. Slightly harder: Give the ambushes more spawn points. There are *two* right now - right in front of the hill, and to the left of the wall (as you face down) that makes them... come up the hill. At least it would mean you'd have to move, though it wouldn't really solve the "hurricane one into the corner and take a nap." 3. More work: Red Cap counter ritual. Or counter-counter ritual. You have to find where they're doing somethingorother, stop it, then run back to protect the henge. Granted, they're already trying to counter what the Red Caps are doing, but ... it keeps you busy at least. 4. Another "more work" - Protect the mystics and henge. The mystics no longer just stand there, but have to move out. They're individually vulnerable (though given some sort of shield the Red Caps need to break through.) Need to keep protecting them as well. 5. Mix of 2, 3 and 4. Much more work, but it'd keep you busier *and* feel like much more of a battle to protect Salmanca. The ambushes get more spawn points. The Red Caps counter ritual weakens the Mystic shields while it's up, so you need to counter that, then run back and protect them and the henge, since the ambushes still fired off while you were off fighting. (Still one at a time, so it's not overwhelming to lower damage characters.) This is, of course, much more work, but it'd be a heck of a battle. And have a reason to keep that 15 minute timer.
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Man, been ages since I poked my nose in there... And yeah. The class quests were pretty good. I seem to recall, though, the thing that annoyed me is paying to level. Million credits to swing a lightsaber a little faster... while it may have changed by now, it felt a great bit like the plan was "grind or fall behind."
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Pick up Ultimates. Night and day difference. (It's what my Warshades do, typically.) It's the difference between 1-2 Headman Gunners and a nice pile of Rikti, typically. Just taunt the grates. (After teaching people NOT to break them.) You'll get *plenty* of love attempted murder from the Rikti for it. (Same with putting debuff toggles on them - they typically have the range for the debuffer to stay in the bowl and provide a steady Rikti input. )
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Yeah. There are three ways ambushes respond when spawned: - Go to predetermined point. You can dodge these just by moving over a little bit. - Go to the point *you* were at when they spawned. Moving lets you dodge these. - Heat/smell/body/radar/annoying-as-hell guidance which will follow you regardless of stealth, out into the game, out of the game into real life and show up to punch you when you're in the bathroom.
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This would be "Welcome to Ambushville, AKA Praetoria." One of the later devs loved ambushes...
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It is hitting multiple targets, though... hopped onto test to throw it onto a character. Found a typical "three NPCs talking to each other" sort of spawn. Picked the middle guy, it hit all three. And it did do multiple tics of damage... Granted, it was a level 50 vs some single-digit Hellions, but it did do two tics of damage before they died. Double checked on live, and the same held true. Yes, it's a small AOE, but it is an AOE doing damage over time. It definitely isn't doing containment damage, though. That would be helpful.
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issue 27 Patch Notes for February 10th, 2022
Greycat replied to Cobalt Arachne's topic in Patch Notes Discussion
https://www.brown.edu/Departments/Joukowsky_Institute/courses/greekpast/4792.html -
Bit of curiosity, what can I say. Have you ever made a character that just had something that *disturbed* you when you played them? I've got one I haven't remade here - her story's pretty much done. She was created - at least themed, the core of her and her personality, as soon as Stalkers were announced for COV... so yeah, before beta. Scarlett Bloom. Very *broken* individual, parents were well off enough to not really pay attention to her, bit of abuse in the backstory, so they were happy when she got into art... even if the art was a little disturbing. Main quirk was singing very ... *off* nursery-rhyme-ish rhymes before attacking. (Made PVP zones interesting....) But I could *not* stay in her head for long. It was kind of easy to slip into the character basics (having macros for the various rhymes she liked most, for instance,) and I still liked the *concept,* but the way the character developed - *their* mental landscape started off with a dutch angle and broken glass and went from there. Fortunately she did end up with a - let's say reasonably decent ending, having someone capture her and see she needed help, basically say "You're broken, and I'm sorry about that, and I want to help you" and *get* her to... very secure help, and in much better touch with reality. A touch that doesn't involve making "flowers" at the end of a blade. (And yes, having someone make that breakthrough that "She doesn't need prison, she needs *help*" was very satisfying. Granted, it also meant they had a lot of crayon to clean off the holding cell walls... small price to pay though.) Still. She went from "this is a nifty concept" when I first started developing her on paper, pre-COV-beta, to... well, as mentioned. Hard to play, hard to stay in her head for long, 'til she was finally getting help. Anyone else ever have one of those?
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Pri: "New years resolution? ... Heck is that? You know I've barely had any new years to begin with, right... " Rez: "To continue not being scared of Ghost. No, not ghosts. Ghost. Capital G. Oh, look, resolution achieved." Cat: - Use more transparencies.
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So. Did a /buildsave in game. Renamed the files for who they were. One opens fine, converts, can save as .mxd (Keres here.) One gives an "Index outside of bounds of the array" error. (MB file.) Ideas? Keres Mot 50 ss.txt MB 50 build.txt
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Windows 11 is essentially 10 with a ridiculous default location for the start menu and some paint. Works fine.
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... though I tend to have enough boosters and catalysts sitting around, I don't remember the last one I had to purchase...