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Greycat

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Everything posted by Greycat

  1. Seeing this again... I'll say I kind of *like* having two powers I can kind of ignore slotting with. The way MMs were initially back on live, as I recall, we were *having* to slot them as the upgrades were pet by pet, not AOE. Having two right now that I can mostly ignore slotting means I have two levels where I can dedicate those slots to getting my pets fully slotted faster - I really look at them as "free slots next level" instead of another power splitting up an already limited supply.
  2. There's no romancer like a necromancer, don'cha know. ;) As far as the OP, generally (I can't speak for specifics on carnies, right this sec) the summoning enemy gives more XP than normal for their rank to make up for the summons. I *will* agree Carnies are more annoying, *especially* when rescuing something, because they can summon a phantasm, which then *itself* can summon a decoy phantasm, and if you're doing a rescue you need to wait for *both* to go away. Since the decoy can't be damaged and the phantasm itself gives no XP, having that vanish sooner would be nice. (As far as the phasing, it's a pretty quick cycle, and as far as I recall if you have them in some sort of hold it stops the phasing in its tracks - and there's not really a shortage of holds out there, even for non controllers/doms.)
  3. It really depends on the character and powersets. Some of my Kheldians have triform and human only or biform builds. VEATs? I'll alternate a bit. (Though that also has the annoying "forced respec at 24" when building up a second or third build.) For some sets, especially support sets that are more team focused (Emp, FF) I'll have team and solo builds with different power selections. Some I just use to mess around with other build ideas without doing a respec. On live, I'd sometimes have PVE and PVP builds - not so much, now. Though you can build a farmer with a "farm" build and a "non farm" build. It really varies.
  4. Alpha is basically this, though more general. And really, "all powers six slotted" is kind of ... much. With what we have now, we already have perma-everything, capped-everything, challenge-what's-that characters running around for the price of a bit of inf and a copied MIDS build. I don't think making that any easier by adding slots (even if that didn't mechanically break the game given the way the code is, which is a possibility) would really be healthy for it.
  5. I was debating it a bit. To me, that would water it down a bit much - if we had more sets that had this combination, then yeah, I'd probably want that. But that's just me. I'm kind of at the "I'd kind of like to see this, toss it out to see what people do with it" stage with it. 🙂
  6. Next up: The Food Network presents the Wheel of Thyme... Who is the Dragonfruit Reborn?
  7. No, I don't mean the Touch of the Nictus proc. Every AT except Controllers, VEATs and Peacebringers have some powerset which has one (or more) "Heal attacks." Attacks which are melee or ranged, do damage to an enemy and are also a self heal. Typically these are in a dark themed powerset. If you take these, you either have to choose a damage set, a heal or accurate heal set, or frankenslot and try to make the best of it. Given this is the sort of thing that can be used almost across the board, having an IO set which does both damage and healing (with the usual accuracy, recharge, end reduction) in the Accurate Healing category would be nice. It would have to be a "universal" damage, so both the ranged (for instance - MM/Necromancy/Life Drain) and melee can use it. I'd figure it would have to be a (say) 30-50 range set, just to make the enhancement values worthwhile. As far as set bonuses or what kind of balance among the enhancement values? Honestly, I don't have them in mind. Mostly a reasonable split between damage and healing with probably 1 - 1 1/3 IOs worth of accuracy over the whole set, everything else fit in as needed (or tweaked with set bonuses.) I think it's something widespread enough to find useful, but niche enough to not really need more than one set as an option to what's out there now.
  8. They're salvage. I don't see why they couldn't be made to drop. Things in salvage can be made to *not* drop (legacy base salvage, for instance,) after all. Honestly, I think all three should drop (on a very rare basis,) if nothing else just to introduce the player that might not pay attention to forums (and "get this build!") and/or the market that these things exist. "Hey, I got a super pack! ... what's a super pack?" will get people looking. And we definitely have new players.
  9. Wow, talk about *entirely missing what I said.* Here, let me quote myself. Try reading it this time. There, I even highlighted the relevant parts to make it easy for you. By the way, you forgot to thumbs-down CD5's post, which essentially said the same thing: And just to cut off a potential non-argument, no, nobody's talking about an "I've spent thousands of hours on this base" type base either.
  10. Yes, a "I don't care what it looks like, I just want functions" is a 10-20 minute project. Most of the time when people ask for this, it's because they want something reasonably nice. An apartment for their character(s.) A bar. A lab. Caves. A space station/space ship. Something themed. The sort of thing that fits that "daunting" - or at least "time consuming." Something that's not just slapped together and looks nice. "How hard is it to do yourself?" It can be *quite* hard, and not everyone has the time to do it or learn. Yes, some people love spending hundreds of hours on bases. Some people just want something that's not "box with stuff," either for its own sake or to start from and learn from.
  11. Been brought up before, but I'd still like to see it.
  12. ... as an aside, I will forever interpret this as Dance Dance Revolution.
  13. Seem to recall there was one on live... (which I generally ignored. Just like I do /general in game...)
  14. OK. I've been pretty forgiving of the show so far. I *know* they have to make changes for pacing, to tell the story in a way that deals with a different format and an unfamiliar audience, so I've been giving it some leeway. Have to admit, this last episode had me leaning much more into the "WTF are they doing?" For what it was supposed to be, it was ... pretty underwhelming, with quite a bit out of nowhere. Will I keep watching... Probably, just tagging it as "inspired by the WoT" more than an adaptation. But yeah. I'm ... kind of not even whelmed with this last episode.
  15. There isn't? Finishing whatever is going on in the arc should be it. Some don't need "a boss at the end," or wouldn't really make sense to have one. For instance, Croatoa - the closest any of the arcs come to having a "boss at the end" is Broadkin in Buck Salinger's arc. Defeating him isn't the end though - and would be *really* disappointing if it were. (The other arcs often have someone with a name, but it's not really about them, and you can defeat them without really noticing them.) A "named boss at the end" wouldn't really make sense. You: - investigate the area, get a general introduction, and essentially get a "do a favor for this other person," (Gordon Bower) - stop a ritual that drives the fir Bolg into the world by not letting them escape (Skipper Legrange,) - destroy the henges (the "bosses" here, I guess) that keep the battles in Croatoa going on (Kelly Nemmers) and - Rescue mystics to prevent the Red Caps from taking over Salmanca (Buck Salinger.) Even the KHTF doesn't have a "named boss at the end" mission - the point is a rescue. The only real "named boss fight" is Mary Macomber, and that's meant as a test for you - and comes early in the task force. And yet they feel completely satisfying without an "end boss" to fight. You couldn't really put one in without (a) shoehorning them in and making it feel awkward or (b) doing a good bit of rewriting for no real payoff. There are others like that, where you're fighting an event, not a person, or you're getting the arc as part of a longer story - a "to be continued" (once you hit the next tier of contacts.) And there are some groups that it doesn't make much sense - the DE, for instance, rarely (as I'm recalling) have named bosses unless it's a recently devoured/converted person - Hamidon's their boss and driving force. They're a force of (twisted) nature, not a gang. Besides, I'd hate for every arc to be cut-and-paste "fight to and defeat end boss" same-y. It'd really restrict the storytelling.
  16. So, yes: 1. The name "de-reservation" policy is not yet in place. (You can tell by the lack of pitchforks, tar and/or feathers, as well as the lack of announcement of it going into effect. 🙂 ) 2. This sounds like GM action on a copyrighted or offensive name. Which leads to: 2a. You should, generally, have been notified. Either way, open a ticket with support and they'll look when they get back. You can do this either thorugh the "support' button on the menu up top or through the in game menu (/petition, I think, or through help = not the help channel, the menu.)
  17. I ... do a fair number, but I like documentaries. Mostly entertainment: Netflix Amazon Prime Disney+ *occasionally* HBO Max, but that's on again, off again. Mostly off. Documentaries: CuriosityStream/Nebula Wondrium (formerly Great Courses Plus.) Magellan (which I don't watch as much, and should.) Considering: History Hit. Just haven't really felt like I *had* to.
  18. Sorry, it'd be overpowered. Make the game far too easy. Blast the economy to smithereens. >.> :)
  19. With some of it, at least, if you click the "I" to the left of the mission description in the nav bar, you can read it - whatever the contact's telling you should be in there.
  20. You're putting out a lot of words, but not thinking it through. 1. Yes, it's irrelevant. This is a mechanics or rewards argument, the lore is at best a bit of icing on top. The locations exist. This is about parity. Not introducing anything that doesn't already exist elsewhere. 2. With your example and all the words typed about lore? You're forgetting something. The badges can say *whatever they want.* The PPD doesn't want you in their day to day business? Why would powers division - or the Resistance - care? Badge text: "The PPD may not like you being there, but you'll remind them of their place." Boom. Look, lore that fits! 3. Yes, (most) characters that start in Praetoria change alingment. And characters that start hero or villain can *also* change alignment. There's no hand-wringing there. (And we don't know where future development may lead, so... ) 4. The cottage rule has nothing to do with this. It has to do with keeping the primary purpose of a power the same (and, really, it's mostly a guideline.) IOW, Knockout Blow, for instance, is a ST melee attack with knockup. They may change the numbers, alter, add or remove secondary effects... but not turn it into an AOE heal. It's about as relevant to this discussion as cottage cheese.
  21. I honestly don't think level range is a good counterargument. The locations exist, as mentioned (the trains, for instance, or the nightclub.) If I can stand by a train as a level 1 in Atlas and get commuter, there's no reason I can't stand in/by a station in Praetoria and do the same thing with an equivalent badge. And as there *are* equivalents, such as patroller (just ... log off, basically,) which don't require any additional hoop jumping, I can't buy the "you just have to take extra steps or wait longer." Now, I'm *not* saying add additional locations that don't already exist - the ones for arenas, PVP zones, etc - in Praetoria. There's no reason for that. However, with existing appropriate locations? It looks simply like a matter of "oops, they forgot to put them in," and a character shouldn't be penalized with extra steps *just* for starting in Praetoria. This is 100% an oversight that could use correcting, and not even a high priority one at that.
  22. Feels odd for me to say this, but... using "lore" as a reason to not have certain day jobs in Praetoria (especially because it's "a different dimension") is kind of silly. It's along the lines of "Influence/Infamy/Information" not actually being money, but a way to get people to give you things. Does anyone *really* go with that? (Especially after the market - and INF system - merge.) Most folks seem to take it as a small, thin, odd tasting layer of lore flavoring over "this is money" if they even think about it. I mean, sure. Some of my characters *do* have jobs outside of "be a hero/villain/thing." Nursing, working with the cops (even if they're not one,) etc. At the same time, they get parked in different places for different day jobs - it doesn't mean my dark/pain corr, who's an EMT, is also a professor, a mortician, a law enforcer, a shopkeeper, a magician, a scavenger, a predator, a survivalist, an archaeologist, a Time Lord and the Cold Hand of Death. Plus, these do have in game effects (buffs,) albeit small ones, which are unavailable to Praetorians who have the appropriate *locations* for them that don't give credit. So... yeah. I'd be solidly on "let the appropriate locations give the appropriate credit for day jobs badges, without hoops."
  23. And the "old" wiki and HC Wiki aren't that different. Yes, they're starting to diverge, obviously, but for most things, it hasn't changed. (And in relevance to the topic, perfectly sensible to use to troubleshoot "is it me or the site loading slowly.") The problematic wikis are the "wikia" and/or "fandom" ones, which weren't even up to date and/or solidly incorrect even well before shutdown.
  24. Yep. Saw that outside, too. Think there are a few things doing this going by general chatter. (Think someone mentioned the skulls in shawna stockwell's arc? I haven't looked.)
  25. Eh. I don't know about 15 min. 5, maybe. Or have it user-selectable. (15, 10, 5, none.)
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