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skoryy

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Posts posted by skoryy

  1. 9 minutes ago, Cobalt Arachne said:

    It's a little different than the difficulty options we have currently... We're re-writing the entire challenge settings code to accommodate our future plans.

    For instance, things like 'Master of the Imperious Task Force' will be a singular toggle you just turn on from the challenge mode settings interface, and sets the 'no defeat' and 'no temporary powers' criteria automatically.

    examplehardmode.PNG.f75442cefb0e9ac022bb730167669a15.PNG

    There's also the new 'hard mode' difficulty toggle which is likewise selected from the Challenge Settings interface and greatly changes the content itself; Enemies will do different things, have different powers, require different tactics to succeed, etc.
    At the outset of Page 3, only the new Strike Force will have 'hard mode' as it is not a blanket system, but something we hand-crafted. We'll be looking into expanding it to other content in the future, and adjusting based on reception and feedback.

    There will be three degrees of 'hard mode' to choose from, each making things tougher and changing the content further. Of course, they come with more rewards the higher you go, things like earning Astral/Empyrean merits per AV defeat, Incarnate salvage rolls, or some badges that need mechanics you only can access in hard mode to earn (though you can select the lowest hard mode level for them).

    It should be hitting Brainstorm in the near future, I hope everyone will check it out when it does! 🙂

    Hard mode drama will be a thing, but honestly this is how it should be done and I am optimistically curious to try it myself.

  2. I feel the comparison of level shifting to blasting Skulls in Atlas Park doesn't match my experiences when my fully IO'd & level shifted characters keep having to chew insps and still occasionally face plant in max difficulty missions.  Maybe I'm the odd duck who takes on maxed outed Malta, Carnies, and DA mobs with blasters or stalkers for funsies, but not everything is bowling for Council.  

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  3. 1 hour ago, Apparition said:

     

     

    Which do you suppose would be easier for a small all-volunteer development team working on their free time?

     

    Which is better for the long-term health of the game: Nerfing existing content or creating new content that one can flex their endgame powers with?

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  4. 42 minutes ago, Apparition said:

    Paragon Studios' intention was to keep ever adding Incarnate content, and ever adding Incarnate abilities and level shifts.  They believed that once they reached a certain point of Incarnate content, that people would just stop running the pre-Incarnate content.

     

    The solution isn't nerfing anything, step one is cranking out +5 to +7 incarnate content.  

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  5. 3 minutes ago, DreadShinobi said:

    Fighting -1 critters and lowering the standard available difficulty from +4 to +3 is your version of fun? Que es esto? 🤐 

     

    Yes, yes it is.  For me and plenty of other players given Homecoming's numbers.

     

    And you and the rest of your Quit Having Fun buddies know it.  Which is why we get these same posts over and over and over and over and over again.

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  6. 6 hours ago, DreadShinobi said:

    Removing the universal level shift from the alpha slot isn't a nerf - it is correcting a mistake that should have never made it to live. 

     

    Yes, its true, having fun was a mistake.  We apologize for the error and will strive to provide more Wildstar-esque experiences in the future.

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  7. 6 minutes ago, Dazl said:

    If you don’t have access to Mids the test server can be a good place to work on a build. All the IO’s are free, so you can play with different builds and test them in the same place.

     

    I always test new builds on Brainstorm before building them live now.  It's quite handy and helps me avoid making bad decisions with my merits and inf.  (Like that Elec/MC build.  Oooof.)

  8. 15 hours ago, Singularis said:

    IMO, it's things like that that are chasing away new/recently returned players.

    The worse the elitism/snubbing gets, the smaller shard populations get. 

    Kinda disappointed in a lot of the attitudes now pervasive in this once very inclusive, fun loving game community.

     

     

    Have you considered that new players might watch these guys doing Stupid Scrapper Tricks and think "Holy schneikies, you can do that!?  Sign me up!"  I mean, where did you think those of us with tricked out 50s decided we wanted to be part of that action?

     

    "Oh you're new?  Here, let me show you a neat blaster trick where I make most of the bad guys fall down with two button presses.  Wasn't that neat?  Now let me tell you how you can do it too."

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  9. I've been testing DM/WP.  Not as offensive as SD or Bio but I'll take the trade for WP's defensive strengths.  Devouring Earth at +4/x8 only dropped him to half HP and that took two spawns ganging up.  And mobs still die fast anyways.  Love how Touch of Fear and Shadow Maul now make a decent AoE rotation.

  10. 35 minutes ago, Nemu said:

    I don't necessarily think the OP is talking about this in the context of how they want to play the game to 50 and beyond. Based on his/her other posts they mostly struggle early game, into the 30s. Maybe they give up at that point and start another toon.

     

    See what Lumi posted on the previous page. They've been posting and playing for over a year now. 

  11. 58 minutes ago, Triumphant said:

    It's just that Task Forces were designed for team play and I don't know how you can keep a task force fun for a team and a single player at the same time, given the current state of the game.

     

    That's just it, though, you don't have to.  Task forces are designed for teams, beating it solo is a challenge created by determined players.  Nobody's asking for reverting the changes made to the ITF or for team content to be made soloable.  They made their own fun with the ITF and frankly I remain impressed that they have the builds and mental stamina to pull off a Werner Rules ITF.  There's nothing wrong with that.

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  12. I always go thematic because I play character concept first and meta second, and extra DPS is extra DPS.  I mean, who wouldn't want to instantly summon a giant honkin' mecha to help with smacking around an archvillain?  Or in Wolfhound's case, using his lore slot to run a halfway house for reformed half-human monstrosities.

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