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Homecoming Pitch for changes to the Force Field Powerset
Frozen Burn replied to ironjoe's topic in Suggestions & Feedback
I hear you and I do see the differences between FF and Cold. Thermal and Sonic have similar differences. If you change up FF to be more like Cold, you'll need to look at doing something similar to Sonic to be more like Thermal. And then you'll have 4 sets that are very similar to each other (despite 2 still being for Def and 2 being for Resist). That's too cookie cutter. But I do agree that FF being a legacy powerset could use some additional "oomph" or tweaking -- I don't see this as broken and needing to "fix" but certainly, I can see some "updating" could be had. I just don't think adding in resistance and making it like another set is the answer. They can add more DDR to the shields without needing to add in other resists. If they want to make some of the other powers have a -regen component (like force bolt), that would be cool and useful for AV/GM fights. I am certainly open to changes that keep FF unique and not turn it into Cold. If I want to play Cold, I'll make a toon with it (and I have). Force Bubble is skipped by many players, unfortunately. Like Stormies and Hurricane, Force Bubble takes practice to master and use effectively. Many Stormies try to use Hurricane effectively and generally still fail. Force Bubble is no different. I always take it. I love the power and find many practical uses for it. But I would be open to changes in Force Bubble to make it more digestible for others (like size reduction, as you suggested) as long as it still does what it does now. Adding in a -To Hit on foes is a great idea! Repulsion Field is the power I generally skip -- it's the one that usually gets me killed as it's a "small radius Force Bubble" that draws aggro and makes things shoot me dead or just outright melee me to death when the mob hits me between the ticks of the repulsion. I would love to see any changes in this power. And as for teaming and leagues -- that's an interesting experience you have at hardly being at the resist cap. I usually play squishie toons without armors and build up my Def, and all the leagues and trials I do, I am generally always at the resistance caps because people just love their Barrier Destinies -- and that's on top of thermal shields which are also popular (I rarely see sonic Defs/Trollers/Corrs anymore). But even then, if you are rarely at the resist cap on your leagues... that's still not an indication that FF needs to have resistance added in. The beauty of this game is that there are SO many different options and ways to do things. Sometimes, you're gonna get all Def and no Resist. Other times, you'll get neither and straight up reactive healing. Other times, you'll get very little Def, Resist, Healing, and get a TON of debuffing. We shouldn't change FF just because you may have an experience where no one else is giving you resist buffs. ...Hire or make toons that do give resist buffs, then! 🙂 -
I know you're party kidding, but yes, there are Day Jobs available in Praetoria now, like at the auction house, the bank, a hospital, and the CDEC (university), and of course "Patroller" is always available. And yes, I know how to get to Pocket D from Studio 55 -- but that's not the point. Yes, I know how to get around the system to get these Day Job badges as a Praetorian -- that's not the issue. And I know First Ward and Night Ward has some too... But the ones I list are places that SHOULD have Day Job credit even though it's not available (as @Oubliette_Red mentions above). That makes no sense at all and it is not canon. At launch of Going Rogue, there wasn't any Day Jobs in Praetoria at all but the Devs did eventually put in a few. I don't know why they did not put in all that they could have -- and I am sure they would put more if the game didn't close -- but it would be nice for the Homecoming Team to now finish it off and put in the rest possible. Also, Villains have different names for the same badge that you can get on Heroside without having to jump through a portal, for instance: Care Giver vs. Pain Specialist for logging in a Hospital. If you're a Vill, when you switch to Hero, your Pain Specialist badge turns to Care Giver and vice versa. Same thing can be applied to Praetorian Badges. Or... Just keep with current system which doesn't have special names... currently, I'm logged out in the Trading House in Imp City and earning the "Day Trader / Marketeer" Badge. In the Bank (vault), you earn the "Banker / Thief" Day Job. These will turn to one or the other when I go to Primal Earth. In the CDEC, you earn the "Professor" badge (which is same for Heroes and Vills). There is no need -- canon or otherwise -- to make people jump through portals, hoops, or whatever to get Day Jobs that SHOULD already be available in "normal" places like a police station, a train terminal, or etc.
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True, if you have the power slots available to choose 2 other powers + Burnout. I do not in my build, so the LITTLE bit of usefulness from the Seismic waves boosting recharge when clicking Seismic Force does have SOME value. But I agree in that it's not much and maybe they could have come up with something better. ?? Dunno. ?? But OP said there was "no" purpose or was pointless -- and I am saying there is a little bit of purpose and value to it.
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I searched about Praetorian Day Jobs, but didn't find anything but a "bug" report for something that wasn't a bug. Can we add getting Day Job credit for: Commuter (logging of in the Nova, Imperial City, and Neutropolis train stations) Law Enforcer (logging of in any of the many police stations) Clubber (logging off in Studio 55) Mortician (logging off in Firstward / Nightward cemeteries)? Thanks!
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Great idea for Hood up/down or hat off/on! Thanks for the tip!
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The Shockwave boost is all situational for all 3 powers. Most of the times I do want Rock Shards boosted by the Shockwaves. When I'm dealing with single targets, I want Stalagmite boosted. And when things get ridiculous because the team has over aggroed (and we all know this happens often), sometimes that 7s off Meteor's cooldown is desperately needed. So I have found that boosting Seismic Force is useful occasionally. All the time, no. But there is still a use and purpose, imo.
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While I am not a roleplayer (and yes, I know this is the Roleplaying section of the forums 🙂 ), for characters that i do come up with a rich concept and background, I will use most, if not all, my costume slots. I have only one character that has a "progression" like you listed above - my villain corrupter who suffered through a science experiment and each costume is a progression of the armor that was bonded to him. Most others, I use the different costumes for different things like most people would do in their daily life... different daily wear, or something more formal for greeting/meeting big mucky-mucks, or something I don't mind traipsing through a dirty nasty sewer in, or something for attending one of the Universities, or an armored look for fighting more dangerous foes, and the like. An example of one of my toons, Victorious Star, that I did this with, I posted here: I also have mutant cat toon that can morph into other large feline animals and all 10 slots are used to transform into a tiger, lion, cougar, panther, lynx, and etc. I have another that is a collection of Victorian Era ghosts bonded together to get revenge on Nemesis and each costume slot is a different ghost (men, women, and children) -- The Spectral Legion. I posted them all here:
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"...and you cannot lie?" Hahaha. 😄
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I really love the colors and sleek look! Is there a concept or story reason the boots are bigger and not "tight" like the rest of him? Just curious.
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I get it. I do. I mostly play damage dealers too. I solo a LOT. And duo plenty as well. I (and members of my SG) also like to push the limits of what we can do with our toons and the game - much like you do. But you can still do all that you have been doing and still have the same fun as you've had... you just might not get a shiny badge for it. Wanting a typical team-gotten badge for something you did solo is nothing but pure ego. But again, I get it. You're disappointed and hurt you don't get the shiny for doing it alone. But that "Master of" badge doesn't denote or represent you did it solo anyway - so having it doesn't really show your achievement. So what's the big fuss? You can still run the content as you have by ignoring your temps, using your incarnates, and making sure you don't die - you'll still have the satisfaction of doing what you've been doing. There are plenty of badges you can't get solo. Now a couple more badges are added to the list - it's not a big deal or worth all this fuss. I'm not telling you how to play or or how not to play. I'm just trying to let you know you can still play as you have been (an attempt to console you) -- and sorry, you may not get the badge anymore (sorry for the bad news) -- but if you do want the badge, you can team just like you have to for incarnate trial badges, several PVP badges, and etc (the silver lining). Sorry this has upset you so much.
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Can someone tell me how they made this character!:)
Frozen Burn replied to dylliebug's topic in General Discussion
That's interesting - did not know that. What program do you use to open and edit a ".costume" file? -
Soloing/Duoing Master runs was never the intention when they were first made. It was only made possible by incarnates or a VERY few specialized builds by certain ATs and powersets. You've been fortunate all this time. The Devs are righting things to what it should be and I applaud them for it. Not EVERYTHING has to be soloable. And there shouldn't be badges for being able to solo content as not all ATs and powersets can solo things even with incarnate powers - that is completely unfair to the other players, ATs, and powersets (like my Ice/Cold/Cold controller that does basically no damage at all - just as a quick example). Things in the game should be obtainable by all for fairness across the board - some may need to work harder but that is also why we team - to fill in gaps with our AT, powersets, and/or playstyles so we can achieve greatness together! If you want to brag about soloing content, you don't need a badge - just make your post here in the forums like some others have, get your kudos, and then you can feel good about yourself. It's simple - you want a Master run and the badge - then team. If you don't want to team, then you don't get the badge. You want to use your incarnate powers on tough mobs - run the TFs/SFs without the Master setting and jack up the levels/mob sizes. OR BETTER YET - on normal setting you can just not use your temps and try not to die. Remove all your temps in your trays so you're not tempted to hit the buttons. You'll still be doing your "master run" and you can solo to your hearts delight and feel good about your accomplishment.
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Beam/Dev.... Should I take Cutting Beam or Gun Drone.
Frozen Burn replied to DocRadio's topic in Blaster
I am seconding what TurboRaptor said here.... take both! Very little AOE options with BR and Gun Drone really gives you the DPS you need from the Devices secondary. Depending on how much recharge you have, you can typically get 2 out perma or for at least a little overlap. Trip Mine and Time Bomb are good ambush burst damage, but slows down your DPS. Gun Drone keeps it going while you Beam shoot away! 🙂 -
Energy Primary Blaster with Devices or Energy Secondary?
Frozen Burn replied to Ricktastic79's topic in Blaster
If you don't mind being in melee, Energy/Martial is an amazing combo. -
Can someone tell me how they made this character!:)
Frozen Burn replied to dylliebug's topic in General Discussion
Looks like... HUGE body type set to smallest size and/or shortest legs possible. I don't think Homecoming can get the legs that short - so maybe this is a different server? Clockwork body and legs Boots = Clockwork / Clockwork Belt = Post Apocalyptic Gloves = not one of Homecomings as far as I know - so again, maybe this is from another server? High collar cape Head is "Think Tank" with Head slot "Empty" Head Detail = Breather 2 Chest Detail = 2 different ones (which we cannot do on Homecoming): Clockwork/Clockwork & Environmental Suit Controls. -
Master runs were in game before incarnates and were a challenge. The badges earned were a badge of honor at the time. Then incarnates came out and Master of Statesman TF (now Ms. Liberty) and Master of LRSF became stupid easy. The level shifts made the foes -1 and people stroll through them like they're nothing. What's the point of having a special badge for unique settings, if incarnate powers counter it? And if you want to run content with all your incarnate powers, then don't run a master run. Run them at +4 and use your powers that you worked hard to get. Nothing wrong with that. But to earn a special "Master of" badge that's supposed to be for a difficult task - it then should be a difficult task and incarnate powers stripped.
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I do the exact same thing with my female toons... drop the legs to minimum. Otherwise, they look completely out of proportion. The other sliders will vary from min to max, depending on the character. But the legs HAVE to be at minimum. 😄
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I use them solo pretty much only. It's difficult to use in a team environment. Even with recent chages, the cast time is still too long to try to drop in the middle of a fight. However, if a known ambush point coming up, I'll stealth ahead of the team and prep a mine field. One of my favorite spots to do this is in Ms. Liberty TF, 1st mish, where Arbiter Sands spawns. I can get about 20-22 mines down while the team works on cables. The explosion is glorious! But yeah, limited use for the power, imo. I really wish upon activation of the power, 3 mines would drop in a triangle formation. Would make setting up and using the power mush easier.
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Great concept and costume design!
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Wonderful Bios/Stories on these two!
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I'll also add into the above answers, that originally, Dominators were a Villain-only AT along with Brutes, Stalkers, Corruptors, and Masterminds. They filled the needed "Control-hole" villain-side with their unique setup of being a controller that did damage (while MMs and Corrs buffed/debuffed). Once all ATs were available on both sides, yeah, it was hard at first for pure-hero players to understand the greatness that a Dominator can be. Because yeah, if you like Blasting and Scrapping - why be a Dom? You don't really know truly how great they are until you try playing one. As others have stated above, they are basically Controllers that do damage instead of buff. With their "critical" holds/mezzes that can pretty much be prerma'd, they can lock down a mob and destroy them quickly. As for comparing to Blaster or Scrapper.... I personally would ALWAYS rather be playing a Blaster, whether at range or as a blapper - it's my favorite AT. But I do enjoy playing all the others ATs too (except for Crab Spiders even though they are a good set too - I just hate spiders). 🙂 But a Dom plays a lot like a Blapper, so I enjoy it. It's alos like Scrapper, but instead of a shield set, you get a Control set to lock down all the foes and mitigate all the damage to protect you. Beyond that, it's just personal preference of playing. If you like Blasters and Scrappers, you may enjoy playing a Dominator. But if you're the type of person that only wants to dish out the most damage possible (which is ok!), then just keep playing Blasters and Scrappers. The beauty of this game is that there is an AT(s) for everyone's preferences and playstyles. 🙂
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Moscato Rose (Force Field/Water Defender) A college science lab. A drunken party. Several bottles of Moscoto Rosé. An accident. Rose Parker was at the epicenter causing her genes to mutate with the Moscato Rosé in her blood stream. It altered her body's appearance. And she can now create the bubbly-beverage at will to use the bubbles as shields or weapons.
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Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
That would be AWESOME! Take over a Minion to Boss level foe as your "perma" pet (while on that map) until it dies or you zone. Then you can take over another if it dies early or another once you zone to new map. Love that! -
Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
The aggro component of SoC is negligible. Mostly it hits all and very little aggro on the player. And even then, that is not a reason to give the power a "pass." IMO. Yes, a balance would need to be found. If SoC stays at 60s rech - which with max Haste / recharge rate reduction with sets and such, you can get it to recharge in 12s - it would have to have the cap # of affected foes gutted to 5. If the recharge was longer, say 120s base (which could be dropped to 24s with bonuses), then I think cap of 10 (even with Contagious Confusion proc) would be fair. And let's be honest - any changes to Plant Control is going to piss off those players. But balancing still needs to happen and they will survive like we all half with other rebalancing updates. -
Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
I do right well with my Fire/Fire Dom without Bonfire. Flashfire recharges fast enough for every/every-other mob and Cinders mixed in, there is plenty of control to lock down mobs. With Fire cages and Hot Feet melting the spawns while I blast fire at them, they melt. Most of the time, I don't even use Bonfire with the KD proc because the animation takes to long and I've already got the mob controlled. I really only use Bonfire when the team is rolling so fast that I need that extra bit of control because Flashfire or Cinders isn't up yet. ....but that is all for another thread. Any Control set, if you take away an AOE control, any player worth their salt can adapt. Mind is no different. But other most control sets get 4 controls: an AOE immob (8s rech), a Fear/Sleep (40s to 60s rech), a Stun/Detention AOE (60s to 90s rech), and then the AOE hold (240s). Illusion gets 3 (PA, Flash, and Spectral Terror) and Earth gets 5 controls (6, if you count Quicksand a "control"). However, Mind is different in that for AOE control, you get an AOE sleep for 45s rech, and an AOE Hold and an AOE confuse both for 240s rech. Then there's Telekinesis - difficult to do anything with, considered an AOE, and 60s rech (this power really needs reworked into a a more viable/useful power too). But the AOE sleep is mostly useless because it does no damage and if attacked too early (which often they are), they're mixed in with the others you're dealing with and can't put them back to sleep. So that leaves you really with only 2 viable controls (AOE Hold and AOE Confuse) both on long recharges. Yes, upper levels can get the recharge down to useable levels and the set is playable. But comparatively, it's lacking in viable control compared to other sets. Mass Hypnosis needs to be something more like Electric's sleep, where they take damage, but when woken up but left alone, they fall back asleep. This is all done through a "pet" mechanic of an electric field under the mobs' feet - so not sure how that would work with a "Mind" set. But that is certainly a more useful and practical AOE sleep. Speaking of Electric - they also get an AOE confuse at T8 for 60s recharge (Synaptic Overload). It's a chain confuse and with the Contagious Confusion Proc, they can almost certainly get an entire closely grouped mob confused as well - all on a short recharge. No one thinks that's OP either. Maybe it is? But it is something that should be looked at as well, if we're looking Plant and Mind confuses.