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Everything posted by biostem
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When you create and lead the team, you can dictate the rules. When you join someone else's team, YOU need to adjust to their manner of play. YOU, especially as the "new guy", do not get to dictate how that team behaves. How little you know. Nice projection, though. I really only ask a few things of those I invite to teams I run: 1. you actually try (participate regardless of how low level you are), 2. you be able to make your way to us, (sometimes someone may have recall friend or ATT, but every player's time is precious to them, so you wasting everyone else's is selfish), and 3. if you need to AFK, (which we all need to do from time to time), either make sure you are back before we finish the instance, (so we can all move on to the next mission, or send a tell when back, because I will have kicked you - again, because holding up everyone else is selfish on your part). For starters, not in higher level or end game content - maybe you shouldn't have been PL'd or done nothing but AE if you want to team with others elsewhere. The time to learn is in a safe parking lot, not in the actual race. What does being deaf have to do with not knowing where the tram is or possessing some form of faster-than-sprint travel? If the person is handicap, then just say so, and we'll make accommodations. Why would you lump handicap people in with PL-ers or AE farmees who are ignorant of core game mechanics? The 2 groups are not the same. It's funny - I form PUGs almost daily, and the number of genuinely ignorant players I come across is extremely rare. Even then, the number of those that are not open to constructive instruction on how to get to where we are and possible play/build advise is smaller still. If I say to you "press M, look for the little T icon, go there, then come to zone X", and you still can't understand that, then that's on you...
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It's a matter of how the game handles adjusting your level in order to permit you to play the content that you've outleveled, and it would not be a small matter to work around that. think of it like this - Is there any mechanism in-game to adjust your level downward in a stable manner that does not rely on another player to exemplar down to and re-enable the relevant contacts?
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Granted. Here's where the issue arises - as soon as you team with others, it is no longer "your" thing - it is now a shared experience, and you have to take into account that there will be some expectations placed upon you - among them, knowing how to get from zone A to zone B. Again, though - if they are a returning player, they'd probably recall having to use some building or map location to get form one place to another. The trams are literally marked on the map with a big T... It's not a race, but if you are teaming, you really should respect other people's time. If you never took a travel power or one of the other methods for quickly getting around, don't get indignant if you get kicked for holding everyone up. And as long as you are solo, or only playing with likeminded players, that's fine. The moment you team with others outside of those areas, all that has to go by the wayside. If you are advertising that you are LFG, I invite you, and you don't know how to get to the zone we're in, I'll give you some basic info on how to reach us, but beyond that, I 'm not going to hold everyoen else up just to teach you have to read the in-game map or pull up a wiki link...
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Honest question: What is it about the brute that allowed you to pull that off, and were your tanks also able to accomplish said feats? For me, it's more about the margin for error with each AT; On my tankers, I can pretty much just casually stroll into any fight and defeat the enemies at my own pace, whereas my stalker, scrapper, or brute live more on that knife's edge...
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I don't know how else to convey my point - I suppose it's a matter of different mindsets. To me, it's like this particular subset of players are being placed in the drivers seat of a racecar already crossing the finish line, without ever having learned how to drive - they get all the rewards and powers, but don't know what they even are or what to do with them, and when they encounter other players in the endgame content, they can't properly contribute or even be arsed to check a wiki link if provided with one...
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But that's my whole point - it seems like a huge oversight on the part of those players that they don't know basic game mechanics/systems; We're not asking for folks to know what enemy groups or monster is in every zone, but at least know how to get around. Like whatever content you want, but familiarize yourself with the basics...
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Weren't we talking about things like not know where the tram was or how to otherwise travel between zones, not whether you liked the endgame more than the pre-50 stuff...
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The only issue I have with this proposal is that those running the raids tend to permit going AFK if you notify them and don't abuse it...
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Remove damage from Impassioned Serenade
biostem replied to Greycat's topic in Suggestions & Feedback
"Privy" may have been the wrong word. "Not interested in spending hours being a beta tester" would have probably been a better phrase to use. So, in short, it's an attack power with a confuse buried in it, or as others have pointed out, "skippable". Please don't try to sell me on the set having "a unique and different playstyle to it", because all the other controls work as expected, and the set in no way advertises that it is different or intended to function differently than others. Play your 'special set" however you like, and just keep patting yourself on the back that you have the "special knowledge" about how it's really meant to be played... -
Remove damage from Impassioned Serenade
biostem replied to Greycat's topic in Suggestions & Feedback
Right, but if damage comes just a bit AFTER the confuse, that enemy may already be aggro'd onto someone else, and your damage may not be enough to make them switch to you... -
Remove damage from Impassioned Serenade
biostem replied to Greycat's topic in Suggestions & Feedback
Why not just delay the damage component an extra second or so? Seems like a very simple solution, IMHO. Unless the power clearly states "the correct" way to use it, why would anyone assume it should be treated differently from any other confuse? Not all of us were privy to the testing discussion... -
In general, I like the idea of mixing armors w/ support. The problem arises in figuring out how or what powers to swap out for those armor toggles. If we figure a s/l toggle, an en/neg/c/f, and a status protection one, that's at least 3 power that'd have to go. Some sets would be easier to do than others, but it'd still. be a challenge, IMHO...
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So there are a few ways to approach this, IMHO: I dislike "anchor" powers while solo, as it is infrequent that enemies would live long enough. I also generally want either status protection or multiple mezzes to lock down enemies so they don't mez me. Powerful enough debuffs could compensate for this, but then you really have to be on your toes. I'm also rather fond of -res effects. To that end, may I suggest Poison/Ice or Nature/Sonic...
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Any *old old* game things you kinda miss?
biostem replied to Gulbasaur's topic in General Discussion
I fondly remember running around Brickstown and Crey's Folly on my DM/Regen Scrapper, when IH was still a toggle, street-sweeping for hours... fun times! -
They should keep the building, remove the AE signage, and have some NPCs in bad costumes panhandling for XP 😆
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Look at how the weapons are wielded in-game. Now, extrapolate how someone of that handedness would naturally draw said weapon, and thereby sheath/carry it when not in use. More options would be great, but then they'd have to also add new draw animations...
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This frustrates me so much - whenever I play a new game that has a world or zone map, I take at least a few moments to see if there are any points of interest marked on it, or any general features that stand out, and in CoH, those map markers are labeled, so there's no excuse!
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What if you adjusted the support powers to also benefit the caster, even if it was at a reduced rate. Regardless, I do not find it fun to be in melee without status protection and/or armor powers...
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Yeah... gathering information or taking the steps in order to identify and/or resolve a problem is not usually intuitive... *** shrugs ***
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Remember that Superman couldn't originally fly. Also, the particular clothing worn and their occupation reflect the time and styles of their day. I mean, if you look at what circus strongmen wore around the time Superman was created, it becomes a whole lot clearer...
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It'd be interesting to see some sort of event or faction that used portable holographic emitters to reproduce some of the AE content in other areas, (either for good or ill). You could have a small number of "real" faction members, which control the holo-emitters, and a larger number of generated members - defeating one of them would also disrupt/delete some of the holograms under their control...
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Here's the problem - if you make a claim that something is wrong/broken, we need more than just your hearsay. You, of course, can post whatever you want, but all you're gonna get with unverified claims is pushback and theorycrafting. If you *really* want to see an issue get addressed, bring the data. If not, then carry on as you were... Let me give you a fairly simple test to conduct: Run a PI council set at your level and for 1 player. Clear a group except for one of the regular soldiers. Let them attack you with all your armors on, then turn them off. Now compare the results. If you have 50% s/l resistance, then an attack that does 50 w/ your armors on should deal about 100 with them off. If there's significant difference, then something may in fact be off. No one is asking for extensive number crunching or intimate knowledge of the game's backend calculations...