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gameboy1234

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Everything posted by gameboy1234

  1. This is also true for me as well. As much as I talk about challenge and grouping, sometimes I just want to solo with my Corr. -1 is the only way I've found to do that and have it not be a chore. If the devs ever do implement a "hard" server, I think it would be good to remove any MOB buffs from missions which are set to -1 level. That should be a flag to say "no I want this to be easier." No harm in letting people take it easy for a while.
  2. That's a 100% fair point. For missions, especially early missions, that are known to be hard or hard for some ATs, there should be a warning to get a team. I could get behind that no problem.
  3. Overall it's a very good build, better than mine probably. Some random thoughts: 1. You may have over slotted Tactical Training: Maneuvers. Depends a bit on intent but you're seriously into ED territory (meaning all the bonuses you slotted into it aren't being used). 2. Is Combat Jumping needed? At high levels at least I'm plenty maneuverable, and you have plenty of Defense powers already. 3. I don't see the point of Blistering Cold in Follow Up. It gives typed defense and you want positional. Did I miss something? 4. Six slots of Scirocco's Dervish, you have lots of Psi defense and Psi resistance already. Maybe one slot could be moved elsewhere? 5. Mask Presences seems over slotted to me too, its bonus is quite small so all the defense sets are going to waste a bit. May be an opportunity to move some slots around there. 6. Again Reactive Armor in the Tough power gives typed defense and you want positional, I don't see the point of that. 7. I went for a more Stalker-ish build, but with Aide Self, Tough and Weave you might be able to tank. Consider maybe dropping Mask Presence or Combat Jumping and adding Confront. All just my 2 nickels.
  4. I picked Import/Export -> Short Form Export, then "Light Blue (US)" and "Official Forum (vBulletin)" and finally click on "Export Now" Then I just paste it in: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dalila: Level 50 Natural Arachnos Widow Primary Power Set: Night Widow Training Secondary Power Set: Widow Teamwork Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Medicine Hero Profile: Level 1: Poison Dart -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Acc/Dmg/Rchg(7), Thn-Dmg/EndRdx/Rchg(11), Thn-Dmg/EndRdx(34), Thn-Dmg/Rchg(43) Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3) Level 2: Strike -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/Rchg(5), CrsImp-Dmg/EndRdx/Rchg(5), CrsImp-Dmg/EndRdx(9), CrsImp-Acc/Dmg/EndRdx(15) Level 4: Tactical Training: Maneuvers -- LucoftheG-Def/EndRdx(A), GifoftheA-Def/EndRdx(7), GifoftheA-Def(9), LucoftheG-Def/Rchg+(15) Level 6: Combat Jumping -- WntGif-ResSlow(A), ShlWal-ResDam/Re TP(42) Level 8: Super Speed -- Run-I(A) Level 10: Indomitable Will -- EndRdx-I(A), StdPrt-ResDam/Def+(11), GldArm-3defTpProc(23) Level 12: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx(46) Level 14: Kick -- Acc-I(A) Level 16: Lunge -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/Rchg(17), CrsImp-Dmg/EndRdx/Rchg(17), CrsImp-Dmg/EndRdx(19), CrsImp-Acc/Dmg/EndRdx(19) Level 18: Spin -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Rchg(36), ScrDrv-Acc/Dmg/EndRdx(36), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(37), ScrDrv-Dam%(46) Level 20: Slash -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(21), SprDmnofA-Acc/Dmg/EndRdx/Rchg(21), SprDmnofA-Dmg/EndRdx/Rchg(25), SprDmnofA-Dmg/Rchg(29) Level 22: Foresight -- DefBuff-I(A), DefBuff-I(23), LucoftheG-Def/Rchg+(43) Level 24: Tactical Training: Leadership -- GssSynFr--ToHit/EndRdx(A), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Build%(31), GssSynFr--ToHit(37), GssSynFr--ToHit/Rchg(40) Level 26: Mental Training -- Run-I(A) Level 28: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(48) Level 30: Mask Presence -- GifoftheA-Def/EndRdx(A), LucoftheG-Def/EndRdx(31), GifoftheA-Def(31), LucoftheG-Def/Rchg+(37) Level 32: Mind Link -- AdjTrg-Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(33), LucoftheG-Def/Rchg+(33), LucoftheG-Def/Rchg(33), GifoftheA-Def/Rchg(34), GifoftheA-Def/EndRdx/Rchg(34) Level 35: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(45), RctArm-ResDam(48), RctArm-ResDam/Rchg(48) Level 38: Dart Burst -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rng(39), PstBls-Dmg/Rchg(40), JvlVll-Acc/End/Rech(50) Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42) Level 44: Smoke Grenade -- ToHitDeb-I(A) Level 47: Injection -- EndRdx-I(A) Level 49: Aid Self -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/EndRdx/Rchg(50), NmnCnv-Heal(50) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- RechRdx-I(A) Level 1: Conditioning Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(40), Pnc-Heal/+End(43), NmnCnv-Heal(46) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(27), PrfShf-End%(27), PrfShf-EndMod/Acc(45) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 50: Rebirth Radial Epiphany Level 50: Robotic Drones Core Superior Ally Level 50: Musculature Core Paragon Level 50: Reactive Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Melee Core Embodiment ------------ ------------
  5. Challenge can be good but as an introductory arc this seems like an odd choice. Maybe the assumption was that you'd get some help? When I say "challenge" I often mean that you need to be smart and group up, and use your powers accordingly on a team. Perhaps the "bad design" is the assumption that you should be able to solo any content in the game. I don't think that's terrible design, but maybe it's questionable in what is essentially a tutorial mission. (But I suppose you could say that the tutorial is "learn to group up.") There's tons of people in AP typically. I often group up with folks who are having trouble with missions, if they ask over LFG. Honoree is typical, there was a giant mecha boss in a Malta arc recently, and last week a Peacebringiner needed help with Requiem. (The last one was funny, he ended up with a full team somehow and Requiem went down in like 2 seconds flat.) So I don't think it's a terrible idea that "group up" should be thing in an MMO, just a matter of expectations. Pretoria is a little different because it's often very lightly populated. Teaming is harder there, and I think dividing the player population further (after CoV) was the design mistake, not necessarily the difficulty of the mobs.
  6. I think for me the difference is that MMOs include a social aspect. It's a group of folks who have chosen to lock themselves into a harder box and now they have no choice if they want to progress. There's a shared challenge and a shared victory when you put it together and it works. Solo player games don't do it for me, not for "challenge." I play solo games for story and puzzles. I found 722 korok seeds in Breath of the Wild on my own, but never bothered to figure out how to do the perfect block thing with my shield. Finding and solving puzzles is fun in its own right. Make a perfect block and ... so what? There's no one to share it with. I think for the same reason solo challenges don't do much for me. I'm not a fan of bragging in chat about what my character can do. And "shared" doesn't work because a team of eight is automatically a stream roller these days. My technique for grouping is not to use Build Up because if I do everything is dead by the time it finishes animating. That's it. That's my whole teaming technique.
  7. The reason why it's not "telling people how to play" is that it's a new server. I'm not sure everyone gets that, but it's pretty obvious that if Homecoming makes a new server then no one or their current characters are impacted. Only folks who chose to go to the new server are impacted. Some of the opposing arguments are just knee-jerk "nuh-uh" because that's how the internet rolls; anyone will argue anything, regardless. Some of it I think is folks who feel that no one would play there (maybe they're right). Anyway, thanks for the support. I think some folks would enjoy it. Wouldn't at least 1/5 of the current server pop enjoy it? That I don't know. So I don't know if it would really be worth it for the devs to set up.
  8. I think that fast flowing XP has got everyone multiple Incarnate abilities and lots of money has purchased multiple Attuned sets. And those have made the game easier. It's also possible that player ability and knowledge is much higher. We're all pretty much old hands here. Even at lower levels I seem to get smart players on the balance. No matter what our composition, we all pretty much just roll over the competition even at low levels, but I don't think the mobs are easier, I think the players just know what they're doing. My suggestion: if possible/feasible, add a "hard" server. Slower XP at least (and much slower incarnate XP). Maybe add 10% to hit and damage to mobs across the board. Something like that. Just make it a bit more challenging for players who want a bit more of a challenge. Also redo the market so some things are not automatically available, but instead can be earned more slowly with Merits or some other type of in-game currency.
  9. I disagree with this. "Not wiping" is too low of a bar. Lots of teams might not wipe but might be very disorganized and not fun to play. I was on a team as a Corruptor, and the tank (and their two friends) were terrible. No we didn't wipe, but the tank didn't taunt or pull stragglers. And the tank did terrible long pulls trying to get the "perfect" herd together while constantly losing stuff that wasn't aggro'd enough. As damage and buffs for the group, I couldn't do my job. I was constantly having to reposition to break line of sight (i.e., run away from mobs), I had aggro on me constantly from stragglers, and I couldn't kill anything with AOE because it was all running around hither and yon with no organization. We didn't die, even once, but it was a terrible group and a terrible tank. All the while I got told "you're not going to die" when I complained about the aggro so I'm kinda tilted over hearing that used as a standard. YMMV.
  10. I wish I had my old slotting from live, but those are long gone. You also have two Resist in the passives, right? And you took all the passives? Did you skip any powers? What pool powers do you have?
  11. On my SD/WM tanker, it wasn't too long before I was soloing Carnival missions on +1/+4, and pulling the first group into the second so there'd be more folks to fight. Not sure how long but it wasn't level 50, might have been in the 20 to 30 range (I know I had Shield Bash by then though, and two AoEs from Mace, so it might have been a bit post 30). Check your total bonuses in the Combat Stats window. Monitor some of those like to-hit and last chance to hit and global accuracy as you fight. You sound like you've got a bit to much Damage and Resists slotted, and not enough other effects like Recharge, Accuracy, To-Hit Debuff (I think that goes in Unyielding), etc. Powers have to hit before they do damage, and that's important. You haven't mentioned Dull Pain and that confuses me. Dull Pain should be six slotted before anything else is. Three Health and three Recharge. You should have global recharge and concentrate on making Dull Pain permanent. Hasten is your friend. (Note I didn't say Dull Pain should be slotted to the exclusion of anything else. My Inv/SS tanker hasn't even taken it yet, but she's low level and is still filling out her attack chain. Once you get two or three slots in everything, taunt, a travel power, and a (mostly) full attack chain, then take Dull Pain and Hasten. Then maybe work on Tough and Weave. It's all in the long term planning.) What you should be doing: 1. use insp 2. kill stuff. 3. use the insp drops you got from killing stuff. 4. kill stuff 5. go back to 1.
  12. Going out on a limb here a bit but if you're having trouble with survivability on a Brute I think your only hope is a Tanker. People are suggesting Willpower, I'd recommend WP/Mace as pretty decent damage and ok to play. (Though I like Shield Defense/Mace, that might be a bit like Invulnerability in its uses and slotting.) Also no set or AT makes you invulnerable. It's always possible to bite off more than you can chew. Learn the mobs, learn your own capability, learn to count (and use) the Insp in your tray before doing something stupid, and also learn your teammates, their powers, and how those interact with your abilities.
  13. I'd also should add: more power customization. Specifically: 1. Ice Blast doesn't have a Dark option, I was really hopping to do a "black ice" set with this, and I can't. Probably across the board powers should be reviewed for both light and dark options available. 2. Radiation Blast has 2 or 3 powers that are not customizable at all. My ghost does not shoot green energy he shoots white ghost beams. Argh! 3. Toned down or alternate SFX for nearly all powers. The sound effects on Sonic really turns me off. I'd like to see a sound effect that's more like a sci fi sound (and a gun for blasting sound) and one sound effect that more like music (and maybe a musical instrument to hold). 4. Some power sets have different weapons I can hold, but what about power sets without a weapon? Water Blast needs a trident to hold. My dapper English time traveling gentleman would like an umbrella or a walking stick to hold in his normal idle and running animations. Etc. Stuff to hold when the character isn't specifically holding something else would be great and a great costume addition. Books, clipboards, flashlight, staves and wands, guns, melee weapons, etc.
  14. Mostly to keep playing. Stable servers and support. If we contribute to Homecoming, then I'd like to be sure that those contributions aren't simply hovered up by NC Soft. (So maybe some transparency as to the license agreement on that last statement.) If we're contributing code or other assets, it'd be nice to be able to contribute code that is licensed under BSD style or Apache 2.0 licenses. Lots of code out there uses those licenses, and would make contributing a lot easier. For actual game stuff, costume pieces are big for me. Content would be big, as would "fixing" some of the content in game that hasn't aged well (*cough*bluecaves). Easier ways to contribute might figure in here. Maybe some advertising as well, just to keep new people aware of the game and some new players showing up. A lot of the game is pretty easy right now, maybe a new "hard" server would suit some folks.
  15. This is what I'd probably say too. Crabs are great on their own and better on a team. Can't go wrong. I enjoy playing my Night Widow a lot though. It's my go-to for a lot of things. Forts are tougher to build because they need more recharge to be good (permanent Mind Link) so they give up some defense but back on live I enjoyed by Fort tons too. They're both great on teams and totally capable of soloing +2 to +3 level content without breaking much of a sweat. My Night Widow does pulls on MSR with little problem. Widows/Forts are probably a little weaker than Crabs because they don't have the strong debuffs but they're still really solid and really flexible.
  16. This is a great idea. If the current dev team ever gets the resources, it would be a great way to add a "heroic" path to the Rogues Isles content. It might also spice up what was consistently a plot line of having the villains there only work for someone else, rather than accomplish objects of their own.
  17. From another thread: Seems like a valid point to me. Are we going to have problems forming up any given raid due to zone limits? It seems like it might not solve any problems with RWZ MSR (for example) if the 50 player limit still applies. We still have to get all those folks in a raid in the same zone to start. Any other raid, regardless of which raid, seems like it might have this problem if all coop zones are limited to 50 folks. I think perhaps rather than making RWZ an instanced raid resources (dev's time) might be better spent figuring out how to let the coop zones have a bigger limit.
  18. This is actually my biggest concern. Current server populations are still quite small. There is no money to come rolling in to NC Soft. I can't think of a good business reason for them to let us have this game. It really comes down to how NC Soft executives feel imo. The only thing I can do right now is trust the devs (of SCORE) when they say that negotiations seem to be going well and might actually succeed. What are their chances? I dunno, maybe 50/50? It's a roll of the dice right now. Jump in, play. The XP is turned on high so it won't take you much time to recover what you lost. You can at least enjoy the game for now.
  19. Champ player here also, many toons. I miss all you folks on BMT. Playing on Everlasting right now.
  20. One shot minions on what difficulty? +4? +1? It makes a difference.
  21. I'm actually having the same problem with nearly all scroll bars in the game. 1. Friends List. We have about 11 people on a channel that a group of us use, and the scroll bar does not appear as I make the window smaller (in the Y direction obviously) until there are about 8 names in the list showing. And then I can only scroll with the scroll bar about 1/2 of a name, so 8.5 names show. 2. Guild list. In our super group we have 40 to 50 people, and right now only about 2/3rds of them show on the list. I can't scroll all the way down to see any members who are lower than level 15 (and I know there's more than a few). I have a laptop with a 17" screen and 1920 x 1080 resolution, which is kinda high pixel density I guess (it's a fairly small screen for so many pixels.) I saw you're doing something with Windows mode and I'd like to mention that I've set my desktop fonts to be 1.25 x normal size, just because the pixel sizes are so small on my screen. Otherwise this is a great feature, the rest of the windows and game looks great.
  22. Forts play like a Psi Sentinel with team buffs. If mind link is permanent then they have very good team buffs. Night Widows plays like scrapper with built-in +recharge, some stalker-ish capability, psi damage if you really want it, and team buffs. They usually have better team buffs than Forts due to Mind Link having a shorter recharge time and the built-in recharge, really easy to get permanent for them.
  23. Didn't look super carefully, but a couple of things I noticed. Overall I think it's a very good build, just a couple of things that might be tweaked to make it a bit better. 1. Mind Link isn't franken-slotted, and you also seem to be short of perma hasten and perma Mind Link. Might want to forego the LotG and franken-slot Mind Link, and look for ways to get more recharge into the build. 2. You also have lots of slots in your defensive powers but those slots might be better put to use getting some more recharge into the build. And those slots you have in defensive powers are LotG, not a cheap set! Again I'd consider moving some of those slots around and getting more recharge to have Mind Link up more often. It's fine to try to increase team buffs like Maneuvers but CT:Defensive only protects you (and only melee), I'd call that the slotting on that one questionable. 3. You've taken Vengeance twice but on a well buffed team I seldom get to use it even once. You might consider a different power choice here, something that will get used more often. 4. I have End problems on my Widow (hello Cardiac!) and you seem to have less Recovery than I do. I'd look at increasing your Rec too, you'll be fine just walking around with just the team buffs but trying to use powers might be worse than carrying around a Malta Sapper on your back with you. 5. I didn't see a travel power. Is that on purpose? Super Jump is fast and has vertical, and I prefer it by far over a jet pack. Jet packs work but convenience is a big part of having fun too.
  24. The 30 minute jet packs are 5k, just like they've always been. The other jet packs are 50k. I don't recall exactly their price before, but I'm sure it was more than 5k, since the 30 minute jet pack was all my starting characters could afford.
  25. +1. I hate it when some software thinks it's smarter than me and changes things like font size. Please leave stuff where I set it. I'm reading this forum at 120% on PC to make the text readable. I assume I wouldn't have to do that if the software didn't mess with the default size. And on mobile sometimes there's no convenient way to change the font size and have the browser remember it. The font size for the text of this forum is 15.75 px, which is kinda small. Can you use my default font and not change it? 16 is the normal default, but on my system it's 18. Please don't assume my eyesight prescription and change it.
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