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Everything posted by gameboy1234
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You can click on different NPCs and get information from them. I think NPCs with names starting with N tell you how many times your character has logged in. NPCs that start with M tell you your total time logged in. NPCs starting with E or F will tell you the "city time" (which runs much faster than normal time). During the Halloween event they always say it's midnight. Edit: Here's the list: https://paragonwiki.com/wiki/Civilian_NPCs
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Remembering my Rob Leifeld names guide, I checked and "Blade Blade" is available. 🙂
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Some Questions From a Completely New Player
gameboy1234 replied to Rynjin's topic in General Discussion
If you're careful, not really. But I have this problem on my /Kin. I typically have Siphon Power on auto, so I can buff as much as possible. But if I target a teammate who's scanning, I'll trigger this power and pull. I either have to stay well back so SP is out of range or I have to remember to clear my target (ESC) every time we finish a group. Otherwise: fun times. -
Some Questions From a Completely New Player
gameboy1234 replied to Rynjin's topic in General Discussion
One more thing that's a little different here. CoH is/was an early MMO and didn't follow all the conventions. We need to talk about the F key. F is for follow. So you can target a teammate and press F and you'll follow them. Except that's almost never what I actually use it for. You can also follow enemies. And that means you can use F to move yourself into melee range quickly without having to actually maneuver around the battlefield. In a crowded room on a map this can be highly useful. (You may need to press W for a moment at the end to give yourself a nudge to move completely into melee range.) Also jumping a lot is useful to clear obstacles on the way. Pressing space (jump) won't interfere with following, so you can use jump to control your vertical while still staying locked onto a target. This is really invaluable for melee toons like Tanker, Brutes and Scrappers. Also mashing your powers (numbers) keys when you don't have a target (or your target is dead/invalid) will select the next closest enemy for that power. So I usually mash 1 twice (once to target, and once more to "queue it up" so it fires as soon as I'm in range) and then F to move quickly to that enemy. No mouse or WASD involved really. For ranged toons F is less useful unless you have a shorter ranged attack that you want to orient (like a cone shaped attack). I also use it sometimes just to orient myself towards an enemy if I've lost track of the action completely or if it's an enemy that shows up on Tab but I can't see/find. Press F and then quickly press it again to turn it off, you'll just turn towards the enemy and then stop moving. -
I think you should seriously post some of your ideas on the Dev board, let them know you might be interested as a story writer. I think you're ideas are quite good. Removing "red vs. blue" (for players) so there's content for each faction on both sides in all zones is an excellent idea. I hope you can pull it off. Villains are never (well, seldom) segregated off on their own little land in the comic. They always appear in The City with the heroes. Yeah villains lose in the long run, but they're still *there*. That's the way it should have been. Incidentally, I think Gold Side should be the same. Open it up so there's some level scaling and heroes can do missions in Preatoria. It'll be some nice extra "alternate earth" missions at lower levels to fill out some of the content in the 15-30 range (with level scaling this could work). And Gold Side should quickly discover an escape themselves to an alternate Earth, blue side. It'll help populations on both sides.
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Yup, they stack. Got TT:Maneuvers and Leadership:Maneuvers on my Widow just for the stacking Def.
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Some Questions From a Completely New Player
gameboy1234 replied to Rynjin's topic in General Discussion
There are a few powers in the game that targeting through a teammate won't work. For example, a mastermind commanding their pets to attack a target, won't attack your teammate's target. That's where you have to use "/assist" to get the target before you use the "/petcom" command. Works I suppose for folks with commandable pets, like Lore pets. My MM had /assist bound to CTRL-A ("A" for "assist") so I could quickly pick up targets and order my pets onto them. -
Forts should be able to solo just fine. Forts also have the option of going all ranged. This isn't highest damage but it is extremely safe. You're a Psi blaster with much better defenses and much better team buffs. You can also use your second build and make a Night Widow as either a stalker/scrapper or go more tanky with Confront and Tough and have a real chance at tanking AVs. My Night Widow solos just fine at +3 (although this was after a moderately expensive IO Set build. I'm sure it would do fine at +0 with just basic IOs.)
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Some Questions From a Completely New Player
gameboy1234 replied to Rynjin's topic in General Discussion
I played a Merc/ MM on live I think, maybe as a challenge? I didn't find them that bad. I seem to recall they have some problems with their AI mainly, but also maybe some questionable power choices by the devs. They were doable. I don't remember exactly what I played, might have been Mercs/Traps (and /Traps would probably make anything serviceable). Ninjas I found to be squirrelly as heck and almost unplayable. One could tough it out but I didn't see the need. Thugs were fun. Zombies were kinda like Mercs, the power choices didn't seem to quite jell. Bots were my first 50, ever. I think the newer MM sets (Demons and Beasts) were made with more experience under the dev's belts and they play a bit better overall. Oh, and /Poison sucked. That set was super slow to get good, assuming it ever did. Zombie/Poison sounds good but it was too hard to get to any decent sort of level. With new leveling tools this might not be a thing but live, yech, trudging through mud while dragging your minions and your powers behind you. -
The Holy Trinity isn't. Advice for veterans of other MMOs
gameboy1234 replied to Zolgar's topic in Archetypes
I was actually going to say the same thing. Depending on how many actual new people we are getting, it might be worthwhile to, for example, add some dialog to the Shinning Stars intro arc about AT, buffs, grouping, and composition. Some folks might be helped by that advice. -
New Players - Enhancements (DOs & SOs - use em)
gameboy1234 replied to Troo's topic in General Discussion
I"d actually say the same thing. One accuracy first, then a Damage or some other boost (Heal, Immobilize, Sleep, etc.) to the power's main function, then an Endurance Reduction (End Redux). Then feel the power out and decide what to do next. Often I go another damage and one recharge, but not always. Depends how it feels in play. You have to be careful with End Redux and Recharge. Both of those work differently than other Enhancements, they have a natural diminishing returns built-in, over and above ED (Enhancement Diversification). You often don't want to slot more than one, because the next one doesn't do nearly as much, so one is the max. Only in special cases do you want to use more than one EndRedux or Recharge. -
Some Questions From a Completely New Player
gameboy1234 replied to Rynjin's topic in General Discussion
Bots and Demons rock, most other things are kinda average. YMMV. Most people play MMs for the style and because they're fun. Scrappers and Brutes are better if you just want raw power. If you put the wrong enhancement in a slot, you just replace it with another one at any time. If you place a slot that's a bad idea, then you have to respec. But respecs are relatively easy to get, and I usually just do whatever until I hit 50, and then I do one big respec to fix everything. You should get a pretty good idea as you level what powers work well and what needs more oomf, so you'll know what powers need more slots. At least, if you don't powerlevel. -
New Players - Enhancements (DOs & SOs - use em)
gameboy1234 replied to Troo's topic in General Discussion
If we're talking about new players, TOs, DOs, and SOs are one of the things that the dev team should "fix". First off, there's way too many of them. "Origins" should be dropped and you should just be able to slot whatever Enh you have, regardless of your origin. Second the whole TO, DO, SO thing should be dropped and replaced with one "schedule" of enhancements than vary by level, and range from level 1 to 50 in effectiveness between DOs at level 1 and SOs at level 50. Third once a player out-levels an Enh., they should all still function, just at half value. Combining Enh should be automatic (works 100%) and provide a small boost over the larger one's value. Finally I think with better access because of removing Origin and the wider level bands, I think Enh should drop a lot less often. This would be better because the darn things would not be clogging up your inventory as much. It'll be much better that way. And having an Enh drop will be much more meaningful that way too. ---- And to new players: Buy Invention Origin Enhancements at the Auction House. The drops are all pretty much garbage and can be sold. Players going for badges will be dumping Invention Origin on the auction house at cheap prices, esp. below level 25. You can get totally cheap Enh that work better there. -
Or for VEATs I assume just a character wearing all black tights like you get when you originally make your VEAT.
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issue 26 Patch Notes for October 1st, 2019
gameboy1234 replied to The Curator's topic in Patch Notes Discussion
Woot! -
If it were up to me -- and if I had all the resourced I needed -- I'd remove nearly all of the P2W stuff, and then put it back in as quest rewards, probably with just the basic jet pack left in 'cause those are so necessary. I'd also change powers though, so that you get your first three primary and first two secondary powers right at first level. That way you have an attack chain at level one and the temp powers are unneeded. This would also mean adding a couple more powers at the top end too. I'd also rejigger power pools. Fighting pool, for example, I'd beef up and then only make it available to squishies. Then it becomes like a hybrid pool instead of a pool that anyone can take. If you take it you can fill in your AT drawbacks with it and be less squishy. Or you could not take it and concentrate on your primary and secondary, and be more powerful but a glass cannon. Stuff like that. After I win the lotto.
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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.
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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.
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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.
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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 ------------ ------------
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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.
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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.
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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.
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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.
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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.