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Rudra

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Everything posted by Rudra

  1. Well, yeah, but they are hazard zones because of how entrenched the various factions present there are resulting in very large spawns. The problem with red siders accessing the hazard zones is they aren't connected to anything conducive to the red side players sneaking in. (Except maybe Terra Volta since it is in a port zone.) While the Hollows is near water, it is on the other side of the war wall with no ports. Makes accessing it by submarine relatively problematic. Not impossible by any means, but those war walls are intentionally... erm... difficult to bypass. Setting lore and the map layout aside? Adding villains to hero zones (or heroes to villain zones) is very likely going to result in a push for putting PvP in those zones. (And I am very against adding non-arena PvP to any PvE zones.) (Edit: You need to understand that the co-op zones have a central threat with a unifying faction calling for heroes and villains to set aside their differences and work together to survive. The hazard zones have neither. [Edit yet again: For instance, the Igneous in the Hollows aren't out to conquer the world or destroy it. {Edit yet again: Well, not entirely true. Igneous is planning to attack Paragon City....) They were simply disturbed by the Trolls' blasting and the Circle's investigations. So despite being the primary foes in the Cavern of Transcendence, they are basically minor players in the events of CoX.) (Edit again: And even if villains could access the hazard zones? The players that are not willing to go red side? Won't care about the new villain missions beyond "why are there suddenly Destined One villains in the hazard zones?!". They don't like or want anything to do with villainous content.) Yes, rogues can join. While I don't think they can form a Cavern team and lead it, they can definitely join.
  2. At least on Everlasting, there are periodic giant monster hunts. And those hunts hit up both red side and blue side. So more GMs aren't going to do it either because pretty much everyone I've ever seen on those monster hunts goes vigilante long enough to complete the hunt, then they go back to blue side as either a vigilante or hero. (For that matter, I've watched players pop over red side when it is announced a red side GM is up, take down the GM, then immediately go back blue side.) Edit: Most likely, at least as far as I can tell, the only way to get players to go red side and actually play instead of just visit for a few GMs, is to make content they want to play there. However, the biggest problem with that is not content quality, but content... uhm... content.... As has been stated by a few individuals already, they have no interest in playing a villain. They have no interest in playing a rogue. So the quality of the content doesn't matter, what matters is that the content is outside of anything they are willing to play/experience. (Edit again: And it doesn't matter how big an XP or inf' multiplier is provided. Regardless of 1 day or 1 millennia. They refuse to play the content and no reward/incentive will get them to do so. So acceptable content would need to be made, but why would there be heroic content in the City of Villains? And if there were, how would you prevent the Rogue Isles from just becoming Paragon City II in order to cater to them?) (Edit again: And increasing XP and/or inf' gains won't really help either even for those that are at least willing to play red side. All that would do is make it possible for them to schedule when they will play red side. Bonus gains for 1 day? Okay, they'll play red side for that day. One week? They'll play that week. Let them know when the next increased XP and/or inf' incentive is active again so they know when to pop over and get the increased rewards. That isn't conducive to increasing the red side player base except for the duration of the increased rewards. And that doesn't seem to be the goal to me.) (Edit yet again: I should probably point out these comments are not aimed at you. Your post just gave me a launching point. Sorry.)
  3. I don't think it will cause enough of a change that anyone will really notice. Easy way to find out is to run it through beta and see how it goes. If it is too much, it is a relatively simple reversal. Any changes to challenge teams are going to need a lot more than just this though.
  4. Maybe this? Pistol Assault (Dominator secondary): As per the OP Heavy Pistol (Blaster, Corruptor, and Sentinel primary; Defender secondary): T1: Gut Shot T2: Heavy Shot T3: Suppressive Fire (Cone [edit again: or ST damaging debuff]) T4: Feeling Lucky T5: Empty Pistol (Cone) T6: Aim T7: Knee Shot T8: Dodge This T9: Target Rich Environment (Cone or PBAoE nuke) Pistol Combat (Blaster secondary): T1: Back Off (Light damage kick or backhand, KB) T2: Chin Check T3: Marksman (As Reach For The Limit) T4: Sweeping Punch T5: Intimidating Glare (Cone fear, 0 damage) T6: Mysterious Stranger (Self stealth, +DEF, RES slow+KB) T7: Throw Sand T8: Marked For Death (Edit: ST -RES, -DEF) T9: Powderkeg Punch
  5. I have no opinion on that. However, I will point out that what you are asking for is most likely bottom of the barrel in priority. Filler content is just there to pad out what the characters can do, typically to help them level. And since they are not part of any arc, they don't check to see if any arcs are done yet. Same with the arcs. They don't check to see if you did a specific filler mission or not. So dialogue between them ignores any chance you may have already had interaction with the characters. This even holds true between different arcs. You can encounter the same AV between different arcs, and in both/all cases, it is as if you never met before. The amount of work it would take to go back through all the stand alone missions and the arcs to figure out who meets who and when and why, and then add in extra dialogue that may be different depending on what order you happened to do the content in, is overwhelming.
  6. That is because they are. Blue side has a lot of filler missions. Some contacts are just filler missions. That would be because it has filler missions as well. To make arcs feel "epic" rather than just have a quick resolution, you will find blue side has filler missions embedded in the arcs to help extend them to show your character as busy dealing with multiple problems at the same time. (Edit: Check out the flashback version of her arc sometime. You will see how the arc was made simpler despite retaining the same length. For starters, the current version lacks the expected fail mission the original has.) (Edit again: Also, while it isn't any benefit to you at this time, you can learn where those glowies and rescues are on those maps. There are limited locations for them to spawn at. The problem is, since a change back on Live to make the game easier for some computers to handle, they may not be visible until you defeat enough enemies. You will encounter those maps on other missions, and if you do them enough, you get a feel for the glowie/hostage spawn locations. Like I said, not really helpful to you at this time, but it can be over time.)
  7. Like @Demobot said, they were disabled. The menu command is still in the game, but it does nothing. (Other than give an error when you try to use it.)
  8. Arc of Destruction seems to be ground required because it is apparently a ground conducted/transferred attack. I do agree that it should be treated the same as Foot Stomp and Lightning Rod for simply needing to be near the ground though.
  9. What do you mean? I've been able to hover at the ground and use Foot stomp all I want. Same with Lightning Rod.
  10. While not what you are asking for, you can go into 1st person view. Then your character isn't obstructing your view any more. (Though you do lose peripheral awareness around your character.)
  11. You are remembering wrong. Mobs still have an END cost for their powers. If you can keep their END bars bottomed out or near bottomed out, it limits their options for attacks depending on how much they recover END before you sap it back to 0 again. If they have Brawl, they can use that even at 0 END because it has no END cost. If they have attacks with low END cost, depending on how much they recover between your draining, they can throw one of those as well. Their more powerful attacks however, are typically unavailable to them so long as you keep their END bar low enough.
  12. As long as it is done like you say, an option. I don't want to have to relearn how to use my most commonly used travel power.
  13. Don't compare Sentinel nukes to Blaster nukes. Per the previous thread discussing Sentinel nukes, I don't remember who posted the information, but Sentinel nukes are all pretty uniform.
  14. I know my Elec/Willpower Brute devours the END bars of anything that doesn't obligingly just curl up and die. My Elec/Elec Tanker obliterates the END bars of everything I've fought so far that also hasn't obligingly just curled up and died, though EB version of Arc Flash was problematic to bottom out, that Tanker is only level 28, and that Tanker is missing more than 3/4s of my enhancements still. My 2 Elec/* Dominators obliterate everything's END bars without even trying. So I'm at a loss for the sapping is 3rd rate in the game comment and mildly frustrated at the apparent sentiment that a 25% REC boost to mobs will make them unable to be sapped, or at least unable to be sapped effectively. Who knows though? Maybe a 25% REC boost will make mobs impervious to being sapped like the sentiment on this thread feels like they are saying. (Edit: And the only AV my Brute is afraid of is Lord Recluse because he is the only one that has devoured my END bar with that character, preventing me from doing the same to him. Unless I pop enough purples that he misses me so I can bottom out his END bar.)
  15. If all the devs do is boost everything's speed to match the Swift boost our characters get and that is all they do? That would be fine with me. I both understand and don't understand the opposition to Health and Stamina, but the push back was very much expected. I personally think giving enemies Stamina and Health would be good to do, but I also realize I am either in a small minority or am the lone voice with that opinion. The thing I'm keeping in mind is that yes, the biggest complaint about the game being too easy is from teams, but it is also being voiced from players soloing TFs/SFs. So while it would slightly, and I'm of the opinion it would only be very slightly, make it take longer to defeat a mob or sap the mob's END to 0, I disagree about the extent to which some claims have been made on this thread. (As someone who has elec' characters routinely zero enemy END bars, even on characters that focus on damage rather than END modification, I don't see how sapping is 3rd rate in this game or how a 25% Recovery buff will make it as worthless as the opinions against seem it will become.) (Moved from wrong thread to this thread.)
  16. *sigh* Wrong thread. Moving comment to correct thread.... (Edit: Sorry, @SupaFreak. I posted my response in the order I went through my notices about your posts. So I responded on the wrong thread.)
  17. If all the devs do is boost everything's speed to match the Swift boost our characters get and that is all they do? That would be fine with me. I both understand and don't understand the opposition to Health and Stamina, but the push back was very much expected. I personally think giving enemies Stamina and Health would be good to do, but I also realize I am either in a small minority or am the lone voice with that opinion. The thing I'm keeping in mind is that yes, the biggest complaint about the game being too easy is from teams, but it is also being voiced from players soloing TFs/SFs. So while it would slightly, and I'm of the opinion it would only be very slightly, make it take longer to defeat a mob or sap the mob's END to 0, I disagree about the extent to which some claims have been made on this thread. (As someone who has elec' characters routinely zero enemy END bars, even on characters that focus on damage rather than END modification, I don't see how sapping is 3rd rate in this game or how a 25% Recovery buff will make it as worthless as the opinions against seem it will become.) Edit: Wrong thread. Apologies.
  18. My mistake then. Apologies.
  19. The RWZ is open to all levels, yes, but the badge is still level 35 required. (You can earn credit towards Vanguard Recruit, but you won't get it until level 35. Though I am in favor of keeping it level-locked.)
  20. I would really rather not. Not a fan of 1-hit kills from enemies, and if you had even a small team, bosses would do that to you in Diablo. (Diablo II was the best example of this what with Baal(?) and that giant slug/worm thing boss, and how they ramped up in HP and damage against even just a team of 3.)
  21. Then you haven't been paying attention to the forums.
  22. Boost their individual stats. Add a line of code that applies Fitness to everything instead of just PCs. I don't care either way. I'm just looking at rectifying a few very common complaints: pets can't keep up (an especially common complaint among MMs) and escorts get lost even if you lack any stealth powers and move at a walk through empty hallways or open fields because our characters are faster. Giving it to enemies as well just seems fair to me and should help address the other complaint that enemies need to be tougher.
  23. That is also part of the point. There has been repeated calls for tougher enemies. Well, universal Fitness won't be as big a boost as it seems you think it may be (since unslotted Stamina is a 25% boost and mobs won't have enhancements), and it makes mobs slightly tougher to deal with. (Edit: Face it, any buff to enemies will be argued as a nerf to players, even by several players calling for tougher enemies I'd wager, unless it was say strictly HP or new attacks.) (Edit again: And even buffing mob HP or damage resistance would likely be argued as nerfing player damage.)
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