Jump to content

Rudra

Members
  • Posts

    7591
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by Rudra

  1. The problem I see in your argument goes back to the OP's Except that the badges already promote playing the dev content. You can't earn story arc badges in AE. I don't even think you can earn defeat credit in AE. The only badges I know you can earn in AE are the AE specific badges. So in order to get any non-level linked badges (that aren't AE) is by playing the dev content. That is the only way to earn the accolades and their buffs. That is the only way to earn specific titles. The OP argues that badges already grant perks, but wants more on top of that. And those perks are going to be tied to how many badges the character earns. And badge count rewards are already there in the form of badge count badges. The OP isn't talking about new accolades, (s)he is talking about getting powers from having accumulated x number of badges. Straight from the OP. One of the suggestions is that if you get difficult to acquire accolade badges, you get an additional power. Which would be on top of the accolade powers those accolades already give, depending on the accolade. Or a new power pool you can't access until you get x number of badges, so good luck getting anything from that pool early on unless you respec into it. Badges are their own reward. Because they are rewards for having accomplished a set task in the game. Accolade badges also award a minor buff to the character. Within limits, I don't expect a great outcry and gnashing of teeth if more accolade powers are suggested. As long as they aren't more of the accolade buffs we already get. However, the OP is about placing rewards on getting rewards. Which doesn't make sense.
  2. I think the point @Greycat is making is that players play the content, and they make bases, and they spend time RP'ing with each other, and they spend time PvP'ing with each other, and they spend time making AE arcs. And that taking a reward system, and layering a reward system on top of that will drive more focus on getting the rewards for getting rewards rather than spending time doing other things in the game as well. That's my take on it at least. Edit: This part is not what I think @Greycat is saying, this part is just me: We get badges for doing specific arcs. We get badges for doing TFs and SFs and trials. We get badges for defeating <insert number> foes of a given type. We get badges for getting badges. And all those badges are recognition of having accomplished something in the game. So in order to get the badges, you have to play the content. They are already a reward for playing the content. What is the point of a reward system for the reward system?
  3. Seraphina is in Brickstown. Stop by and say hi sometime. She's pretty friendly.
  4. Like @JasperStone said, I don't think it is feasible. Like with slot unslotters, not to be confused with enhancement unslotters. Pie in the sky thought, would be nice, but not going to hold my breath for it.
  5. Yes. Available at level 30 from the same contact that gives the cape mission. The Goldbricker red side and the City Hall rep blue side.
  6. 😳
  7. I just repeat the 1st arc to get the badges. Gives everything except the Red Caps. Not arguing against a repeatable contact though. I skip them, but do acknowledge they have a use.
  8. *has horrific flashbacks to WoW and the 1 gold required for the level 5 character to get a level 5 power, when mobs were dropping coppers and it taking 10,000 coppers to get 1 gold* Yeah, let's not do anything like that in CoX please.
  9. The badges themselves were the incentive. They give characters options for titles. Some even grant minor benefits as accolades. Why do you want badges to have additional incentives? They were never playable content, they are rewards for accomplishing things in the game. So why do rewards need rewards to get the rewards?
  10. The only time new heroes wear hand-knit costumes, onsies, or other poor equipment is when the character is portrayed as coming form a poor background. And even then? Only for flashback origin stories. If a character is added to a comic, (s)he is wearing whatever the character designer wants him/her to be wearing. Every time. If that is a onesie or homemade costume? Then it is a onesie or homemade costume. If it is a bedazzled, caped, illuminated, radioactive mess? Then it is a bedazzled, caped, illuminated, radioactive mess.
  11. I could actually get behind this. Edit: Or make the two buff powers toggles that automatically apply to summoned pets.
  12. No, it never took time. If a new character in a comic was supposed to wear a cape or have an aura? Then (s)he would make his/her debut with a cape and/or aura.
  13. It's just as @TheZag said. Also, scarves were counted as capes because of how they worked. And there was an outcry about not even being able to have a scarf until level 20. It never made sense for characters to have to wait until level 20 to get a cape, and some character concepts rely on having immediate access to auras. That said, what would you recommend be the added content with some requirements. If you're making a suggestion, let's hear what it is.
  14. Don't know what you are talking about. Even before the stacking stealth change, my stalkers would be in Hide, with stealth proc, and Stealth, and the snipers always saw me. Every time where no other mobs did.
  15. There is no weird inconsistency. Seeker Drones and FFG are mobile "pets". Acid Mortar is a stationary demi-pet. I really like this idea. I would rather the two Trip Mine powers be the better version of the two. They are identical in almost every respect, except that one version has no interrupt time. It's not an inconsistency, it is self-preservation. A zombie or robot has no sense of self-preservation. So using Detonator does not send them into a panic to offload the explosive. Living minions however have a sense of self-preservation. So they will attempt to get rid of the explosive device, in a useful manner, but die anyway.
  16. Yes, snipers. Like the Nemesis snipers (Tirailleurs and Comets) and the Council snipers that see you regardless of your levels of stealth at full aggro range.
  17. Single person bases currently serve that role for salvage, enhancements, and inspirations. What if inf' and merits were added to the storage options?
  18. I don't know if that is even possible with this code.
  19. Wrong 50, @biostem. The 50 in question is giving characters 50k influence when 1st made.
  20. Devs? If you're reading this? Maybe one of the myriad dimensions our characters get to explore can have something like this? (Though my take on the point of the beam maces is a dual-purpose weapon. You can blast a target at range and smash it in close with extreme prejudice without damaging the weapon.)
  21. Those could actually be pretty damn cool. Not much point to the beam rifles given their beam maces, but still.
  22. Being able to use multiple stealth powers was a quality of life improvement. Just like Hover and Flight no longer being exclusive and Combat Jumping and Super Leap no longer being exclusive. So while you can't stack the stealth effects of the stealth powers, you still get the unique benefits any given stealth power may have in conjunction with each other. I still need to check to see how the change affects my triple-stealth Stalker build, but from the notes, it looks like it may only be a double now. (Edit: Not that it ever had any effect against snipers, Watchers, or Rikti Drones....)
  23. You make good points, but I am still against increasing the T1 pets' levels. Aside from incarnate content. I really love having all my pets as lieutenants of my level in incarnate content, but that is because incarnate content is decidedly more difficult than regular content at +0 difficulty. I would be more interested in almost any other approach to making the T1s more useful in high end content than increasing their levels. Like a passive boost to their defense maybe. Or even granting MM pets the same 1-hit kill immunity players get.
  24. When you're playing an MM, pet control is imperative. Solo or on a team, but especially on teams. You're missing some of the other changes. Like how ninjas can have their pet defenses enhanced now by slotting Train Ninjas with defense enhancements/sets. Also, the MMs secondaries come into play. Powers like Shadow Fall from dark which impose a -ToHit debuff in its radius or Darkest Night for the bosses/AVs. And Dark Servant from the same pool that also uses Darkest Night. Or Force Field Generator from Traps, Arctic Fog from Cold Domination, and so forth. Pet survivability has been added to the primaries, but was already available in the secondaries. I seem to be in the minority on this, but I disagree. MMs do exceedingly well for themselves. MMs can even solo +4 content, but it is difficult and very slow. At least to me. I would really like to see this perception changed. MMs are a solid class that works very well solo and benefits teams. They are just an AT that requires a lot of work on the player's part. The reason I see MMs not being welcome on teams is because the team leader or members don't want to deal with the pets getting in their way. Which has not been an issue since Live when the pets were changed so that they would get pushed out of the way by any character, including each other. MMs are the only AT that can focus on supporting the team and be doing damage at the same time because of the plethora of pets they get. And with the near instantaneous recharge of the pet summon powers, even getting pets wiped out while on a team is less than traumatic because the MM just summons more pets.
×
×
  • Create New...