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Yoru-hime

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Everything posted by Yoru-hime

  1. I hit this limit a month or so ago. I think it may have been a scrapper that was trying to forgo the Epic/Patron Pools altogether. He didn't need the Endurance help from Body Mastery and everything else broke concept somehow. I was a little thrown off by it since the pool limit comes into play so rarely.
  2. If this were altered to "Can we get freebie travel powers that don't typecast us as martial artists or beastmen?" would it generate the same reactions with regards to balance? How about a request for a No or Minimal FX Jetpack? I, too, was initially inclined to call "powercreep", but really, that ship sailed long ago. Ninja Run, Jump Pack, Jetpacks for nominal cost, more Prestige Teleports than you can shake a Nemesis Staff at. Paragon Studios was already handing out enough goodies to make travel powers very optional. I'll take Fly sometimes, but I've tried taking Super Jump and I found that I wasn't even bothering to use it. Ninja Run and Sprint gets me there just as fast as any flier, so I reclaimed the power slot with a respec and never looked back. This works for me because that free-running martial artist bouncing rooftop to rooftop movement style works well with a lot of my characters, but I can certainly see frustration that some styles of character can get around for free while others are forced to either compromise on concept every time they have to go from point A to point B or pay power picks to get something more visually neutral. Personally, I'd be more inclined towards a major revamping of P2W's travel options than messing around with the power pools directly, but the end result would probably be pretty similar to the OPs request. Whatever the actual implementation, I don't think the "powercreep" argument against it really holds up well. That's a line that was moved back in Live, for good or for ill. Expecting characters to generally be on the same side of that line regardless of concept seems totally fair to me.
  3. If Interface works the way that I think it does, would the T3 Reactive Total Radial Conversion be a way to go? It looks like a 75% chance of damage without the predecessor debuff check to mess things up, but I really don't know exactly how Interface works except that it has issues.
  4. I'm pretty sure Tough is a T3 power. IIRC, the order of the Fighting Pool is Boxing, Kick, Tough, Weave, Cross Punch. I didn't post those numbers as a definitive be-all end-all argument, but because you were talking as though people who would be negatively affected by your ideas were a trivial minority "if this type of player exists". The numbers give a clearer picture of who is going to be affected and how. I guess that my question is this: Why should Spring Attack cost two prior powers to get, while this seemingly superior version would only cost one? The current Power Pool AoE attacks are Whirlwind (Speed Slot 4), Spring Attack, (Leaping Slot 5) and Cross Punch (Fighting Slot 5). AFAIK, there is no damaging AoE in the Pool Powers that you don't have to invest at least two prior picks get to. It seems to me that your Tactical TP Strike belongs in one of those slots. Especially given that it's both an AoE attack and multiple forms of mitigation rolled into one. Don't get me wrong, I like that this pool is under serious scrutiny and your general idea of a Spring Attack style power seems a lot more appealing than the hot mess that is the later half of the Teleport Pool, but you haven't sold me on the idea that the best way forward is to penalize a very large percentage of the current users when it seems like replacing Team Teleport with this in Slot 4 would be more balanced with the existing pools.
  5. ❤️ for the people working on Hero Designer. It's greatly appreciated. Is there a way to add in external buffs? For instance, I have a scrapper that regularly runs with a partner defender. I know that character will usually have an extra layer of buffs at all times. I can handle the defense math easily enough, but accounting for external recharge buffs, in particular, is difficult. I've poked around a bit without success, but I'm no build maestro, so I'm wondering if there's some options set that I'm missing.
  6. From the 4 months in stats posts, here are the numbers at all levels as of September 1 (Team Teleport data not in the original post): Teleportation Recall Friend 34,265 Teleportation Teleport 25,523 Teleportation Teleport Foe 5,735 Teleportation Long Range Teleport 5,586 And at level 50: Teleportation Recall Friend 9,199 Teleportation Teleport 2,761 Teleportation Long Range Teleport 1,703 Teleportation Teleport Foe 1,393 Teleportation Team Teleport 673 Yes, these players "exist". We don't know who took what with what, but they certainly outnumber Teleport users at level 50 and quite possibly do so at all levels.
  7. Derek your argument makes little sense. Short of farming AE tickets or RPing in Pocket D, just about everything else causes salvage to drop. Playing the game causes the salvage inventory to fill. Whether your inventory is 25%, 50% or 100% full, selling salvage is a tedious chore. No one is asking for a major interface design to fix that, just another loot filter like the many that already exist.
  8. I'd like to have this option as well. Given the ability to filter other types of drops, I was a little surprised to find that this wasn't available. The low level salvage just isn't worth the time or trouble to vendor. As things currently are, I find that it's faster to right click on each stack in the vendor window and select "Sell Stack Now" when the inventory is full or near full. It's still annoying, though.
  9. One look at the floor plan of almost ANY building in Paragon makes it clear that the whole place was designed by an utter madman. Warehouses that sprawl all over the place . Office floors that would make Escher proud. Hospitals that are straight-forward and easy to navigate! Complete insanity, I tell you. Is it any surprise that the main function of the buoy system is to lead you to a watery grave as efficiently as possible?
  10. Honestly, the one thing that gets me about the active protections in SR is the regularly recurring animation delay it inflicts when run as an auto-fire. It's not really a big set-breaking deal, but it is a hindrance that I wish wasn't there, particularly when it goes off right after Build Up or while I'm trying to track down a runner. I'm going to give a more manual use-as-needed PB strategy a try tonight and see how that feels.
  11. Really? I seriously didn't remember and I wasn't looking to name names or shame anyone. It's more the idea that closing the book on an idea as technically impossible is something we should do with caution. Gotta admit, I'm kinda holding my breath to see what they do with some of that tech now that it's there. 🙂
  12. Having some FAQs might be a good idea, but with a caveat that that what's feasible can also change. I remember a recent knockback discussion and whoever it was who was ranting about what simply could and couldn't be done and how the whole discussion was a waste of time. Then a dev came in and said that with new powers tech that had been recently implemented, the ideas that person was so forcefully trying to dismiss were actually quite plausible. The beautiful thing about a living, evolving game is that even if an idea is currently "impossible", it can still be resting in the back of a dev's mind. One day in the future, if and when the underlying infrastructure is set to be altered, they can try to guide those changes towards something that might support these currently out-of-reach dreams... but only if they can see that those wishes are out there waiting to be fulfilled. We want to keep expectations realistic and share what the devs have said in the past to inform conversations, but at the same time, it has to be done with some care. Creating an avenue for critics to try to shut conversations down altogether probably isn't something that the devs or mods really want.
  13. I totally forgot about the Augustine TF. Think I'll wait until it's WST to take another field trip to the Shadow Shard.
  14. Is it the same one that Habashy uses at the end of his arc? I can't remember for the life of me. Personally, I still feel like no story arc is ever really complete until Azuria or MAGI has had something stolen. I suddenly feel the need to go play through Wheel of Destruction for old times' sake. 😄
  15. The low level content can be a lot worse. Twinshot isn't a masterpiece, but she's not sending you to fight Circle in Perez at level 7 or 8, either. If you want "fun" at those levels, go run the Vahz Wasting Disease arc. That was miserable pre-Inherent Stamina. The old missions also generally have about as much flavor and personality as a slab of drywall. Does anyone remember the story behind Bonefire enough to even have an opinion on it? I know I don't. (Although the reward merits on those older arcs are quite decent if you have the patience for playing at low levels.) Twinshot's general hot-shot mouthiness and treating you like a n00b grates on my nerves (almost as much as Manticore's bottomless Well of Crabbiness), but all in all, it's at least a coherent story and it serves the general purpose of making sure you've touched on all the basics as you head out into the City. I agree that level ranges could use a tweak, let you get the "tutorial" out of the way earlier. 1-15 on the first one, 5-15 on the second and 10-20 on the last, maybe? Flashback-wise, rushing one of these arcs for the badge doesn't take that much longer than "I'm standing on a bloody pier in the middle of nowhere so I'll make you visit me over and over" Alexander. Not really exhilarating, but reasonable. I just usually try to split them out so I'm not doing all three back to back to back. That's way too much for me in a single sitting.
  16. Big question: Stability - Knowing that the game is secure for years to come. This doesn't just mean getting ink to paper with NCSoft, but ensuring the long-term viability of the HC team. Is your architecture flexible enough to manage a changing population? Can the team continue to function if person X loses interest and leaves? What if there's a falling out between Y and Z, what will ensure that the project continues? Polish - This isn't a hacked pirate server anymore. It's the real deal. I don't disagree with many of the tweaks that were made, but let's make it seem natural. A P2W vendor? Why not some sort of hero corps/arachnos requisitions officer? Make it feel like it should be part of the game, not a cheat menu with legs. Have the trainers guide us there at level 4-ish. Same with Prestige. Either make it a thing that matters or get rid of all mention of it. Make the game look like it's working as intended. Vision - There are probably 250 different player suggestions in this thread for what they want for the game. We all have our ideas for how the game should grow and change. Yes, there are a few who want the servers to be an unchanging museum display, forever capturing the game when they considered it to be "perfect", but I'm not one of them. If this comes to pass, the future of the game is going to be in your hands, so I want you to have a vision for the next several years. How will gameplay change? The next story line is kinda already laid out for us in existing lore. It'd be a bit jarring for Battalion to just not show up after all the foreshadowing, but what actually happens when they do? And then after that? Do we follow the AMA breadcrumbs or is there a new direction that we want to go? I can't wait to find out. Transparency - Of course. Your team has been doing great with this so far. There's always going to be someone who wants more, but you're being remarkably open and straightforward, IMO.
  17. I know we gets posts about people soloing ITF semi-regularly, but I'm not sure about LGTF. This'll sound crazy, but Dr. Quaterfield is very soloable. No AVs at all. The hunt missions in the Shadow Shard were the worst for me, given the size of the spawns and the way the eyeballs just say "Nope" to defense. It's tedious as it gets, but it's not hard. The nice thing about soloing it is that you don't have to do the whole thing in one sitting. It took me 4 or 5 hours all told on my scrapper.
  18. That's what I thought might have been happening at first, but I stood outside a mission to test it and it went over 4 minutes in the same zone without shutting down on me.
  19. I'm not sure whether this might be a known issue or not, but I've noticed that Hybrid doesn't seem to always shut down the way that it should. This was with the T1 Assault Hybrid. I've noticed this when I leave a mission with Hybrid active. It's not only still running when I get outside, but it keeps running long past the normal duration. I timed a solid 4 minutes standing outside after a mission with Hybrid still going before I manually turned it off. I beat up a few grays to verify that the stacks of damage buff were still being applied even at the end of that duration. Mid-mission, Hybrid works the way I expect, but if I hit it right before that last group, it seems likely to glitch and get stuck on. Perhaps the shutoff command is disappearing into the ether as the character transitions between zones.
  20. A little banter, a lot of killing, the occasional "hold my <insert beverage of choice>" moment when someone does something absolutely crazy, the quips of the person who ALMOST got away with said craziness as they wait for a chance to rez. I'm here to play and have fun. If every mission is a routine grind, I'm just bored. Sure, I hope I hit a needed level along the way and I'll cheer if I see that blessed purple "Recipe Found" message, but If I'm really watching my rewards and care about maximizing them, I'm no longer playing, I'm doing a chore. I play COH to avoid doing those, not to add to the list. 😄
  21. I find the disparities in Placate usage among the Stalker Primaries really interesting. Some Stalker sets lean on it very heavily, others are under 50%, and there's a nice spread between so it's not like it's heavily influenced by one FotM build.
  22. Numina looks a lot worse on the wiki than it turns out to be playing. The Hunt Missions can be a tedious slog, but they can also go by quite quickly if the team knows what it's doing and everyone is in the right place when they need to be. It rewards planning and organization. I wouldn't go so far as to call it fun, but it's unique and not really something I dread the way I do the "Two Straight Hours of Clockwork" TF. Synapse and the Shadow Shard TFs are really the bottom of the barrel, IMO.
  23. A special shout out to the 9 Empathy Defenders without Healing Aura and the 17 without Heal Other. No one is going to pigeonhole them as "healers". Credit to them for thinking outside the box. We're not sure just WHAT they're thinking, but it's definitely outside the box. 😉
  24. Wow, all those desperately unloved ST Taunts. I'm honestly surprised the numbers on those and the Intangibles are as high as they are. Thanks so much for sharing this data, it's so much fun to look through.
  25. Yoru-hime

    SR or WP

    I wouldn't say /SR's endurance problems are easily fixed, but they are manageable. I certainly wouldn't scrap a character I like over them. You're about to hit the worst of it as you take your last defense toggle, but it certainly can get better from there. SR's endurance issues can be addressed with IO enhancements (Vanden has a fantastic guide on this in the Guides sub-forum linked below), Cardiac Alpha (though you're giving up Musculature damage to get this) and/or with the Body Mastery Epic pool. I went with options A and C and basically never have trouble with Endurance on my Kat/SR with the Fighting pool toggles running as well. The procs get a little pricey, but they're very worth it. WP basically gives you a second copy of Stamina (slightly better than the original). You might end up with brief End issues in those early-mid levels if you grab too many toggles too fast, but you should be fine by the end. In my less-than-expert opinion, SR works better on a tight budget, but WP has the higher ceiling if you're willing to spend big. For SR, the End/Recovery procs are the most expensive "needs". You can soft-cap with room to spare without needing to dive into purples, Winter or ATOs. You can get better with them, of course, but soloing big groups without them works just fine.
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