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arthurh35353

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Everything posted by arthurh35353

  1. A *set* level for medium and large inspirations, maybe, but small ones don't give a lot of health already or a big boost.
  2. But tanks/brutes get to just get a full percentage of their health back. MMs are supposed to fill in a meat-shields role, but dividing their inspirates by 6 or 7 would make most of them fairly useless in high intensity fights.
  3. Why penalize them with a half-fix?
  4. I actually ran into this again on a brand new character, just teaming up with a lowbie. They were level 6 +0/x1. The mission seemed to be full more of more than half +1s to them. Our first level 8 boss (purple!) wrecked us entirely and I was pretty useless because they were +2. Not an edge case, not people pushing unnecessarily hard. Just being penalized an extra level at low levels. I can definitely agree that the -1 to mentor level is an overly harsh leash on 'power' for 'powers' sake.
  5. High tech console placement was barely visible under stairs.
  6. I can get behind that. Really, I can get behind any inspiration getting this buff for Mastermind alone. They could use a little love and being able to 'inspire' their followers is very thematic.
  7. I would suspect that adding the option to the accept team dialogue would be more work that just changing the default -1 level offset.
  8. I will state that I've been on the 'burnt' end of this and that the team leader didn't realize there was an issue going on until the sidekicks complained that we were hitting about 10% of the time. You do kind of need to aim for the lowest common denominator or break point, so since the +1 level really hurts at the bleeding purple edge, removing it so that doesn't overly hit the sidekick is very much a reasonable step, IMO.
  9. Just don't do it in Chrome?
  10. Which is rather sad, as this basically shows that the purple patch is too harsh for a sidekick that is -1 level.
  11. Those are a little more than I expected and not graded on a curve. Hmm.
  12. And there's the 'don't change a thing for improvement' crowd. /le sigh.
  13. This is not a bad idea, but I couldn't see the stat for it? Do we know the buffs it gives?
  14. This seems to be a bit of the issue, yes. While I like the idea of the sidekick being the same level as the team leader, I'd suggest (for flavor and to head of the 'why are you making the game easier you scrubs?') I'd suggest that the sidekick get a small (scaling?) buff to to-hit/accuracy and a small scaled debuff to damage to symbolize that they aren't the 'big damn hero/villain' but are learning from them. JMO, you know.
  15. Wish there was a way to more seamlessly move from one to another and them being more in one zone. 😕
  16. And ease of use and upgrading shouldn't be things to work towards?
  17. I would 10,000% love it if you added the ability to the top of the list for IO sets that you could click on the set, set a bid and the auctionhouse would let you buy the entire set at a time.
  18. Isn't in continual idle in movement, but it does spit out cards on time!
  19. Or a fish! Megamind approves!
  20. I think we've got some corrupted or invalid mod files in there. Haven't heard from @The Philotic Knight in a while, so I hope he's doing okay.
  21. There's also the gold side entrance from Club 51(?) And it's the only not-goldside zone (maybe Oro?) you can go without becoming hero or villain.
  22. Close melee without mezz protection? That should be an interesting (though short) escapade.
  23. Hmm. I'd think they would want your full armors to be separate from your mezz protection toggle and I can't see fire imps being allowed at a normal level.
  24. It sounds like we may need more of a save stances/inherents options for the costume creator then.
  25. I think that goes back to the low original rez textures that really need to upscaled by at least 2x, which could introduce unintended lag if suddenly we started quadrupling all of our character textures.
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