
Neiska
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Thank you for your reply. You touched on several points which I will try to address individually. 1. - I honestly haven't heard anyone say that "we should nerf farming content". I don't think AE Farming should have been allowed to begin with (The DEVs stated that they would ban accounts that created farming missions prior to the release of AE and then caved after release of the AE because banning players became - I'm assuming - an issue. I think they said something like they were going to take a 40-ton ban hammer to anyone that created exploitive/farming content on the live servers. And promptly deleted that post after they caved.), but I have never said it needed to be nerfed. - My reply to this is that you must not have looked very heard, either on the forums, even here in this thread, in the discord, or perhaps the most important place of all - actually ingame. If I had to give a rough restimation, I would say I see that precise topic come up at least once a week, in any one of the various places mentioned. About your comment with the DEVs - HC is not "Live." The Devs of Live, have little say in HC, or vice versa. They use the same game engine, but different rules with a different community and different host. So your comparison is largely moot. Wither or not "Live" had farms/ae has little baring or relevance on if we have farms here and now. 2. - I will say that I thought it was bad enough in that people were doing it in actual game missions by not completing maps and resetting them. I do put farming missions into the barrel of the old herd all the warwolves into a dumpster thing (and that was something that was a farm and an obvious exploit/cheating). I never complained about either needing to be nerfed but I didn't join teams doing either. I have been known to say that I think PL'ing and farming are an issue and that they take away from player retention. -My reply to this is that, no matter what rules you try to enforce, either here or in any other game, someone with the intelligence to do so will figure out the fastest most efficient way to gain levels, currency, or whatever that game has. As an example, during one expansion of WOW, the first person to level cap figured out that the fastest way to gain exp was not by fighting or questing, but by traveling around and getting all the mining nodes. And that person hit the new level cap hours ahead of anyone else. Point of the matter is, for some people out there, both figuring out, as well as being the fastest/most efficient way to do something, "is" their main enjoyment, no matter the game. For such persons, often enough different games are just décor and garnish, they find the numbers, the theory crafting, and simulations more entertaining than the game itself. As far as your personal stance on PL'ing and what you believe its effects are on player retention, well, thank you for proving my point. First off, you have no proof that it does, or that it doesnt. None of us do. Only the hosts have access to such data. And it is generally an ill advised action to make rules and policy based on "I think's" or "I feel's," no matter the context. 3. I don't know of anyone that has said "We need to nerf/remove all PVP activities" from the City. I don't even know where that one is coming from. What I see is players thinking that the DEVs don't need to take additional time working on content that only benefits a small portion of the community ... unless of course, that is something that they want to work on personally. - My statement in this was meant to be an illustration of how ridiculous this same argument would sound coming from any other group/faction. If you re-read what I wrote again you might realize I was highlighting that we DON'T hear such arguments from people who enjoy those other playstyles, ONLY from those in the "die hard open world content only" crowd, as if that was the single activity, method, or source of enjoyment in the game. (Which it is not.) And in case this is lost on you, I find the fact we have NOT heard such arguments pretty telling. 4. No one should be "strong-armed" into anything. People are here to game and have fun. If they don't want to farm, don't farm. if they don't want to PVP, then don't PVP. But I think that players that sit at a door and level up to 50 and know nothing about the end-game are not going to become long-term players. I don't think players coming to CoH expecting to find a vibrant and active PVP community are going to find one and they likely aren't going to like the mechanics they are looking for. - I both agree and disagree. We agree that no one should be "strong-armed" into anything. But you go in one statement from "no one should be strong armed" to "door sitting is wrong" in the same statement. That doesn't strike you as a bit of a paradox? You say people should be free to play their way, then immediately say you don't approve of how they play? And, you have no proof/evidence that new players who level up to 50 and then play DON'T continue to do so, any more than you can prove that they DO. Which makes your entire point purely hypothetical or instinctual. You are certainly free to play your way. But this is precisely the sort of thinking that I was illustrating in my previous post with regards to "stop worrying about what everyone else is doing." And I say this for many reasons. Because 1. You, myself, nor any player on the forums is in a position to do anything about it, and 2. threads like these do more harm than good, what is a new player supposed to think when they come cross such a post? To me it would come across as a veteran player who is gatekeeping, which is not something I would care to partake in personally. So if I did play the game, it would only further incentivize me to go strictly solo in missions, farms, or whatever else. Best wishes.
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After some thought I still say that the best philosophy is - "You play the game how you enjoy. I shall play the game how I enjoy. And we will meet in the middle somewhere" I do suspect if some players (direct at no one specifically) are perhaps focusing a bit too much on what others are doing, instead of their own play and activities. Moreover I still question the concept that changing/removing/altering one aspect of play such as AE will foster a sudden growth in people who want to do open world content. As if the majority of farmers have ONLY farmed, and have not in fact, already have done the other content already, as much as they desire to. So where is this concept that changing their current activity will somehow want them to go back to content they have already sampled? Were I a betting woman I would bet the opposite would happen - instead of farmers doing open world content on occasion as it is now, farmers suddenly unable to farm would be more likely to leave the game entirely, making the current community/population problem even more prevalent. And to be honest, I am starting to find the entire idea reaching the point of ridiculousness. I mean we don't hear Farmers going "We should nerf all nonfarm content, here is why" or Pvpers going "We need to nerf/remove all non pvp activities." We have only heard this kind of argument from PVE folks, which I find troubling as a PVE person myself. And, this is just purely me speculating, this argument makes me wonder that if some of these people who feel they have the right to call for nerfs/changes in the game that other people enjoy, solely for the fact of artificially forcing those same people to play with the originator of the argument, then perhaps those same originators are simply not pleasant to play the game with or be around, particularly if they feel so motivated that they feel they have the right to dictate to other fellow players the "right" or "wrong" way to play the game, as mere players themselves. TLDR - Perhaps focus on your own enjoyment and gameplay first, and stop worrying about what other people are doing. If you can't find other people to do the activities you enjoy, I wonder why "other" people have to do activities "you" enjoy, instead of "you" being strong-armed into activities "they" enjoy. Just food for thought.
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A few more thoughts about player retention, more then recruitment. These are my mere thoughts and opinions, and aren't directed at anyone specifically. 1. More varied mission types - A lot of the missions seem a bit repetitive. They are either - Rescue NPC #4591, Find the glowy-clicky, defeat X number of things, or get X being and the enemies in their vicinity. Not "every" mission can fall under these, but I feel the majority of them. It would be nice to mix it up and have new mission types, like a mission where you are sneaking "out" of a base, and not "in", where you don't know where the exit is. Or even missions where it is Side A vs side B and you are watching them fight it out, and so on. 2. More varied "random" events. Not just "X force spotted" or "X thing is attacking." They are too similar, and also almost too predictable. Unless it's a holiday event, or a friend needs a badge, I really don't get much excited anymore. 3. This suggestion might split the community somewhat, but how would people feel about special badges? For example, a special badge for someone who got to level cap without using AE, or who has hunted down every GM in the game, or every AV? Maybe make "playstyle" badges of some sort? What about supergroup badges? As an example, lets say a team of the same supergroup finish story lines, contact arcs, so on, and those who were present got a special sort of group badge for it? Badge hunting/collecting is a perusable activity as well. 4. One thing that I have noticed that few have commented on is PVP. I am not a PVPer myself but I support those whom are. And out of the various playstyles (PVE, AE, AH, PVP, etc) Pvp has the "least" amount of tools/systems available to them. I mean, if there was something like a seasonal ladder or ranking system, people might become more interested and competitive. I dislike open world PVP myself because A. I'm bad at it and B. It seems more of a gankfest than a duel. But I do agree that PVP does give another legit form of gameplay that some are passionate about, and I don't think it would take overly much to give them a few tools to make it a more legitimized and popular form of play, as well as replay-ability. Just some more random thoughts from me while I kill time at work.
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I have always enjoyed Bio Armor the best. While it is a bit of a late bloomer and requires lots of recharge, the different stances go quite far for different situations, and more healing/regen/absorb is solid for nearly any activity regardless of damage type. Only certain things like Hami that ignores absorb does it have issues. But its been fine for every sort of enemy type I have tried it against. And as a bonus if you don't need the extra survivability you can go offensive mode.
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As others have mentioned I usually take Banished with my Demons - they fit thematically as well as mechanically. But if you don't wish to there are other options. I am fond of longbow as well as the are all ranged and should pair well with demons melee focus. I suppose the bigger questions is if you the MM in question prioritize theme, enjoyment, effectiveness, uniqueness, or a combination of them. But I have seen people do some very creative things, such as the polar light pets and rping them as wil-o-wisps and the like.
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I agree that the "why" may vary person to person. Some may value remote trading, others may not. Other games have this feature, I only mention it as an idea. I have little knowledge of coding and what would be required, and yes, it is of questionable merit, but I was under the impression we were brainstorming ideas and suggestions. It might be noteworthy to remotely check to see if anyone from your global or friends list are on as well. Discord falls in the same vein to my mind. Some may value it, others my not. As with anything, your mileage might vary according to values and preferences.
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As others have mentioned elsewhere in the thread, a good way to attract new players would be various forms of advertisement or communication. Advertisement often requires money however, so I think most people would agree that isn't a viable option, at least right now. Streaming might do some good to bring attention now that people can do that, or simple word of mouth to friends. Also bare in mind that our already grey legal status gets murkier whenever money is involved, so that is a thing that I presume the HC staff would prefer to avoid, at least at this current state with an active community, even if its shrunk in the past two years. But I wouldn't be surprised if that was expected either. But with this keep in mind the competition - newer games, with paid advertisement and promoters. Their staff are also paid positions where this is a volunteer one, likely worked on when they can or desire to. I don't mean to sound as a naysayer here, but, I do think we should keep realistic expectations along with our (both the HC staff and our community) capabilities. Also, I imagine that threads such as these (not the topic itself, but the back and forth between members of different camps/opinions) do little to encourage newer players either. Food for thought.
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So, just to clarify, according to you, it's perfectly acceptable for people to enjoy the game that you favor, but not in the ways other people favor? "My way or the highway" as it were? And you seem to be under the impression that others are not as genuine as yourself in their intentions, or as if there is no merit whatsoever to AE. Moreover, myself and others have pointed out that AE has its own community. So, what, that community doesn't matter, or isn't as important? You seem to think you have the superior argument or the moral high ground in this conversation, which you do not. But let us set aside viewpoints a moment and think about this logically. With that in mind, here are a few thoughts - 1. Firstly, this pretext of "helping low levels in X way is wrong" I would argue is inaccurate. If a new player makes the choice to get power leveled, then they are free to do so. Even if it isn't through AE itself but by another means such as PI teams. You are artificially trying to force new players to enjoy the game as it was when it was first released, in the same manner as you did. My argument is not only is this wrong to do (forcing your gameplay upon another), but many such things have changed in that time. Not only in the kinds of players, but in game design, other games on the market, and so on. To be blunt, games are designed to be faster paced now. As an example I would bring up games like Everquest or Diablo 2, where a person might spend years improving their character. And going by "normal game play" as you suggest, it would take quite some time to not only achieve maximum level, but to gather the funds to equip it, as well as to fully gear up incarnates. 2. Secondly, this "slow adventure mode" of the game, is in no way guaranteed to foster new players, and in fact might drive some away. What is to stop any new player coming and going "This game is so slow. It sucks. I'm going elsewhere." 3. Helping players in any form, (even if it's a form you personally disagree with), is in fact of a healthy community. There are any number of games where their communities do not do this that I could use as an example of what a festering community really looks like. 4. Next, I would like to ask precisely where is it written that a new player MUST play precisely as you do, or to use open world content? It isn't. There is no rule. CoH always has been a "create your own path" style of game, which I believe in truth is its greatest strength. You can make whatever you want, play how you want, wear what you want, pick what powers you want, go where you want, and fight what you want. Or you may choose not to fight at all. So I am curious where this "players should play X way" argument comes from, as even back on live, that didn't hold true, and it never did. And perhaps you might forget, new players are free to choose to farm/power level if they so wish. And you telling them "that's wrong" is only correct under your specific viewpoint, and not anyone else's. 5. You are actually incorrect on what you suggest I think about your points. I know you care about CoH, and I respect your opinion. I merely disagree with them. You only have this argument because you care about the game and are passionate about it, and I admire that. And while I would love an influx of new players as much as you would, I feel it would be wrong to stifle one part of the community in doing so, no matter what method was used. 6. One point I take issue with is the assumption that power levelers and farmers are just, hanging out in atlas and mercy going "Psst.. hey newblood. Ya want some exps?" when that painted picture is so laughably inaccurate its almost offensive. In 99.9% of circumstances, we post something like "PI group forming, 3 spots open" or "Farm starting, 4 spots open" or something similar. And whoever responds to it, responds to it. I can think of only a handful of instances where someone was obviously a newbie. Personally, I farm in pocket D exclusively, where people have to have at least some knowledge about where to go and how to get there. Only once, or perhaps twice did I have to explain to someone how to get there. In nearly every other instance, out of 2 years of farming, with hundreds of maps, players already knew where to go, what to do, and what was expected of them. The point of your argument as worded suggests that there are legions of nefarious mustache twirling villains just waiting to poach a newbie and set out to purposefully ruin their coh experience, which when viewed through any lens, simply isn't the case. I can't remember the last time I stepped foot in the "newbie" areas with one of my farmers, and I am skeptical that the issue is anywhere near to the suggestions presented here in previous posts. 7. Finally, as others have pointed out, I agree with the idea that the "golden age" of Homecoming is likely past, and what remains are a handful of people trying it out for the first time, and the rest of the community are likely passionate fans of the game who will stick around as long as they choose to. It is unlikely that no matter what actions are taken, will we see a sudden influx of widespread new players. I would dearly love to be proven wrong, but I am skeptical that it will happen, considering what other games are available compared to this one now. Again, I wish to re-iterate that I admire your passion and dedication to the game, and that I simply disagree with some of your points as well as your suggestion that we only help new players in a certain manner. Nothing of what I have said here or elsewhere was meant to be personal in any manner, and that I only dispute the contexts and points of your arguments. Best wishes.
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Observations on multi page threads or the sandbox theorem
Neiska replied to The_Warpact's topic in General Discussion
Pepperidge Farm remembers those old wood burning kits whose tips would get 1000 degrees with nothing but a quarter inch of cork and plastic to protect your hand. Or those at home chemistry sets with actual bars of magnesium, or minute amounts of actual dangerous material. But there is a true story where an Eagle Scout built a nuclear reactor in his backyard, by collecting nuclear material from hundreds of smoke detectors, camping lanterns, and glow in the dark paint off clocks. Youtube "Radioactive Eagle Scout" if you want the full story. It's honestly quite amazing. -
If I might play armchair philosopher a moment, I believe this statement says far more about you than the people you are addressing. I would also kindly remind you that yours is not the only voice here, it only takes a moment to look and see there are other voices present that are calling for AE nerfs. Not every pro-AE or pro-farm post is responding to you personally.
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A fair reply! True, you did not say "remove it." So I will give you that. But not all "enabling" is bad either. That is merely your perspective. You don't "know" with certainty that drives people away. You don't "know" that speed-rushing people to 50, has a negative effect on player numbers and more than we "know" it has a positive one. And true, actions and choices have consequences. Just as a new player is free to choose to get power leveled, and go "eh, this game isn't for me." Well, then that's their choice to do so. You can't strongarm people into what your game ideal is, and expect everyone to feel the same. And like it or not, "farmers" are a community here as well. There are a few discords, where we talk about builds, strategies, builds that are good for soloing, or doing nonfarm activities. (I try to lean this way myself, builds that "can" farm, but can also do other activities.) If you drew back the curtain on the farmers, and see the inner workings, you would see an entire sub community all its own, the same as base builders, club owners, storyline rpers, pvpers, so on. One of the discords I am in has over 600 members, and is more active than the official HC community. I can't claim to speak for everyone there, but the general attitude is that if AE was removed, or overly nerfed the majority of them would move onto other games. "Alt looping" as we call it, is an activity all its own. Making an alt, leveling it to 50 as fast as possible, fully gearing it up, and playing it for a time before setting it aside and trying something new has more replay value for some of us than anything else in the game. The thing is, if they overly nerf the "loop," to where you don't break even when bringing up an alt, well, that just made a hidden but popular kind of play invalid. I mean I have 3 accounts with around 20 fully purpled and t4 incarnated characters on each of them. Do you know how much time it took to get that? Over a year (played off and on.) And I hasten to add that I am merely trying to explain things from my side of the fence here. To me its the same side of the coin, and many suggestions I see would do more bad than good, but the people suggesting them might not see it or be aware. They only see things from where they sit - the number of low number tfs being run for example.
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See, I wouldn't object to that. Make the xp boosters unlockable after people already had a 50 on the account or make them cost inf. I don't oppose limits/restrictions, but I do oppose its outright removal. Or even restrict how much a person can get. Right now you can get like, 8 stacks for 8 hours. Why not make it so you can only get X amount X amount of time, or make it similar to the tailor tokens where you get X of them at each level or something like that. I only maintain that removing AE/Farms would do as much harm as good, and that to me doesn't sound like a solution.
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I disagree here. The game has always been a "play your way" format. You can make what you want, go where you want, combat how you want, roleplay how you want. Now I do agree that newbies only getting game experience/play from fire farms is bad. But the AE is more of a critical tool than some might realize, which would be an entire topic all on its own and I feel would not be appropriate to hijack the thread with. All I will say is that this solution would indeed help "some" people/gameplay style, but harm "others." I mean if farming wasn't a tool available to me, I likely would have gotten bored and moved on, and its possible that many others would have as well. Just as much as the argument of "bonding with your character" makes people come back, so too does the argument of "I'm making alt #3092" has merit, and removing the AE tool would make this far more difficult and enjoyable.
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A few random ideas from me that might not help but couldn't hurt either. But I do want to remind everyone of something - The HC staff aren't doing this for money, they aren't getting paid. Far as I know its a free project made with love. So I think we should keep expectations realistic than any great huge sweeping changes that would require lots of money and time investment. I don't know even how big their staff is, but I would be surprised if it was more than 10-20 people. 1. I don't know if HC has an active social media or not, (I don't use it myself) but things such as a facebook or official HC channel might draw in new attention where they talk about their current projects or the direction that HC is headed. Just to get people talking about them and to draw new attention to HC itself. 2. Possibly new ATs, or update the oldest ones. I know the original wiki still has "Primalist" up but not much more about it. And as far as I know, the Epic ATs (Warshade, Peacebringer, Solders of Arachnos and Widows) have never seen an update, ever since they were added in the original game. 3. The ongoing power tweaks/updates/fixes are quite lovely, such as the Electrical trees, Seismic trees and what have you. 4. The ongoing addition of new Enchancements, but I wish they would add things that would open build variety, to make some powers not so obligatory in nearly every build, like Haste, Tough/Weave, Combat Jumping, etc. It seems no matter what AT/build someone makes, nearly all of them take these powers. Which makes "optional" powers, not so optional after all. 5. I know this is a long shot but here goes - what if CoH was linked to our RL phones somehow, like being able to check to see whose online, manage auctions, send ingame emails and so on? Some other games have this feature. And I do admit, it might be opening a can of worms with account security and the like. But I am wondering if this is even possible? As the community we could come together to help matters as well. Because no matter what actions the staff takes, without us the game will flounder. Its like trying to run a Supergroup by yourself. If you don't have members who are also positive, energetic, and help out then it grows stale and can die out. So here are some spitballed ideas how "we" can help. 1. First off, talk about it to gamer friends from other games. I don't mean to try and "poach" from other games, but just mention it in passing. I keep finding more and more online friends who didn't even know CoH made a return. 2. Keep doing community events - hats off to those people who run/host public task forces, contests, games, so on. For nothing in return save for the entertainment of others. 2a. I am no PVPer myself, and I bear those that do no ill. And, lets be honest, out of all the different kinds of players here, the PVP community has the fewest tools available. But I honestly wonder why there isn't any sort of form of official PVP league yet, with like, rankings, different "weights" (pvp experience.) Like, how hard would it be to set up a "PvP Season" for each Server, pick some offical judges/refs from the pvp community, keep track of wins/losses, have different brackets, etc. It would be like CoH's Fantasy Football, just with PVP. I mean, I am sure people would volunteer to help farm money for prizes of that was needed too. Any pvper's care to comment here? Out of my realm of experience on this particular point, but it might be a good idea? 3. I do wish the AE was more intricrate where we could make our own contact NPCs, story arcs, and so on. We can make our own bases, and make our own missions, it would be wonderful if we could find a way to link them somehow. 4. More and more I see people simply "reacting" to things, more than helping "create" them. If you help "create" things, such as team missions, farms, events, roleplay, so on, it could increase activity as well as interest. I hasten to add that I am not pointing the fingers at anyone here, it's only something I noticed. The community as a whole seems to be getting more and more passive/reactionary, than active/creative. Just my two cents and a few random ideas off the top of my head. Hope they might helps.
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Thanks @JJDrakken, I'll have a look! Side question - Which AT does spines perform best on? Tanker vs Brute vs Scrapper Vs Stalker?
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Observations on multi page threads or the sandbox theorem
Neiska replied to The_Warpact's topic in General Discussion
I have been summoned and find myself disappointed at the lack of cookies or chocolate! -
I have had a Katana Tanker and Scrapper, to me its one of the better weapon primaries. It's fairly fast, second only to claws, and I "think" its roughly equal to dual blades. It also hits decently hard, has some nice slotting options. It doesn't have the best AoE or ST damage, but I would say its 7/10 on both. The only big downside is its all S/L, but even that's not really a deal breaker. If I had to say it's niche was anything, I would say it's a well balanced set. You could use it as a sort of measuring stick to compare the rest of the weapon sets against. TLDR - Measuring damage and speed, it feels very similar to Dual Blades, without the combo system. Other peoples opinions might differ of course!
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Your Opinion on Sets and ATs that Over or Underperform
Neiska replied to TheZag's topic in General Discussion
I tried rolling a Merc MM once. The enemy critters kept laughing at them, and I swear I saw one of their weapons fire and a cartoonish sign that said "Bang!" came out the end. The other one just had a pointed finger and was yelling "Pew pew pew!" -
Thank you for the imput! I wasn't aware thorny assualt had toxic parts, so will look at that as well as possible pairings. Water blast is a possibility, but I would like something that actually deals toxic damage. The chemical ammo did occur to me, but I would prefer to avoid the technological implication, And yes, I am sort of leaning spines/bio pairing right now, I am just uncertain which AT that pairing would perform best on. But if nothing else jumps at me, that's my fallback!
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Hello forums, I would like to ask for suggestions for a toxin/poison (Lovecraftain) based character. Instead of picking AT and powers first and a theme to fit, this time around I am doing the reverse - planning a build to fit the theme. I have looked at the powers that offer some sort of Toxin effect, but I haven't picked an AT yet. Hopefully, I would like the build to be as effective as possible. Melee - Spines - AoE focused, but its pretty focused on physical and toxic damage. Radioactive Melee- I'm not sure if this one should really count, it has a poison like mechanic, but this seems more energy than toxic based. Ranged - Radioactive blast - In a similar boat as Radioactive Melee, as I am not sure if this should count as "poison" per say. Armor Sets - Bio Armor - a pretty heavy toxic theme, and would fit nicely. Support - Poison - This one should be obvious, but I have no experience with the set. But I believe its very heavy toward single target debuffing. AT - Widows - I know Widows have some toxic/poison, and their mind effects might fit the theme as well. But I already have a widow, and would prefer to customize a character for a better match. Pool - Experimentation - I "believe" the Pool power makes a toxic puddle, but I am not 100% on that. I have yet to see a build actually recommend taking this set though. While not necessary, it might be fun or interesting to try something new. But I am open to suggestions for power combinations and which AT. I just don't know which set a powerset works better on, such as Spines on a Tanker vs Brute vs Stalker vs Scrapper, and so on. Also by all means if I missed something feel free to point it out. As I type this I don't have access to powers at this exact moment, so am going largely from memory. I am not expecting epic levels of OP-ness, but I would love it if it was functional on the highest difficulty. So any suggestions for a build with a toxic/poison feel to it? Thanks in advance forums
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I was just leveling an alt over the weekend. Usually I don't watch their recipes/salvage stocks until they are full and time to sell. Opened my alts and saw four purple recipes. First time that's happened. But I will see 2 or 3 sometimes. I always get at least 1 or 2 during the level up process.
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Thanks Bill! I assume the Inf is the same as the XP multiplier, so with 3 accounts I'm making 1.5 as much as I would playing a single character. It may be split across 3 accounts but that's still a net 50% gain since I'm the same person. It does explain a few head-scratches I had, so thank you. 😁
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I make more when I multibox. I think the drops are split but not the inf gained, so i get much more in raw currancy.
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Some of us like helping too! Can't count how many MM's I've helped, and not just levels/money stuff. A lot of it is just explaining things, it is a complex class. (or can be.)
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Fair! But nothing says you "have" to stay ranged with robots either. What I do and what works very well for me, is I watch for where my assault robot puts its fire patches down, (or tell him to target X enemy), and once his fire patches are there I move to it and stand in it, forcing enemies to come to it in order to fight me. Considering that single attack is around 70% of my total DPS, its in my best interest to make sure it hits as many enemies as much as possible. While standing in my assault bots fire, I then drop a bonfire for additional damage, but more for the CC as it forces them to get knocked down and remain in it for several long moments. Then on top of that, I use fold space to pull things to me. But if I want to go ranged I can do that as well. Group fly or abilities like web grenade help with this. Anyway, the important part with EA is that you remain close to your pets, the distance to the enemies is largely irrelevant. There are other methods and tactics to be sure, but this is just what's worked fantastically for me!