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the1egend1ives

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Everything posted by the1egend1ives

  1. The Synapse TF is awful. I know how much people hate the Shadow Shard TFs, but those have the benefit of being in the Shadow Shard, a very unique looking zone, and you're fighting unique enemies at a high level with incarnate abilities. With Synapse, it's soooo freaking long. And you're only level 15-20, so you're incredibly weak and missing half your power tray. It sucks.
  2. I'm a massive roleplayer and I love using the AE to create narratives for myself and others. One of my biggest grievances with how AE currently works is that access to missions is confined only to the big green portal inside the AE building. It doesn't help with immersion at all when my SG is about to plunder the treasures of a mystical cavern, and the entrance to said cavern is through a big glowing cylinder inside a large tech lab. Not only that, but there's usually lots of intermittent RP that takes place between missions as we discuss our next course of action in the story. I'd love to have that RP take place inside the base that my SG worked so hard on creating. Devs gave players tremendous freedom in designing the base, why shouldn't it have a more practical use in the AE?
  3. The teammate multiplier will automatically adjust to the number on players on your team unless you've set it to a higher amount than what you have. So if I'm set to x5 and I have 2 people on my team, it stays at x5.
  4. I guess this doesn't count because I finally got around to it, but running content on Goldside.
  5. It's worth noting that several powers in Trick Arrow (a powerset that's ALL debuffs) got buffed so that half the debuff output is irresistable.
  6. 1. Yes. I often solo missions to appreciate the game's content at my own pace. I'll stop to read the clues and check my chat for NPC dialogue. 2. No. I personally don't think any AT should be able to solo the game at +4/8. Since that's the max difficulty no matter what size team you are on, it makes teaming up a trivial process. What good is a defender's buffs or a tank's aggro when DPS can solo the game at its hardest and shrug off any damage? 3. Content under 50 feels fine because there's no power creep from incarnates or set bonuses. Personally I think 50+ content needs to be boosted considerably. At level 50, most players have incarnates + set bonuses and the game's content doesn't scale to it. What you effectively have are murder balls plowing through NPCs like they were level 1. I don't feel the crunch of my attacks because most NPCs are dead in under a second, no matter what level they are. 4. As soon as they have the influence, they should purchase IOs. Having to constantly replace SOs is a chore and a waste of money. 5. A resounding yes. See points 2 and 3.
  7. I have about 3-4 "mains" that I cycle through playing. I'll often make a new build of the same character. For instance, I might try an Archery/TacArrow version of my Archery/Traps Corrupter, but usually that's to try out different flavors and settle on a "final" build. Once I'm commited, I'll play that character all the way, doing incarnates, story arcs, and badge hunting until there's nothing left to do. I've played City of Heroes since launch and I still feel like I haven't played everything.
  8. All of the Leviathan pool. Shark ghosts are such a bizarre attack, but I have character concepts that work wonderfully with them.
  9. There's Pocket D for both heroes and villains, Paragon Dance Club for heroes, and the Golden Giza and Rikti Monkey Fight Club for villains. Not to mention the hundreds of bases that players have made for nightlife/clubbing (assuming you're on everlasting).
  10. I concur. Sidekicks/Lackies are a game mechanic that were flavored after the superhero genre. So it makes sense that you'd be -1 to your mentor. If the -1 is so detrimental to combat, then ask a defender to join your team. Or buy inspirations. Or join a team that's your level. I remember during live when team members weren't automatically made the level of the leader. Sidekicking was 1-to-1, so you were the level of whoever was available, even if they were -3 to the level of NPCs. Sidekicking was an option, especially if you wanted to play with a friend. But you were encouraged to play zones and content with players that were your level.
  11. EMP Arrow would be a juicy proc monster as well, if ESD arrow is anything to go by. ESD Arrow triggers the Lockdown proc almost every time.
  12. Trick Arrow received a buff in i27. I appreciate the changes, but almost nobody appreciates the fact that half the powers are now location-based. Having to manually move my cursor where I want to attack kills the flow of combat. But that minor issue aside, the biggest problem with location based attacks in Trick Arrow is that they now suck at triggering procs. It's a shame because one of the strengths of Trick Arrow before the changes was that it was a proc monster. A good baseline for before is just seeing how ESD Arrow performs with a lockdown proc. Virtually every mob I hit guarantees at least two Tesla Cages. Now if I proc EMP arrow, I can hit several mobs in succession and the Lockdown proc trigger might trigger once if I'm lucky. Can we please see the return of targeted attacks in Trick Arrow?
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