
DrRocket
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Wealth redistribution system to help new players
DrRocket replied to Intermipants's topic in Suggestions & Feedback
Getting influence in this game is almost trivial, there are guides in wiki, forums and Youtube on how to get wealth quick. Like just to the markers in Atlas, you get 1 merit, exchange the merit at the merit vendor for an enhancement booster and sell in AH, that will get yo started fast. Regards -
New Pv2 Vendor temporary power - Thumbtack Teleporter
DrRocket replied to DrRocket's topic in Suggestions & Feedback
This has been quite illuminating, thank you! -
Amazing how a jest post for a power, can be turned into something totally negative...
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New Pv2 Vendor temporary power - Thumbtack Teleporter
DrRocket replied to DrRocket's topic in Suggestions & Feedback
could you explain how the use of thumbtack gets you below a zone? and then attack from outside the zone? Seems a bit fantastic, and I truly do not understand the mechanics you are talking about. -
New Pv2 Vendor temporary power - Thumbtack Teleporter
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Help me out here... Asking to negate MT, last I knew it did not take you to a contact, so it is totally useless for that, so what is there to negate? Asking to be able to move your character to avoid threats, normally flying high takes care of that. I did not know you could place a thumbtack outside the map, is that a bug? Not sure how to answer your last statement, seems like a gross over reach here. It would seem to me to get to a fedex contact, you would have to some means get to the right zone, and once in the zone, sure place the thumbtack, I can't possibly understand how could you put a thumbtack in a zone you are not? -
New Pv2 Vendor temporary power - Thumbtack Teleporter
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Help me understand, but it seems from quite a great deal of posters that "trivializing" something that is in effect trivial to be a bad thing, is my observation correct? -
New Pv2 Vendor temporary power - Thumbtack Teleporter
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Wow did we went out our way to negate a QoL, impressive you all! Have a nice day... -
The Power of Bacon! Imagine a power set based on the power of Bacon! It can have a ranged and melee version and perhaps controller/dominator unique. I can see the top pool power titled the Baconator! Ha, ha ha If you have a set contribution to propose for ranged or melee or control, post it, and lets have a good time with it! who knows, the devs ay laugh so hard at its wackiness, that they may actually implement it. Regards
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As a principle pool powers should never be better than primary and secondary powers for any class. In fact pool powers should be the same as powers in primary and secondary powers of any class as well, since pool powers are supposed to round your character's build to meet your character concept. So with regards to the OPs post, I am not advocating for fighting pool DPS to be decreased, since I do not know how it stakes against other primary/secondary powers. For example how do they compare to say Martial Arts? if they are inferior, fighting pool should be enhanced; and obviously super strength should really be upgraded. Perhaps analysis comparing overall DPS of all primary powers should be compared with each other for parity with each other and subsequently power corrections applied, obviously these comparisons should be done by class in order to not compare Scrapper damage versus the laughable Defender (arbitrarely nurfed) DPS.
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As the title says, have a new Pv2 transport ability, where you set a thumbtack anywhere on the map, you click the thumbtack teleporter icon and you are transported to the thumbtack. I only suggest this as a very useful convenience when collecting marker badges, it also could have other strategic uses such as once in zone placing a thumbtack next to a contact and teleporting to it instead of traveling cross map to finally do the "Fedex-mission" while the hold team is left behind waiting. any thoughts?
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It occurs to me that an option as you agree to the terms of the TF a choice to hard mode and soft mode could be placed, just like you choose 1 or 5 star versus normal. If you core hard mode, you abide by the current rules of the TF, while the soft mode would use the relaxed rules. I can see, now that I think of it, just like in star TFs there is an exp and inf bonus (besides tougher content), so for the relaxed rules an exp/inf penalty say 10% could also be allocated. Any thoughts over this?
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Cut the filler from the Synapse TF (spoilers)
DrRocket replied to Psi-bolt's topic in Suggestions & Feedback
I had posted above that you can safely divide Synapse players as those who do it for exp and the other group for the badge towards the accolade. It occurs to me, why not have Synapse offer the Steel Canyon news as is done now, and then give you the Skyway City news route. The Skyway TF, only has 4 mission as it is done for Penelope and they are done in Skyway City. This way those doing Synapse for exp, takes the normal marathon TF, and the badgers does the Penelope version. Only a thought -
I agree with the post that one must do all missions to get the badge, that is only just and fair. The idea was to make TFs more casual, it would benefit those players who are active when most are not, and like everything in reality "it can be gamed" Now the issue is, because it could be gamed, should the relaxing not be done? Also while players may be too casual on their leaving the team, would that be reason enough not to make the TFs more casual? Interesting Dilemmas? Any thoughts?
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Currently with TFs you can't replace players that dropped for whatever reason, once in a TF you can't stop and do another mission with another group etc. I as thinking, how about removing these restrictions to some extent. For example say a TF rewards you with 40 merits and it is composed of 8 missions, why not award merits upon completing each mission , in this sample 5 merits per mission completed. If this is done, if a player drops (real life) of the team; the team would be stuck trying to finish with one or more players who dropped out of the team (I remember doing an LGTF and our 1 controller had to drop due to family emergency and then later had to do the Hami mission - it was ugly), by awarding as we go, and letting the leader recruit replacements, the ne player only gets a number of merits based on the number of completed missions they actually do. Of course, it would be reasonable if the number of merits for each mission be weighted instead of evenly distributed. Many players solo Oro - TFs, by being able to accept invitations from other teams to do their TF, they can switch and help their friends, and later finish their Oro TF mission. Those are 2 examples of relaxing the rules, provide a workable suggestion which may not be the best solution but it is offered as a "go by" I had thought about the AV situation in TFs, and would like to see a relaxation here, if playing in a team up to 2, the end boss would be a Boss? at 4 an EB, 5 and 6 calls for an AV. Doing this for players who play at odd hours where getting groups together is extremely difficult, still would be able to enjoy the game content in a casual manner. Not sure about the brackets, some ideas here would be awesome! If you all have any ideas on how to relax TFs and make them a bit more casual, would be awesome!
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Cut the filler from the Synapse TF (spoilers)
DrRocket replied to Psi-bolt's topic in Suggestions & Feedback
I think, a factor for the merits should also be based on the complexity of the TF's mission, such multiple AVs at a time such as Lady Liberty or Recluse for example, also the mobs and maps may be tricky. But I do agree how long may be a reasonable metric. -
I noticed that Director 11 in his "I got to run mode" goes through the bins as if there was not an item stored in the bin. I noticed there is a particular "fake" storage item the Director 11 goes through as if it as not, after experimenting players could go through it also yet it is very very counter intuitive, since we should not be able to go through stuff. My request is to make those storage items real, so neither Director 11 or players can go through them, or remove them so they do not provide an illusory barrier. Regards
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Incarnate Salvage Transferable within account
DrRocket replied to DrRocket's topic in General Discussion
Explain how being able to transfer incarnate materials make the game itself easier? The suggestion makes it more convenient, not easier. The chances that players with excess incarnate materials are pretty good that they master the system to begin with. It is an obvious conclusion, that players making many alts, will be able to complete their builds quicker and then move on to the next. But once again, quicker is once more convenience not making the game easier. With regards to your bias to the Incarnate system... The IO system is a band-aid to a game class balance issues, specifically with Status Effect protection. In the beta days, it was agreed that melee needed status effect protection because they had to "go in" and get dirty with the mobs, and mobs then, only had melee ranged status effects. Later common sense prevailed and ranged status effect ability were given to mobs, the problem was that support alts were left out cold and got no protections (without major game class power set revisions) now that mobs had ranged status effect attacks. So the IO system was devised in part to allow support to enhance their defenses, so they could survive by not being hit as often. The IO system also provided for other melee type capability gaps as well. But the IO system was a band-aid, that helped but did not close the performance gaps, and thus the Incarnate system was developed in an attempt to level the playing field a bit more, which it did to a very large extent. I hope giving you some historical background as to the why, may help you with your bias by understanding its purpose a bit better Regards -
I like others, love making alts, when I watch a movie or read a novel, it would without a doubt inspire me into creating a new super type. As a rule to slow down the mass production of alts, I require my alts to be fully IOd, T4D, have about half a dozen Accolades, a billion influence, and at least 115 vet levels before I would consider making a new alt. So the question, is one out of desired convenience, but not quite got to have. When it gets to the incarnate system, you just can't transfer anything about it to other players. Yet you can transfer to your account empyrean merits. In the incarnate system you can spend as many as 30 empyrean merits for a very rare (purple) piece of salvage and only 8 for a rare (orange) piece of salvage. So as I T4 my new alt, I am aggressively moving empyreans from one alt to another. It has occurred to me since those alts are vet 115+ they have accumulated lots of incarnate salvage that has no use and just sits there, you can' t transfer them within account nor sell at AH. So now that the background is done, why is incarnate salvage not transferable between accounts?
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There is much to be considered, and thinking why Pocket D is over crowded, much ahs to do its a coop zone, so a farmer can assist both blue and red. There is RWZ in the vanguard, but it seems not to be of common knowledge, but RWZ is pretty bad for AE efforts since there is the never ending rounds of MSR which overwhelms the zone consistently and thus rendering farming over there moot. So I can agree that a ne coop zone for AE would make sense, so it can relieve the pressure on Pocket D. With regards to the acceptability of AE farming, that is quite a complex topic. I have observed in Everlasting a large portion of the population is focused in creating characters level them to 50, and afterwards making a new alt to repeat the process, with no real interest in placing IOs and optimizing the build which made it to 50, much less master playing the character. So it seems to me, to accommodate these players, the nurfing to AE for exp should be removed and let the "door sitters" level away and not abuse to bad the kindness of the farmer. Personally I do not farm, it is incredibly boring, I do use it to level a newly made alt but that is about it. I prefer to do TFs, TINPEX, and Hami to make lots of merits and convert the merits for stuff to sell in the AH Sincerely, if you know what you doing, influence is not a big deal in this game Regards
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Matter of convenience, personally I use IP for my personal needs
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The magnitude of status attacks should be somewhat randomized
DrRocket replied to temnix's topic in Suggestions & Feedback
I would have to disagree with this suggestion for the simple fact that status effects plays heck with support classes, giving variable mag effects would make a bad situation even worse. I suspect, this suggestion is one more of those efforts to make the game more challenging for the melee types. Perhaps a way to increase the challenge to melees is to have the point count towards overcoming Status Effect protection by melee is that all effect mags adds up regardless of the mix of effects used, so the tanks 12 protection can actually be possibly achieved in game. Not sure melee would like to actually find themselves challenged by the spammed status effects in the game meant for the support classes to endure. Game balance is a tough thing... -
I think it was an error to have AE removed from Atlas, I would think, putting it back would help with this Regards
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You still did The question is simple, do you think giving mobs certain abilities by the devs that nullify character signature powers legitimate? I used an example of what I thought was a signature ability, you happen to disagree, so what? Its irrelevant to answering the question. I did not give a sense of how bad the nullification was either, which in fact as some had brought up, is in fact a very good point.
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In my previous post, I sought to bring up or provide insights to what were the thoughts of the creators of the game. At some point, the developers became aware of the huge unbalance, and sought "patches" or "band-aids" to deal with it, and that is why the IO system came about, was it a perfect solution, frankly it was not, but it did serve a purpose reasonably well. A support character today who has IOd well, is now reasonably survivable, and thus narrowed that gap. Are the IOs balanced, that is an opinion each us would have on that subject, I personally think thy favor melee classes for what melee normally needs they can get with the first set of 3 of a kind, while the ones support desperately need requires sets of 5 or 6 which goes hard during design phase. Of course the IOs did help a bit with the survivability of support, but did not help melee with much increase in what they really wanted "DPS" So the developers produced the Incarnate system, this is narrows the gap even more, it does not close it, but it does narrow it considerably. For example the greatest burden on support is the spam use of status effects, with the introduction of Destiny Clarion and Hybrid Melee the support now had a reasonably good, in game, survivability versus the abusive use of status effects. It is not enough, but they did made further strides by the introduction of Rune of Protection as an auxiliary pool beanie and lately added Sheer Willpower to close the gap even more. The IOs did provide in Alpha and Hybrid a meaningful boost to DPS for melee to take advantage, and the other powers helps them with reduction of defense, enhanced accuracy, and what not which are of very high value to a melee class. So in some ways, the game has a sense of balance, but itis very dependent on how the TFs/SF and inherent powers given to mobs are used, too many mobs have an un-resistable, auto-hit defense de-buff, which opens up the gap greatly and torpedoes the IO system balancing act. In general mobs with Auto-Hit abilities are particularly cruel to support types who suffers a disproportionate impact by this tactics which are sadly becoming the rule of thumb for increasing challenge... Just sharing my observations on how the game has evolved... You may or not agree with me, but the purpose was to share aa perspective Regards