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DrRocket

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Everything posted by DrRocket

  1. Not an entirely true observation, there are kill carny missions too
  2. The intent was to make Radio missions comprehensive, to include all groups present at PI for example
  3. The idea is the radio is to be comprehensive, thank you, though
  4. Yesterday, I went through the effort to form and run an LGTF with the express intent to start a Rikti Invasion. The LGTF went rather well, since I limited the team to be level 50s and was able to run it at +4/8 kill all, which was frankly quite a bit of fun. Then I went to FF and got busy forming a league, as usual at Everlasting, recruitment was slow specially when competing with ToT, By the time, I got it going, the Bomb Phase was over and only got 14 out of 25. Problems I encountered during the raid, many did not know what the green lines on the Vidiotmaps meant, had so many newbs to teach what to do while trying to get folks to just come and help, that doomed me from getting the elusive mind accolade. It would be nice, if the bomb phase could be twice as long, specially in the presence of so many new folks and how hard it is to recruit, especially during way too long special events such as ToTs. I would also appreciate, if perhaps MSR would spawn an invasion as well, instead of just an LGTF. Any suggestions, comments, and as always please make this a learning experience regards
  5. Its more of a feel for need of completeness, than anything else... It seems the police radios are calls to the heroes or villains from the authorities (police) with assistance against super powered criminals or organizations who operates in their zone. So it would be logical, then over time, all "local" groups would have been called against by the police. Since I am 50, most of time is spent at Peregrine Island and been doing the radio missions to get exp when the server is otherwise dead and can't form TFs, and help less experienced layers get in their chops. So for PI I noted that there are no Rikti missions, nor Malta or Nemesis or Devouring Earth which should be part of the radio variety pack. Did I miss any others in PP? Obviously the same thought would apply to other zones such as Bricks, Talos, and what not Any thoughts, and as always let this be a learning opportunity
  6. Just a thought In the past, I had sought for ways to minimize the "boring" impact when a mob goes into "na na na, I am invincible" mode. And the conclusion was that there is nothing can be done about because how the game is coded, short of all players focus on them. The all players focus on the "boredom" mode mobs, can work, but only when there are only one or two mobs that does that. But when I do TFs and gees, enter a mission and it looks like planet of the PPs, gees that is just abusive! Thus my recommendation, is that no group can have more than 2 mobs with the "Moment of Glory" like property. Only a suggestion, to reduce the "boredom" factor built-in with the PP like mobs Any thoughts? As always, a good opportunity to learn from this is always appreciated
  7. The change did make them competitive, but how it was implemented can be very abusive, like having the ones who rez after defeat (copy of freakshow) and then unbalancing the council team with many of them, now that is abusive and ruins the experience
  8. Look after I have led over 6 TFs back to back in one day, and geez would be nice if someone else bothered for a change! The idea to lead a lot, does not work, it just feeds into the crowd who can't be bothered with helping out by leading instead of just taking. As I said, the TF part is fun, begging for 20 min or more to get a team, is utterly boring.
  9. I already do that, the convenience is not having to do that. As a clarification, I also meant for the intermediate T1, T2, and T3 tiers to be accomplished this way as an alternative as well
  10. To go from T1 to T4 it effectively cost 68 Emps, just keep this as a reference. Currently to make a T1 you have to have and combine common incarnate materials to assemble, then you add a few more stuff and get a T2, and so forth till you arrive at T4. To make a T1 you would need 3 emps for instance. So when you trying to make the T1/T2/T3/T4 besides given the choice to combine incarnate materials, give an Emp equivalent like for T4 the equivalent would be 68, if you have that many and click it, then your T4 is unlocked and 68 emps deduced from your total inventory Of course if you have like tier 2s already available, then the merit equivalent of them is deduced from the 68. Any thoughts? As always, please let this be a learning opportunity Regards
  11. It occurred to me... If I have an alt that uses Life Drain, it damages an enemy and gets hit points as well. I was thinking, it would be nice, versatility wise, if I targeted through another player and used Life Drain, instead of me getting the healing, the player I targeted though gets the healing instead. Any thoughts about this? As always, please allow this to be a learning opportunity and describe what makes it good, bad or indifferent Regards
  12. There are issues with your recommendation, I feel it is a game flaw when you make certain arch types dependent on inspirations, for example all support types have no status effect protection as a baseline or consistent, thus the developers solution for that was to force the support types to be dependent on break frees just to play the game and not be like the original intent for inspirations was - for emergencies. If this is fixed, then I could agree, that maybe inspirations could be ramped down some. Regards
  13. It occurs to me, there are some powers who should have a side effect at the Laberynth, such as: Wind based powers would clear the fog for an area temporarely, or sonic attack would also have such effects. any others ideas? regards Of course if you clear the fog, the locals may see you sooner
  14. When I played live city of villains, I felt the snake folks were really cool, and was disappointed they were just a lowbie criminal faction. I would love to see them move up the ranks to level 50, and invade the blue side as well, like some of the baby snake eggs washed out on Peregrine Island? Or maybe they have an island near monster island, and even have a giant snake GM ! Just a thought Regards
  15. It occurs to me, just like Boomtown being an old devastated part of Paragon being a hazard zone, why not do that for Galaxy city? Just an idea Regards
  16. A good comment was about the support using other abilities such debuffs, etc. For my count number, I did not do that, which does makes an unfair comparison. I need to re-run them using their side powers, which can and do make a difference
  17. You have a point there, and I think, correct me if I am wrong melee does more damage than ranged, correct? So truly there is a bit of apples to oranges
  18. Nope, all were optimized IO sets and combos
  19. These are only observations, from data I collected. The data presented is not universally accurate, but is good enough to establish a trend. Why is the data not truly accurate, is because within each class there are lots of varieties and build configurations, which will result with sightly different results. Yet my short sampling, I did, is indicative of a trend. I also limited the data collection to hero side, but suspect that a similar trend could be expected. If any of you have the time to collect it and posted, I would be grateful. How I collected the data: I went to Cimerora and hunted Generals (bosses) and counted how many hits it took to defeat him, I did not count missed shots. The data: Hits Mez Protect Res Cap Def Increase Opportunities Res Increase Opportunities Controller 42 No 75% 4 2 Tanker 23 Yes 90% 5 3 Defender with Vigilance: 21 No 75% 4 3 Defender no Vigilance: 24 No 75% 4 3 Blaster 15 No 75% 3 3 Scrapper 10 Yes 75% 9 2 Do note that Scrappers have two routes to go, that is resistance or defensive based. I used my MA/Shield Scrapper for my test, which is in effect defensive based. Long ago, in a time far away, during beta and live, Jack Emmet hat a development discussion over DPS vs protection, with the inclination if you are nearly invulnerable to all (tank) your DPS should be very little and contrasting with this if you were made out of glass (Blaster) your DPS would be very high to compensate for the weakness. Of course, as the game evolved and players complained, some louder than others, the basics of DPS to protection balance, was lost. The chart above, documents how much the deviation to this principle has evolved to. Notice when it gets to protection be defense or resistance, it is generally how many opportunities you have to boost your base defense or resistance. Any thoughts about perhaps giving some arch types a DPS boost? As always, please make this a learning opportunity, if for example you use the line "they are support, why would they need DPS?" that is fine, but go into detail of why your assertion is balance honest, would prefer to avoid the "it is how it always has been done" because it is a pre-emptive statement with no room for discussion, because the contention that because it has always been done that way may not be so right after all, specially after examination. Perhaps some may be adventurous and actually recommend in "how many hits" should an arch type defeat a boss? Thank you
  20. Lots of interesting comments I agree, if a reward is going to be given to a person, who went through the annoyance of forming an SF/TF team, it has to be in a way that it is not exploitable. By definition a team is not solo, so that exploit would go away Seems in that venue, that the reward would be commensurate on how large the team formed was, say 2 versus 8 The reward itself needs to be juicy enough to encourage leadership to form a team, but not game breaking Temp power may be of interest if it last like for a day not mere minutes, otherwise, not worth it. I would not dedicate half an hour of begging for folks to join for a mere salvage piece Incidentally doing the SF/TF is fun, forming the team is not, just a comment Another note, while you may not be good at leading, you can still form the team and lead it, and let other players do the mentoring Did I miss any other observations? regards
  21. Actually multi zoning to get to an end location, is inconvenient, of course we all have opinions
  22. This is a Quality of Life suggestion... I will confess at being an ALT-O-HOLIC, perhaps modestly at 55 alts, so as I make new alts and get them to 50 and unlock their incarnate powers, having those incarnate salvage available would come mighty handy. I wonder, if the devs have plans for what to do in the future with all those incarnate salvage in our alts' storage, that we have no use for at this time? But it would strike me as harmless, if we could transfer within our account incarnate salvage, since we can't convert them into emps or sell them in the market. Any thoughts, am I missing something in particular? As always, please help me by making this a learning opportunity Thank you
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