
DrRocket
Members-
Posts
232 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by DrRocket
-
Maybe its just me, a distinct possibility, but it seems to be much harder now days (in Everlasting) to form a TF, and SFs are much more annoying to form. Crazy/sick me, I decided to gain the Sheer Will Accolade for all my support alts, which were about 18 of them out of my 55 alts ( I think the use of Holds and what not is excessive in the game and the reason for my not having many support types -(Lets face it, I like to feel Special a Star, as opposed to a mere extra) So as a result, I had to form and lead 18 sets of each of the 5 SFs to gain the so wanted accolade That is a formed 90 SFs in the course of 5 weeks. So from an Everlasting serve, I can claim some direct true experience. Note, If at the time, I was ready to recruit an MSR recruitment started - I logged off the server, no point of even trying. So recruiting around Hami and MSR.... It took me near 30 minutes or more of constant begging to get a team of 8, about a fourth of the time, the team gave up and we went with groups of 6 or 7 I noticed, while I tried to take advantage of the WSF, the WTFs were getting better serviced, but not nearly as often as I would have expected out of a weekly. I also noticed the poor zap forming the TF took at least over 30 min to get it off (disregard Death From Below) I also noticed, that many players would send me a tell "I will you it, if you form it" Which frankly after awhile it just annoyed me at being so callously used. I also got a large number of tells from obviously leacher/farm door sitters despite being 50, having no idea how to play the game, I would get questions "How do I get the Cap Au Diable" I would say use the oro portal, response "What is that?" And then they would cuz me off, when I replied "Wiki It" Please forgive my ranting, but wanted to provide some background to this post... So the real question, is how to get folks to want to lead as opposed to solely force/depend others to do the forming? At this point, I feel if I want to play the game, I have to form a team and slide out the begging board. At this time, I am very ill, and have a liver terminal ill disease; so I don't have the energy and health to spend 30 min or more forming a team. I am now, getting to the point, that maybe CoH is no longer a game for me, and it is time to do something else, which hurts me, because CoH has been my game for decades, love the game, love culture (except the invading leaching culture) So how to get folks to want to lead, no chance a leacher will ever do this -they do not even know how to play the game proper I had some thoughts... 1) Give like a 25% bonus to exp and inf when leading, would that help 2) Give like 50% emps to encourage itrials and level 50 content 3) A shift in the value of salvage, so instead of getting a white drop you get a yellow, etc I frankly have no idea how to incentivize players to want to form, I am essentially pleading with you for a fix As always, lets make this a learning opportunity for me and others... Thank you
-
Anti-mez buff powers...why so fickle to use?
DrRocket replied to Seldom's topic in Suggestions & Feedback
You were right, until the devs decided the up the challenge, mostly at the support types, by severely limiting their taunt aggroe, and then there is the issue of those melee who even bother to slot taunt, and those who did - even use it in such a manner. How often you hear comments such as "I wish the tank would know how to use taunt". The major problem is that it is easy for melee types immune to Status Effect to say that support don't need it because of them, that is in a way arrogant to say. Why not remove the Status effect protection from the melee, and make "them" dependent on the support to provide for their needs? As it is the other way, as you just described, I bet you are likely offended at my merely saying that. Also during Live days, the excuse the devs had for giving melee status protection was they had to go in, which was very acceptable. And not giving support any status effect protection, because in those days, there were no ranged status effects, which could be arguably agreed to. But look at today, that environment certainly does not exist, just about all minions and above have a ranged status effect, often AOE, and oh boy do the spam them. Lately it seems the devs concept of increased challenge, is to increase even more Status Effect attacks on support, thus killing them faster and now the melee is challenged because they have no support. In some star content, the baddies have an un-resistable and auto hit teleport (feels like cheating to me) to them (so much for range) and drop in an intense defense debuff field (got to rub salt in the wound) and then (of course) subject their victim with spam holds from many different baddies; and then you are surprised they died almost instantly? There are those melee that arrogantly say to the unlucky support zap, learn to play the game, but truthfully what is there to learn from completely arbitrary activities? I had proposed in the past to give support types some status effect protection, since range can help in some very minor and inconsistent way and melee may do their job of protecting them (not something to take to the bank), so I noticed a trend as such Tank 12 protection, scrapper 8 protection, thus I suggest support 4 protection; it is something - not as dramatic as the tank or as solid as a scrapper. But at least a compensation for the abusive use of holds. Just something to think about... Once more if you disagree, give me detailed reasons so I may learn from your experience and knowledge -
When I discovered the Sheer Will Accolade, Immediately proceeded to acquire it for all my "support types" since the devs use of Status effects is rather excessive, you would not notice it if you were melee, since you are essentially immune to them, so you would not quite notice. So I looked at what it took to get it hero side and then villain side. It was an evident choice to go villain side, just 5 SFs. The hero side, is just stupid, nowhere as simple as the villains, its embarrassing, maybe just have 5 Ouro threads to do would be equitable. So please, relook at the hero requirements, the safeguard one is just dumb, and the alignment mission is another dumb one, dump these 2, and add another Ouro thread, I would suggest, any ideas out there on how to make the two approaches to get Sheer Will more equitable? V/R
-
Anti-mez buff powers...why so fickle to use?
DrRocket replied to Seldom's topic in Suggestions & Feedback
But you would have to have Defender present for that, and then be willing to pick the power to do that. Not so automatic, my defenders only stock powers that can affect them and the team, but if they are excluded, the power is not acquired, and something useful to defender is instead acquired -
Make Tin Mage last Mission Entrance more logical
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Change the text, Vanguard has a portal, which takes you the mission, without all the idiotic stuff -
Make Tin Mage last Mission Entrance more logical
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Good point! But then again why so many pointless floor changes? -
Greetings... The last mission in Tin Mage, has you leave the conference room, to go outside (1st zoning) to go to a helicopter to wind up inside portal corp (2nd zone), which then sends you to a boat and the first gate (3rd zone), followed by a corridor and another gate (4th zone), then you go up the steps and another corridor to a final gate (5th zone) and then the final gate to the city (6th zone). One issue I have, is why so many zonings? Why not go from Portal Corps to the city and do away with the stupid zonings? Second issue, why zone out of the vanguard base to get in a helicopter, that somehow leaves you in portal corps, this is plainly dumb and illogical; even worse there are teleport gates inside vanguard, why not use the one there just outside the mission (as it was) and then teleports you directly to the city (and avoid all the dumb corridor zonings) What you all think? did I phrase this right, or is the suggestion a bad one> please explain the why, so I can learn from this. V/R
-
I would support it even more if it was a level 50 mission, since all we got is TINPEX, this terrific concept would do much to add variety to end game level. I don't count Itrials since they are league type events, and not as casual as a TF. It may be an interesting twist that the Rikti is the force trying to supplant the Mayor, with assistance of the Nemesis and other groups that has collaborated with the Rikti Regards
-
Only a suggestion, but one that is a bit out of the box... Typically GMs are stationary in their spawn zones and they are met and defeated as they are and do not interact with mobs near them. I would suggest let the GMs move randomly and attack local mobs of not their faction, and when they get next to a zone gate, they actually use it and go to another zone. The Paragon alarm system would say "GM has now entered Zone, please liberate the zone from the GM" Every time the GM switch zones, it is healed and gains a 50% additional hit points, nothing else changes. When the GM is defeated in a "new" zone, a system message listing the players who participated in the liberation is made and gets double merits for the defeat. If the "defenders" was a super group, then Super Group gets recognized in the system wide alert. Perhaps a statue of the GM is awarded to the super group and participants for their bases, but only when the GM changed zones. Any comments, ideas or Suggestions? As always, please make your comments an educational opportunity, please do not just agree or disagree, or give me an emoticon, or say no. Regards
-
Just something to think about... As I am in full stealth and attempt to attack a mob, I go off stealth, and not much to my surprise the mob turns and attacks me before my idiotic animation goes off! While I don't have a problem with the mechanic when doing glowies, it should very much not be for attacks on mobs or players (PvP), the stealth should go away after the attack has hit or missed, I should be able to sneak in and assassin the "surgeon" before the entire platoon gets their attacks on me first! That is the mechanic, I would like to have "fixed" Any thoughts, suggestions, advice? As always, please let me learn from this, don't just give me an emoticon, say no, or what not, please give some detail of why it is such a bad suggestion so I can learn. Thank you Regards
-
Only a suggestion Lately, perhaps of the hours I get to play, forming teams has become very very difficult and to an extent very frustrating, specially for red side SFs. At least that is my current experience with everlasting. So I was hoping that I could solo a TF/SF and at the end be faced with an EB, which would make it possible with any class and respectable build or possibly invite folks to help me with Supervillain or Hero so I can complete the TF/SF while the helpers get no completion badge. I know, some of you are going to say that you routinely solo this stuff and beat the Hero or Supervillain while eating a sandwhich... While I am leaning to believe that a few extraordinary players are capable of this feats, that is hardly true for the vast majority of the casual players. In essence apply the mission rules for mob complexity based on team size as its done for normal mission threads. Please allow this to be a learning opportunity for me, so do not just give me a thumbs up or down, or just say "no"; please give me a logical reason why this suggestion is not quite right, perhaps it should had been stated differently, or what not, or an alternate way to solve the problem of not being able to form a team at a given time. Regards
-
I had always had an issue with the devs idea on how they make things more challenged. As WhiteNightingale indicated challenge was issued as Holds, KB, Blinds or other crippling de-buffs usually Defense. My issue has always been that the devs idea of challenge always impacts the support classes much more than melee, while I have always advocated for an even challenge, as opposed to the mission got harder, because the devs killed the support much faster. Incidentally, I do recognize and applaud the devs for introducing the Sheer Will Accolade, which it does partially mitigate the unbalanced challenge I was describing. Regards
-
I do have a fear with the direction development is going, which was an issue during early and mid live days... In the old days, the game was truly focused on teaming, which was not a bad thing, but it was not encompassing of the many personalities in the game. And thus the level modifiers for TFs and missions was introduced, yet before this, the real issue was that a Pick Up Group (PUG) in those conditions did not have a chance, so the within those conditions class types became mandatory such as emp or kin while the rest were essentially despised, remember playing a storm defender during live, they were quite hated. So my fear is our returning to the specialty class mix groups, that would totally ruin the casual enjoyment of the game, which is what attracts the game to me and gives me such awesome degree of fun and the ability to play with anybody without prejudice. Regards
-
Awesome work around, thank you
-
This is just a QOL, not a live or die type of thing When in heavy combat with critters all over the place, I have found it rather challenging and time wasting trying to lay down a location AOE, because as i try do it, I wind up clicking on another player mob, while trying to click on the ground, spending way too many rounds trying to get it off. So I was hoping for a way to remedy this inconvenience, if you all have any ideas, this is a good place to share them! My initial suggestion is: When I click on the location AOE to place the circle on the ground, it ignores players and mobs present. My second suggestion/fix is: When I click on the location AOE, and I click on a player mob, it behaves like a targeted AOE Any other suggestions or ideas? If you feel this is a bad request, please do not just give it a thumbs down or say nah, please let this be an educational opportunity for me and explain why it is a bad thing to ask for. Regards
-
So I tried the Laberynth in Everlasting, after reading in close detail the patch notes, which kinda helped. But what helped was the massive player participation, and the tremendous good will displayed by many player, that helped get the badges I desired and learn what the heck was going on. So yes, after a few get wasted, since I was playing a defender, and the league began to coalesce together we began to crush whatever got on our way, I was pleasantly surprised how our level shift began to increase, but frankly, I have no idea why it was increasing, at times I was just cruising around stealthed looking for the secret room and my level shift was increasing and decreasing, no idea why, but heck I took it. While moving along with the murder ball, we came across the Minotaur, I went oh S^*T, we gonna get wasted, but by then our level shift was like +10 so we rushed the Minotaur, during the battle I received a note, if I wanted to fight it at the arena, I wondered what the ?, but said yes (not bright of me) and hoped the rest of the league would say yes, which they did. In the mino arena, for lack of better words, we went on to trash him, and to my surprise gladiators came to beat us and got wasted with the deluge of AOEs. Got the mino and gladiator badge out of it, not bad. went on looking for the other special areas, and wasted the mino and friends three more times, it was kinda anti-climatic by the third time, of course, I say that because we had the level shifts on our side otherwise, we would have been thrashed, I will be quick to admit, the period of building the higher level shift put a bit of an edge, cause we knew we could not take on the mino, but once we got there, we became very much at peace and confident. I now have all the badges, so my main goal has been accomplished. I still need to learn the ropes, like how to get to the center area, and whatever other technicalities in the zone, which is born out of curiosity. The zone is challenging indeed, but very much dependent on having at least two teams of 8 to have a semblance of a chance, if you just want to go to a place and trash baddies, this is the premier place to do it. The one thing that this zone failed to do for me, is give a sense of completion or achievement, it is in a way lacking something. When compared to other raid sized zones such as MSR it is about the same, but without the power leveling for low level characters which is a very big sell thing for MSR. When compared to Hami, it does not require the same level of coordination, and lacks the end of the hami kill rewards which makes the zone worth doing. What the mino gave me after beating it, was sadly underwhelming and maybe that is what is missing. If the defeat was worth say 120 merits, it may go a long way towards given a sense of completion and achievement as opposed to something I killed along my walk. I fear as the novelty of the zone wears out, it may be a potentially abandoned and become ignored zone, by wed night, the ability to fully fill the raid team became difficult, by 9pm central the best we could muster was 2 and half teams of 8... I do recognize, that an incredible amount of work went into this release, and it was of very good quality. did not had any glitches that experienced, which is rare in industry, Kudos to the developers! Regards
-
During live days, for the Rad/Fire Controller, the entire rush to level was to unlock the pets, which gave them competitive DPS, that the way it was made, was super abused, indeed it was. The fix was a bit to Draconian, and reduced their DPS to pointless. Now how did it get abused, it began with a random 1 to 5 pets called for, if the power recharged fast enough, you could stack them, so it was easily possible to have 10 pets at a time, if you focused the recharge having as many as 15 was easily possible! The fix, you get only 3 and they do not stack, ouch that was excessive. I think summoning 3 is fine, but let them stack. Only thinking here, if you disagree, please give me a logical response, not a quick reply please, or a emoticon, there is no learning with that Thank you
-
Not sure your statement is entirely accurate, take for instance when you do a mission and enter from the street a building, just like you do in RWZ, the building has a map, its not blank. and that first map, when you get to the elevator, the second map is mapped, its not like its rocket science, since its done all the time. Remember you are zoning from the RWZ external map, into the RWZ map, really no excuse for it to not have a map.
-
QOL add new travel options from the S.T.A.R.T vendor
DrRocket replied to Warspite's topic in Suggestions & Feedback
That makes sense, thank you -
QOL add new travel options from the S.T.A.R.T vendor
DrRocket replied to Warspite's topic in Suggestions & Feedback
There is always a smart one, the context I believe was Pv2 powers... -
There is a reason most players call MOB MOG Moment of Boredom... While I try to get folks to focus on the PP, the problem is in TFs like Manticore, you get teams totally unbalanced, where the ratio 1 boss-2 LTs-4Minions, goes out the window and instead you get like 3 PPs (boss level), tankers some boss and some Lts, and then a few minions. When you get so many PPs there is no way to avoid the Moment of Boredom, its not like you can say screw him, lets move on, because the mission is a kill all. Perhaps a special mechanic can be made that if a PP in MOG goes away, say 40 ft from the centroid of the team, its considered defeated, and the team can move on, and disregard the pesky mob. I tend to agree with OP that some relief from a non challenge game effect that leads to players being board, makes sense, the how is the challenge Trying to hold a boss, to prevent it from getting into MOG is much easier said than done, no doubt, I going to hear about the controller who can do it in one try and it is totally easy to do...
-
QOL add new travel options from the S.T.A.R.T vendor
DrRocket replied to Warspite's topic in Suggestions & Feedback
How about a permanent flight without the self affect inconvenience? Ok to charge twice as much. Regards