
DrRocket
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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
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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
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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
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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
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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
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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
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Awesome work around, thank you
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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
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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
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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
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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.
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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...
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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 -
Why? I am engulfed by mobs, I should not need to waste 3 rounds positioning, while they are getting free hits all along, when I already have enough mobs to be totally around me 2 deep!
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Incarnate Alpha descriptions need to be accurate
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Thank you for the clarification, it helps me understand, never said it was broken, if you all look, I left it as a possibility. Once more thank you for the clarification Reagards -
I have a tanker that is Dark Armor and Dark Melee, as per design there are severe weakness to energy and toxic, which makes the tank a bit mediocre for level 50 content, for instance ITF is plastered with energy attacks, and APEX if full of energy and toxic, which obviously makes this kind of tank rather poor. So I looked at the incarnate abilities to help with these terrible resistance gaps, and tried the Alpha - Resilient Core Paragon, which advertises a 33% increase, which quickly caught my eye as the solution to my problem. So I had a 44% resistance to energy, and expected that 44*1.33=58%, which is no miracle problem solver, but at least it makes less bad. When I slotted the Alpha T4 Resilient, I went from 44 to 47, which is hardly 33% and more like 6% which is very underwhelming, if not pointless. So either the game is not applying the bonus right, or the description of the benefit is simply wrong or need to be clarified as in 33% of what is increased? I would suspect that the rest of the Alpha descriptions, may also suffer from lack of clarity as well Regards
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Respec is something we do at one time or another, but when we finish, our power trays are devasted. Could it be possible to not have things like costumes, pets placed in the trays, at least ensure that preference is given to main, inherent, mastery, macros, incarnate powers are placed first, and then with whatever room is left put the foo foo powers. I ask this, because I have experienced at times that my trays are filled with junk powers, resulting with many of my main powers don't on them and have to search for them and drag them. Only a request... Regards
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I often have my Scrappers totally surrounded by mobs, and I do a cone, and amazingly the cone only hits a single target, frankly I am so disappointed with melee cones, that frankly they should take them away and just give me single target hit with decent DPS. Regards
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Underwater content or a Moon Base zone
DrRocket replied to Starhammer's topic in Suggestions & Feedback
During Live, there was some work done for underwater content, in fact if you do an ITF, on the crystal mission, if you try to dive under the water in one of cisterns, you can actually swim underwater. Maybe this can be taken a step further... Regards- 1 reply
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Defender Inherent - Both against theme and often useless.
DrRocket replied to Shin Magmus's topic in Suggestions & Feedback
In a full team, they don't even get an inherent, ha ha ha; only class that has that characteristic -
For the record I am a badge hunter, and frankly the whole concept of the Laberynth is totally underwhelming for me, The only reason I would bother with this material is for the badges and nothing else. Same effect happened with LG TF star challenge, I suffered through it for the badges, once I got them, I will never return to it. Of course from my perspective, needing a raid size team to do get the badges, strikes me as utterly dumb, like I could casually form a raid size group and the 47 other players would be so willing to get the 14 badges the zone offers, I am still laughing out load at the insanity of this possibly happening. just saying Regards