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DrRocket

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Everything posted by DrRocket

  1. I think is funny, when I snipe at extended range from stealth, and the mobs get to attack me before the snipe gets off... regards
  2. AEON frankly a lot depends at what difficulty level you run it, when I was doing it for the sheer will accolade, I ran it at -1/1 with a team of 8, it was ridiculously easy and could do it in under 20 min easy. Do the star version or +4/8, then you are in for a run... V/R
  3. Thank you for awesome reply
  4. Instead of having a mez with a say a strength of 1, use IOs to increase it potency to say 2 or 3, was the intent
  5. I was l looking for the radius of the AOE to be larger, the debuff to be greater say from 5% to 10%, etc
  6. Apologies for the confusion... I was referring to mez protection powers, during live days... In live days tankers had toggles to provide their status effect protection and scrappers had to click buttons to keep their status effect protections. In the old days... if a tanker happened to get held, all their toggles wend down, which left them helpless, Scrappers had many powers are inherent or in buttons, whose effects were unaffected by the status effect, Very sorry for the confusion, my apologies
  7. Another QoL for SF/TF leaders... I'm not sure what is the mechanic, but in some instances when I as a leader complete the mission, I can go to the contact and ask for a mission, when that happens anyone inside the mission at the time is kicked out of the mission and the mission is posted. On other occasions the contact wants to talk about the weather, and will not advance the TF/SF until all players voluntary exits the mission, and if AFK everybody is stuck waiting, and the AFK timer does not work when inside the mission. So what I am asking, is to always allow the leader to always advance the mission with the contact and force those AFK out of the old completed mission. Any thoughts, as always please help this be a learning opportunity V/R
  8. Just a quality of life suggestion... In the old days the choice of buttons versus toggles where actually quite a big deal. In the old days tankers got toggles and scrappers got buttons, why did this matter? See if the those days, the tanker got say held, his toggles dropped and he was basically fodder. For the Scrapper, if held, the toggles remained. Huge difference in those days. Now that being Status Attack affected does not drop toggles, the point or difference is now moot. So why not turn the buttons such as mez protect into toggles? As always, please provide feedback but let this be a learning opportunity V/R
  9. Maybe one of these days when the devs release another IO series, some different effect IOs can be added For example: We can extend how far an AOE can go, but we can't increase the actual radius of the AOE We can extend the duration of a hold but not increase the magnitude strength of the hold (there is proc that does this, but its not the point) We can extend how long or how far we can use a Debuff, but we can't increase the magnitude of the Debuff We can have a power recharge quicker, how about lasting longer? How about giving a power that affects a single target, have an IO that would enhance it with an AOE effect; that would have rather interesting effects and add tremendous fun and abilities to the game Any thoughts, as always make this a learning opportunity for me Thank you
  10. Would be nice if they also shown with the alt what their vet level is to V/R
  11. I get it, I get the rewards for completing the TF/SF, the exact same reward as if I had participated in a TF/SF someone else did all the work for....
  12. On the nose, and the reason for this thread! How we change the proportion of folks leading to just riding and letting someone else do all the work
  13. What rewards? You talking philosophical ones, like the satisfaction of completing one?
  14. I seen a lot of comments around, if you "solo" which is not really the problem I was talking about. If I could just solo content, then screw recruiting and wasting all that time... The idea was when you do recruit for an SF/TF I heard a lot of negatives, potential exploits, which does have limited value. But they do nothing in solving the issue of getting others to recruit too The suggestion to get friends, that is just a no go, while I have a lot of friends, I do not have them available when I log in to play, and I am hardly Mr. Socialite either. and it again does not solve the problem as in having others bother to form TFs and SFs I do appreciate the advice, but I am looking for incentives for others to kinda do their share
  15. Wow, never experienced it or noticed it, what is this system you speak off? You got me curious and excited!
  16. 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
  17. 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
  18. Do Aeon at -1/8 and it is super easy, believe me I lead it 12 times
  19. 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
  20. 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
  21. Change the text, Vanguard has a portal, which takes you the mission, without all the idiotic stuff
  22. Good point! But then again why so many pointless floor changes?
  23. 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
  24. 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
  25. 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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