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Doc_Scorpion

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Everything posted by Doc_Scorpion

  1. All archetypes train trivially easy regardless of levels - it's just a matter of clicking on the trainer and (basically) choosing from a menu. Which brings up the question of what you're really asking... Is it what characters are easiest to play? Solo the easiest? Get XP the easiest?
  2. Hasten is not by any means mandatory. It's entirely possible to play without it, let alone without it being perma. *Tries to think of a single worthless power I've ever selected from a pool.* *Comes up blank.* Less useful than some? Sure. Worthless? No. The problem is less one of the powers, and more one of the playerbase's fervent minmaxing.
  3. I was more making sure *I* didn't come off as being a butt! 🙂 🙂
  4. The issue isn't whether or not it's more or less likely to be a "gotta have it now" purchase - the issue is the corrosive effect on confidence in the system from false positives (Case B).
  5. Figure it never hurts to ask! Didn't mean anything by it.
  6. This proposal has been bothering me, and it finally hit me why: There are two cases where the second highest can be radically smaller than the highest. (That is, I presume such a system will round bids such that "10,000,001", "10,001,001" and "10,000,000" (etc...) will be evaluated as being the same to eliminate false positives.) Case A: The highest is the result of a "gotta have it now" bidder. Case B: The 2nd highest is the result of a "gotta sell it now" seller. (AKA someone dumping without caring how much they make.) Case B is scarcer, but it does happen often enough that it could be a problem (especially with salvage and non-set IO's).
  7. Are you getting the option to collect crash logs?
  8. Yes, they're fixed objects - and? The questions isn't whether or not they're fixed objects. The question is whether or not they're fixed objects that can simply have their attachment points shifted from whatever cape brooches use to whatever belts, and/or chest details, and/or shoulders use and work without issue. The answer, I suspect, is "it's not that simple". (Almost nothing is in this game.)
  9. Trust me, as a long time concept player, you'll soon learn to live with disappointment.
  10. One of these things is not like the other.
  11. After visiting the tailor to double check which katana I was using (the plain katana), I took my katana/ scrapper out for a spin... On live, he's had an invisible katana in combat, here on beta the katana was visible every time he made a katana attack. It was only a quick test because I'm avoiding housework... but it looks good. (Though I forgot to double check what happens when he uses Brawl or Boxing.) Folks should probably list which weapon they're using to make sure this isn't tied to any particular model(s). And if you're still encountering the bug - hit the tailor and reset your weapon and see if that affects things?
  12. It strikes me that this is equivalent of asking to use gloves on your feet... It's going to be a major task to rework the models for cape brooches into new belts (or whatever).
  13. This. These are powerful mitigation tools, especially when teaming.
  14. Quoted because it made me smile like a lunatic. 🙂 Normalizing between fast/slow sets would also need careful attention to combo/stack decay rate. Overall, I like love your proposed system... But I have to wonder how much work it would be to rework every Scrapper powerset to a combo/stackbuilding set?
  15. That sound you heard is my point going by ten thousand feet over your head. Power creep is a problem, and it's not limited to the endgame as the OP surmises. The problem isn't characters increasing in power, it's characters increasing in power faster than the game increases in difficulty.
  16. I can't take 100% credit for this design - I was building a dark/shield brute, entered the costume creator, and 90% of this is the random costume you get when you enter the creator... I cleaned up the colors, changed out the shoulder pads, and removed the laces from the gloves and boots - and I was set. (No chest emblem at this point.) But I kept fretting with a name... Umbra "something". "Umbra" means shadow, and I kept playing with theme of shadows but nothing stuck. Left him sitting in my character list while I stewed... Then out of the blue I was hit with inspiration for his character bio: "A shadow is a paradox, darkness whose existence emerges from light. Defended by light, protected by darkness, I too am a paradox." Back to Icon to add the "?" emblem to his chest and Umbra Paradox was ready to hit the streets of Paragon City.
  17. It's not just the endgame. It starts in the teens and really ramps up in the twenties and thirties as people start getting enough slots across enough powers to slot set IO's.
  18. Visit the appropriate thread (Windows or Mac) linked from the first post.
  19. I don't entirely agree with "leave crits to Stalkers", given that to some degree Stalkers have control over their extra damage and can at least attempt to summon it precisely when they want to against the target(s) they want to apply it to. As I see it, the Scrapperlock inherent would be something more like Fury/Defiance 1.0 (you have to get in there and "earn it") plus a splash of vermouth defensive or sustainment buff of some kind to further differentiate it from the existing pure offensive buffs. (You'll also want to keep it from getting too close to Scourge or Vigilance and other such inherents.) It would be tricky, but worth it for the long term. Quoted for emphasis. To me, Archetype Proliferation was the best/worst decision the OG dev team ever made. It opened up a lot of possibilities, but it also introduced a lot of imbalances (which we're still dealing with today*) because blueside wasn't designed with redside ATs in mind. Now that Tanks and Brutes have been sorted out (to a degree), maybe it is time to give Scrappers a good long look. * Witness the lengthy Brute/Tank debates during the recent changes/updates to Tanks here on HC.
  20. To me, scrapperlock has always felt more like increased concentration and intense focus rather than fury and lack of control... I like the general idea, but I'd go with "pushing up the chance for a crit" and "shrugging off conditions".
  21. Having a damage primary with a defense secondary, Sentinels also sorta contribute to putting Scrappers in the same strange place. I've recreated my Scrappers from Live as Scrappers, but new characters on HC tend to be Brutes or Tanks depending on which is the better fit conceptually. A good chunk of that is that Critical Hit is among the weakest of the inherent powers. Unlike Gauntlet or Fury, it only fires occasionally and undependably and doesn't bring much to the party. That being said, what Scrappers I do have are fun to play.
  22. Pushing them out of the way requires somewhere to push them to. The push works outdoors, I don't know that it's actually been tested to see what happens with a team in a narrow space.
  23. Or, if you don't want to do that - create a high level villain on the Beta server.
  24. That could be very useful.
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