Jump to content

EyeLuvBooks

Members
  • Posts

    231
  • Joined

  • Last visited

Posts posted by EyeLuvBooks

  1. I've long felt that Granite players got a raw deal because except for VEATS and their Spider Backpack thing Granite is the ONLY power in the game that forces an appearance change on you.

     

    I can have a 2' tall Pixie with SS/Invul if I want but the minute the same costume is put under Granite...boom...ugly stone person.

    • Like 1
  2. I would like to say a few things as the proud owner of a Nature/Plant Controller (my first 50 since the return, btw):

     

    Lifegiving Spores is SUPPOSED to give a small Heal because the rest of the set gives great Heals. Where it shines is that it also restores End which many sets do not.

     

    Wild Bastion grants a Heal AND Absorb for everyone in the range which is GREAT!

     

    The End cost for LS is minuscule and not worth slotting for so you drop in one Heal IO and one End Mod IO and forget it.

     

    My biggest complaint is that I forget to turn it off when I leave the spawn point but that's my issue and has nothing to do with the power itself.

  3. 12 minutes ago, Crysta Clear said:

    Forcefields just simply don't need that specific kind of help. More defense is not the way to do it. I've never once throughout 44 levels felt that my Forcefields character has been underperforming or difficult to play, whether grouped or solo. The set does not need to be given a free, effortless buff to the tune of +18% all defense.

    What it needs is to have some of the less useful powers reworked into something someone might conceivably choose.

    That's nice that you feel that way. Other players might not. What makes your opinion carry more weight than theirs?

     

    Having powers that ONLY work on a team would be great IF the game required a team. The TFs have even been set so they can be played solo.

     

    Given the relatively high number of -Def enemies in the game, I think the set could use a little love.

    • Like 1
  4. 5 minutes ago, Robotech_Master said:

    A lot of the powers that used to require numpad binds and frantic repetitious multiple-casts every couple of minutes have been modified to work as AoE casts now. Bubbles, Speed Boost, Increase Density, etc.—these powers now can be cast on one character and affect everyone in the nearby area, too.

     

    So why on earth is Empathy's Clear Mind still a single-cast power? Effectively, the power is very similar to Increase Density—a short-term mez protection buff. But trying to protect the whole team with it would take up so much time the Emp Defender might not have time for much else.

     

    I wouldn't ask that this change be applied to, say, Fortitude, because Fort is so slow to recharge that you couldn't protect more than two or three people with it continuously—it's not supposed to be applicable to everyone. But, like Increase Density, Clear Mind recharges right away, and could easily be cast on everyone continuously, if the Emp Defender wanted to spend most of their time that way. Could Empathy users please get a little of the same love that's been applied to bubblers and Kinetics?

    TBH I was surprised they applied AoE to Speed Boost. Given that Nature is likely going to eclipse Empathy and the primary Healing/Buffing set (if it hasn't already), IMHO Empathy could use a little love.

     

    To have AoE SB and NOT AoE Clear Mind is nuts IMHO

  5. On 9/11/2019 at 3:33 PM, Steampunkette said:

    Did you read my post on how the powersets actually work? The Call and pool?

     

    There's no way to add clockwork to the robots pool without getting clockwork -sometimes- and robots -sometimes-, and those clockwork would be 'standard' rather than Mastermind Pets.

     

    To make it work like you hope, with clockwork pets that follow orders and stuff, you'd have to create a separate 'Clockwork' from the AI to the Model, then create a different 'Clockwork' Mastermind Powerset to summon them from because it works like an Enemy Group spawning in.

     

    And nah, Eye. It's not about the emotes or a 'Few bad Eggs' It's about the culture. There's no emote involved in 'McPimpin the Mastermind with catsuit wearing female fighter npcs' that could change the Pimps n' Hoes connotations. There's nothing you or I can do to stop that harm from happening. Only react to harm that -has- happened. Other than, y'know, not including female MM pets.

     

    Just think of the 'Threaten' emote, which has your character prepare to backhand someone but not actually do it. Consider how that looks when a man does it to another man. Consider how it looks when a woman does it to a man. And then consider how it looks when a man does it to a woman.

     

    It's the same action. The only thing changing is the genders of the people involved, but there's a hell of a lot of different connotations that spring to mind from the three images. The first one, for me, makes me think of Scorsese and such. A Mafioso being angry at some capo who screwed up. The second image makes me think of someone who just got sexually harassed or had a really upsetting comment aimed at them. Like the Jamie Lee Curtis meme. The third? Domestic abuse. 

     

    The answer isn't "Get rid of the threaten emote". It's "Understand why the connotations are different and realize that this is just one example of a large and pervasive issue that can't be solved by pretending it doesn't exist or locking out a few emotes"

    The connotation are different because of our culture. I think it's pretty obvious that running from it so far (for DECADES domestic abuse was almost a cottage industry that everyone ignored as long as it stayed in the home) has not worked. We need to teach people that it's unacceptable. We do that by punishing people who do unacceptable things. We don't take the spray paint away from ALL the kids, we simply punish those who use it to do insulting or destructive things.

     

    And, again, I don't see anyone advocating the removal of costume pieces available for men AND women when they say that 'female MM pets would be bad.' Really? 

     

    • Like 1
  6. On 9/11/2019 at 2:52 PM, Coyote said:

     

    No, because the point isn't that a SINGLE character is challenged. You could make a non-OP build and run with unslotted powers, and still be on a team that rolls from spawn to spawn about as fast as the characters can run from spawn to spawn, activate 1 or 2 AoE powers, and run to the next spawn. Your challenged build will not even be noticed in many Incarnate teams.

     

    Now, at levels below Incarnate, there is a challenge and your build choices can make a difference. But in teams with characters that could each solo +4/x8, or at least do it in duos, what challenge can you create for your character.

     

    Without drastic changes, though, I think that the only way to get real challenges is to solo or duo TFs, especially using some of the difficulty options. Not normal teams at Incarnate levels.

    Careful...now you sound like you want everyone to play how YOU like to play. That never flies.

     

    If you want a challenge for a SG filled with people who feel the same way, level to 35 and lock your xp gain. There...if +4/x8 isn't good enough you can go looking for enemies up to 15 levels above you!

    • Like 1
  7. On 9/10/2019 at 6:57 PM, RenInferno said:

    I feel like the definition of when Rage should crash is a little backwards. By the power's in game description, it's more like it should crash only if it ISN'T stacked. Part of the point of building super strength is perma-ing Rage to begin with, and if you end up on a team with -any- recharge buffs, which are honestly common enough that it'll affect this, every time you stack rage, even for a couple seconds, you're now dealing with a crash that effectively drains your ability to damage anything.

    EDIT: Changing it so it can't stack but refreshes it with no crash would be an ideal compromise, if you ask me. Rage is one of the powers you set to auto-fire and forget.

    You beat me to it. What...I build a toon JUST so my Rage won't crash (with selective tuning of IOs or whatever) and now the guy throwing SB around SCREWS me? No thanks! Set it up to be Perma's with no crash rather than this. 

  8. I think that the proposed changes are great for a variety of reasons:

     

    An instanced raid will prevent other players in the zone from being locked out.

     

    I don't currently know of anyone who has attempted a MSR and then had to stop because someone else wanted to run one but this feature allows for it. If we want the game to continue to thrive we need to look to the future.

     

    I would make the minimum level 30 instead of 35 because a lvl 30 can still contribute to the effort in a meaningful way. I'm okay with this being a deliberate anti-PLing measure because we already have several OTHER ways to do that and I don't think we need any more.

    • Like 1
  9. 1 hour ago, Weylin said:

    I wonder if the useless Detention Field could be re-purposed into a weaker PFF that lets you do things

    Might be nice if this power did SOMETHING useful.

     

    Something that a few of Epic Pool sets have is a form of defense/Mez Mitigation as a click power that's impossible to make Perma (so you can't use it mindlessly...it's still tactical).

     

    I'm okay with this idea rather than having the full protection of the bubbles and shields.

     

    Another suggestion: Make the various bubbles/shields self-targeting ONLY when running solo. The minute you hit a team, the value gets cut for the character AND the teammates. After all, you're spreading the same amount of protection around to more teammates, right?

     

    With this idea soloists can have the full benefits of the buff they would normally use on others if they want. If they team, everyone understands that the buffs will be diminished because they're being spread around the team. However, they would still stack from different casters so a team of 4 FF toons could STILL enjoy that wonderful softcap goodness...they just need to work together...you know...as a team.

     

    I'm pretty sure the players asking us not to make the game EASIER can't object to us actually making it a bit HARDER...

  10. 3 minutes ago, Groovy said:

    Excuse me but my Ice/SS, Super Flu, has perma Hibernate and it's the bomb.  100% untouchable!  After the 30 sec maximum use of power, I pop out of Hibernate, Foot Stomp, and hop back into Hibernate.  Invincible!

     

    Dig it!

    I think you pretty much just outlined why many of us think that MORE powers that can be Perma'd is a bad idea...

    • Like 1
    • Haha 2
  11. 40 minutes ago, Myrmidon said:

     

    57328928-B2E0-4242-8550-7EA5F7D2CF47.jpeg

    I disagree. One of the things I always hated about the Market on Live was that most if not all of the high-end IO recipes required salvage that ONLY dropped from low-end spawns. Rather than just play the game (as intended), the uber-wealthy players who were on the game for 2+ years with very little to buy immediately began buying Alc Silver for 100K or more each. So now that new player with one toon who just wants to get his Stamina slotted so he's not sucking wind all game has to spend MILLIONS for lvl 25 common IOs. Bases also used to cost Prestige so if you wanted storage as a new player you either joined a SG (some of who had downright predatory practices) or you stored stuff in the Vault and went at it alone.

     

    Now, common IOs are cheap and everyone can use them and that makes me delirious. The people who manipulate the Market for their own profit STILL make billions so they're happy. New players not interested in the Market and crafting can still sell their stuff for Inf to buy common Enhancers so THEY'RE happy.

     

    If you want things to go back to how they were, I STRONGLY suggest that the high-end recipes be changed so they ONLY need salvage dropped by high-end mobs. 

    • Thanks 1
  12. 2 hours ago, cejmp said:

     

    I do the same thing my friend. I was pointing out that the time from 1 to 32 is frivolous.

    Odd that you should say this when I distinctly recall when the game was Live that a significant portion of the character on the servers, and by that I mean a good 3/4ths of them, were BELOW lvl 30. In other words, most of the characters played in the game were 30 or under. Hardly 'frivolous.'

     

    If you doubt me, find some numbers to tell us all how many of the CURRENT toons are above 30. I'm thinking a majority of them will also be below 30.

     

    The first 32 levels are trivial to YOU, not necessarily to everyone else.

    • Like 2
  13. 2 minutes ago, Twintania said:

    This right here is why I had thought about just binding the aura buffs into either Supremacy itself, or gained as you gain the Upgrades (Which every MM will take unless some weird variant). This allows all MMs to have the buffs, no strings attached, and lets us have something more fun for the IO procs.

    And THIS right here is why I'm not a game designer. I profess to be a MM expert given all my THOUSANDS of hours playing them and I never even thought of putting it into the Upgrade powers.

     

    Well done!

  14. 1 minute ago, Morgrum said:

    Or maybe they are Anime fans who want to cray our Arc of Destruction at the top of their lungs everytime I click on the button.

    I know that's what I want to do.... and have done.

    It's good to enjoy what you do lol.

     

    I still maintain that if TW is OP then it's a corner case of a few players who actually understand the game and build/play their characters well versus the other 90% of the players.

     

    In my self-test that I did earlier today the spawns I fought without using Brawl to keep Fury high took, on average, one additional attack to put down. If you don't have Momentum, that one attack can take a LONG time.

     

    I'd also like to see numbers and actual video on a TW in real team play. Maybe one of those crying for a nerf can take a mid-level TW character, join a non-farming, non-raid team and just play for an hour or two. I'd watch every second and COUNT how many time the TW hit an attack and the spawn was dead by the time the hit arrived...or how often that crucial (because of Momentum) first hit landed only to duff the second hit because the EB Blaster knocked the target across the room.

     

    Show me numbers on THIS before you go crying for a nerf on something. If TW were THAT OP the S/L farmers would be creating them if droves as we speak.

     

    If anything, I think we need to nerf Spines and Fire Armor. I mean, if they're SO popular they MUST be OP...right?

    • Like 1
    • Thanks 1
  15. This is one of those 'I agree that something needs to be done but I'm not sure what' threads. MMs are (or were on Live) very popular but many don't get into high-end play because of the per survivability. At lower levels it's fine but north of the mid to upper 30s teams start steamrolling and nobody wants to be THAT GUY who has to either miss out on some of the action to resummon or ask people to wait.

     

    I would much rather see the Supremacy buffed slightly so not every MM player felt they HAD to take every Pet buff available. I don't think the original Devs wanted players to feel as though they HAD to build characters a certain way.

     

    I'd like to see numbers (because research is fun!) but I'd be willing to be that NOBODY is going to call MMs OP at this time so a slight buff to the Inherent power isn't likely to break anything.

  16. 30 minutes ago, Morgrum said:

    Ok lets look at some breakdowns here from what folks are playing right now in game.

    image.png.526b36e9769f235d910f4f3c446b7e1f.png

    1 Invulnerability Super Strength 6914
    2 Fiery Aura Fiery Melee 2838
    3 Radiation Armor Radiation Melee 2305
    4 Shield Defense Broad Sword 2257
    5 Stone Armor Stone Melee 2068
    6 Bio Organic Armor Battle Axe 1702
    7 Willpower Super Strength 1601
    8 Electric Armor Electrical Melee 1527
    9 Shield Defense War Mace 1407
    10 Dark Armor Dark Melee 1277
    11 Invulnerability Titan Weapons 1190

    Well over twice SS toons then TW and after that TW/Fiery/Rad are pretty close to one another.

    TW's #11 build.

    image.png.6d4f0749f2f2ca3adac18886183d033e.png

    1 Spines Fiery Aura 12769
    2 Super Strength Invulnerability 4827
    3 Radiation Melee Radiation Armor 3352
    4 Super Strength Willpower 3183
    5 Electrical Melee Shield Defense 3074
    6 Radiation Melee Fiery Aura 3061
    7 Electrical Melee Electric Armor 2824
    8 Super Strength Fiery Aura 2813
    9 Brawling Willpower 2782
    10 Fiery Melee Fiery Aura 2365
    11 Broad Sword Shield Defense 2256
    12 Titan Weapons Willpower 2245

    Closer now but Spines and SS are still played handily more then TW.

    TW's #12 build

    ( Cough Farmers.... Rad melee is making a strong comeback here with the new changes )

    image.png.18df00a0bf1bed7bed820956f59d61a0.png

    1 Claws Regeneration 2511
    2 Martial Arts Super Reflexes 2384
    3 Street Justice Willpower 2307
    4 Broad Sword Shield Defense 2305
    5 Electrical Melee Shield Defense 1842
    6 Dark Melee Dark Armor 1685
    7 Katana Regeneration 1562
    8 Katana Ninjitsu 1522
    9 Street Justice Super Reflexes 1515
    10 Spines Regeneration 1500
    11 Electrical Melee Electric Armor 1458
    12 Radiation Melee Radiation Armor 1428
    13 Martial Arts Regeneration 1426
    14 Titan Weapons Bio Organic Armor 1387

    Scrappers the true look at what set works and what does not because they are always on full dps.

    Looks like the top 5 are very close to each other... and TW isn't in the top 5.

    TW's #14 build oh look its that Pylon killing build folks rant about when they want to nerf TW's

     

    Tanker TW's #2 but it is half of what is number 1 and #'s 3,4,5 very close to #2

    Brute TW #3 1,2 very close #3 almost 1/3 less played then the first two and like I said Rad melee with the new boost should be sitting around TW in played toons.

    Scrapper is all over the place. TW's #7 but its a tight even flow all the way to the top.

     

    Is TW a top tier power once it is maxed. Yes

    Is it over powered. No it has its limitations and this is the reason you see SS outplaying it time and again.

    Could you Imagine a SS Scrapper omg give me some of that!

     

    So...based on these numbers, Spines and SS are the two most-played sets for melee toons! OMG they MUST be OP! Why would they be so popular if they weren't! Obviously the number-crunchers call for nerfs NOW!

     

    As I said, TW is a great set and only OP in edge cases, not as the norm.

    • Thanks 1
  17. I'd like to chime in on this as a player of MANY MMs now and on Live.

     

    1) If MM pets go stupid (I mean...MORE stupid...) if they don't have a melee attack then this is easily solved: Give them a fast-firing, low-DPS attack that will recharge before Brawl does. As was mentioned above, the Lich almost never goes into melee because it always has a ranged power ready and it prioritizes those. A low-DPS attack will keep the pets from being OP and it dissuades them from entering melee unless the enemy does it first.

     

    2) PLEASE give the pets a melee attack that's worth a fiddler's damn! Once we have the 'Leroy Jenkins' problem fixed then we need to address the fact that the melee attacks for the pets simply suck. Give them a slow-recharge but moderate damage melee attack that will be ready (because they've been at range so far) when the enemy charges in. The pet gets one good attack before launching it its regular attack chain. Not that I encourage this for ALL pets, even the ones like Zombies and Ninjas because it's not like their melee attacks are OP either.

     

    3) As much as I can't refute the OP's suggestions, might I suggest that we fix Ninjas FIRST? IMHO they have more issues and perform worse than just about any Merc combo out there. I'm not saying that Mercs don't need some love but I'd like to see numbers on how many players get to even 40 with Ninjas let alone 50.  I'm a triage kinda guy and I feel that the worst performers should be fixed first.

    • Thanks 1
  18. 17 hours ago, tafilr said:

    One thing that would be helpful, IMO, is to show the status of what level you're on, on the character select screen.  For example, LVL 26.6..wonder if this would be easy to code/add?

     

    If I had 2 bubs to get to the next level for X character, I would log that guy in first and play in a heartbeat.  My memory hurts!

    My initial reaction to this was 'why?' and then I logged into my list of (I won't say how many but it's a LOT) of toons and thought about it.

     

    "I've got an hour or so to play so I don't want to start anything big like an ITF or MSR. That means I can leave the 40+ alone for now. Say, that 20-something I was playing on 2 weeks ago is REALLY close to making the level where they get that (fill in the blank) power everyone says is REALLY cool. Yeah...let's do this!'

     

    So...yeah...if the coding isn't a mind-bender (I got no clues there, sorry) I'd upvote this.

  19. 7 hours ago, swordchucks said:

    Two days in to the capped zones and my opinions have refined a bit.

     

    Hami is fine with the cap.  I play on Everlasting and, in my experience, we weren't seeing the same kind of Hami-abuse that was apparently common on other servers, which is why this was a bit jarring.  I think there's a lot of room for improvement (since having both a limited population and no tools for actually controlling that population sucks), but it's livable assuming you're willing to show up an hour hour early or wait an extra half-hour.  However, as a limiting factor on the abuse, it's fine.

     

    MSR is the one that's suffering more.  The difficulty between the capped MSR and the un-capped MSR don't seem markedly different, nor do the rewards (though never kept that close a watch on Vanguad merits per run so I can't say for sure).  The additional traffic in zone makes it awkward and difficult when someone DCs or otherwise gets knocked out of the zone and having only two spots more than a full league in-zone isn't great for coordination. 

    This is why I advocated for a cap of 60 in the RWZ. 60 isn't enough to start a second League for Hami but it sure would make it easier to get 48 in for a MSR

  20. On 9/11/2019 at 1:10 PM, swordchucks said:

    400 merits only has a general value of about 100mil inf.  That's less than fire farmer can make in an hour.  So... your efforts put your rewards almost as high as someone sitting in AE and killing fire mobs for an hour?  Should we break out the torches and pitchforks because you're breaking the economy by almost rivaling something that hundreds of people are doing constantly?

     

    In any case, I fell like the RWZ change is the one that makes the most sense to roll back without a lot of adjustment.  RWZ rewards were already pretty in line with other activities and having more people didn't really influence that.

    Careful...you're throwing around numbers without knowing that of which you speak.

     

    Most players don't Farm for anything so using the rewards from a very small percentage of the population as your metric is useless.

     

    If 400 merits/100 million Inf is worth so little let's just give EVERY toon that much right now. Why not? It's just a pittance...right?

     

    See where this goes?

×
×
  • Create New...