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Luminara

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Everything posted by Luminara

  1. That's because there are fifteen archetypes, all sharing the same basic role: deal damage. Everything else we assign to archetypes is ephemeral. "Support" doesn't really exist. "Control" is a construct. We're all damage dealers, and since that's all we really have, we're always fighting to be the best at it. The Invention system has helped in ways, but the reality is, as long as we're using fifteen different tools to pound a nail, we're always going to have a measure of dissatisfaction within the community. That problem doesn't stem from the Invention system, nor can it be resolved within the Invention system. The game itself has to define functions beyond "make paste out of that spawn as quickly as possible". Functions within a mission, something more comprehensive than "click these eight things simultaneously", but not as restrictive as "if you don't have X archetype on the team, you're screwed". The role of bulwark holder, standing against the tide of incoming ambushes. The role of hacker/magical tinkerer, slipping in past the safeguards to disable a force field. The role of distractor, the person who keeps pulling stray critters away from the others. Things for people to do, not necessarily restricted to individual archetypes, in order for everyone to feel useful and contributory. The bulwark holder could be a controller or dominator just as easily as it could be a tank or brute. The hacker/magical tinkerer could be a scrapper or stalker as well as it could be a defender or corruptor. And so on. Adding some tactical requirements to make players adopt strategies beyond "run around the room gathering aggro until at max, pop nuke/Judgement, gather more aggro, repeat" would solve a host of problems rather neatly.
  2. Beat you by 3-4 weeks. I WIN! Wait... that means I'm likely to die first... I LOSE!
  3. Slows were originally called Snares. Enhancement terminology became standardized over time, but the Invention system retains a few anomalies. Jumping is intermingled with Leaping in IO categorizations, to add to your example. They're the same function and the same recipes/IOs, but in one place they're Jump IOs, in another they're Leaping IOs.
  4. Welcome to mental illness.
  5. Your ideal world. Based on the responses thus far, many others prefer the world in which players aren't forced to use Accelerate Metabolism/Siphon Speed/juggling Jump Packs/+Movement Speed IO set bonuses to reach the old flight speed cap with Hover. I'm in that camp. You lose the protection when you don't actually need it. Between spawns. If you're not reaching the next spawn before EM has recharged, then you've got no reason not to toggle it off. Presuming that you have no global +Recharge (Hasten, IO set bonuses) and no Recharge Reduction slotted in EM (Defense sets), leaving it at the default 10s recharge time, if you are arriving at the next spawn, traveling at unbuffed Hover speed, while EM has several seconds of recharge time remaining and forcing you to engage foes without the protection it offers, then you're clearly not travelling any appreciable distance and you aren't going around more than one or two twists/corners, so you're not so inconvenienced that this requires change. There's no justification for disabling the speed buff while Hover is active in this reasoning.
  6. You're right. I was wrong. It's in the patch notes that @AboveTheChemist linked. 👍 Though, since they can drop from greys, it's really not worth encouraging anyone to hunt bosses for a slightly improved drop rate when one-shotting an entire spawn of deep greys will likely have better results.
  7. All of the Amazon myths point to ancient Scythians. They were the first to practice mounted combat, allowing them to conquer and hold a sizeable middle Eastern territory, which later became the Persian empire (what is, today, several middle Easter countries), and we have Scythian womens' graves providing proof that they were respectable warriors. Several early Greek references to Amazons refer to Scythia. We also know that Persian women used an arsenic paste on their bodies to destroy hair follicles. They considered it pleasing to the eye to be smooth and hairless everywhere except the head. It was a risky process, since the paste burnt skin as well as hair and could leave them with scars, and arsenic is toxic, but it was an effective method. The neighboring Egyptians regularly shaved their heads to control lice, and it's reasonable to presume that they would shave other regions with dense hair for the same purpose. Ancient Egyptians were observant and intelligent, they certainly would've realized that it did them little good to keep the head clean if the nethers and pits were infested with parasites. And Egyptian culture developed thousands of years before anything else in the region. If we assign her a Greek identity, ancient Greek athletes participating in the Olympics would coat themselves in olive oil and scrape it off with a shell, capturing hair, sweat, dirt and oil for later sale as a perfume. They were also naked for all Olympic events, displayed their bodies for the crowd and for the gods, proudly, and both men and women participated. The oil accentuated their physiques, it mingled with their sweat and carried their odors when it was removed and was sold as a perfume. Roman gladiators, male and female, did this as well. For some of the free gladiators, it was an impressive source of income, as Roman citizens would pay well to smell like their favorite gladiator. There's an abundance of evidence of women in ancient times practicing full-body depilation, once you look beyond European history. In the general area where Amazonian mythology took root, it appears to have been relatively common. I don't think it's an unrealistic portrayal of Wonder Woman to show her without body hair, considering the cultures in question.
  8. Exploration tips drop at the same rate from all ranks.
  9. Click the blue Tsoo. Dialog will ensue.
  10. I don't know what fun is. I don't know what I'm supposed to feel when I'm having fun. I can't even say that I've ever had fun, because there is no emotional dictionary I can reference to be sure. I can read about what other people feel when they're having fun, but I don't know what that really means for me because I have difficulty understanding things of this nature. I know what happiness is. It took me most of my life to identify that emotion, but I do understand it now. I know what fear is, that's something I was born with. But fun... that still eludes me. I know that things frustrate or anger me, and I know those aren't fun. I still do them, but I'm sure I'm not having fun. 19 mph movement speed isn't fun. Missing isn't fun. Being defeated isn't fun. Having to sit back and wait for a critter's god mode power to wear off so I can get the ever-loving fuck on with things... that's not fun. I know that some things make me laugh. Sending a low level critter flying with a strong KB power does that. I don't know if it's fun, though, because I don't know whether there's a line at which point amusement becomes fun, or where that line would be. If you're amused for 12 seconds, it's fun? Or is there an amusement meter, like the strength of the laughter, that defines it as fun? And I know that some things make me happy. My characters makes me happy. Having a build come together exactly as I envisioned it makes me happy. Finding just the right costume pieces to complete a look makes me happy. But happiness doesn't necessarily mean having fun. I don't think many people would define reading a textbook about nuclear physics as fun, but it does make me happy. I can't define fun for myself, so I don't try to define it for others. I keep playing because making and leveling characters is easier than writing, but still allows me to express my creativity sufficiently. I don't know if I'm having fun, but I am amused from time to time, I am happy to be playing this game again and I'm not so irritated by the annoying things that I feel a need to move on. I guess that doesn't really contribute much to what you're asking about. I'm not very good with people... not even myself. Still trying, though.
  11. Puff, puff, pass, not puff, puff, post.
  12. Defeating critters in zones in which you haven't acquired all of the exploration badges (not in instanced missions).
  13. Only the effect applied from that source. It them from self-stacking their effects, that's all.
  14. Probably an impressive sum. Strippers make good money. 😁
  15. He does. He keeps it in the basement vault of the 22nd National Bank, on Oak Street, in Paragon City. It's guarded by one Hero and several men armed with sub-machine guns. I sure hope no-one robs it.
  16. I did it as a human-only peacebringer ~15 years ago. I think I was level 19 or 20. Stayed at range, kept moving and leaned heavily on Essence Boost.
  17. It also disappears when deleting tip missions. I just move to another zone when it happens, it reappears that way.
  18. Ignoring imbalances doesn't make creep less of a problem. There is a lack of parity between how Resistance and Defense function with debuffs in play, as you noted, and that disparity should be dealt with in order to properly moderate creep. Nerfing Defense won't change that, unless you nerf it drastically (or add new mechanics which allow debuffs to bypass Defense), to the point of gutting entire power sets, such as Energy Aura and Super Reflexes. Defense will always be superior in that regard unless and until Resistance offers comparable mitigation. By addressing that imbalance, setting a baseline across the board, we can find a fairer and more reasonable solution to creep than crudely hammering things until they conform.
  19. Perhaps we should ask the HC team to look into coalescing various debuff resistances in the same way status resistances were, to bring parity to the Defense/Resistance discrepancy.
  20. So everything is @Snarky's fault? That is a relief. I just spent the morning doing laundry naked and I was concerned that the apocalypse would be upon us before it dried. It wouldn't be proper to die without my clothes properly folded and stored.
  21. Wait, something wasn't @Snarky's fault? That's it, we're doomed. The end of the world is upon us.
  22. Full Auto has always been a narrow cone (20°). The range (80') hasn't been adjusted, either. According to the patch note archive on the wiki, the only changes done to Full Auto, from Issue 0 onward, were reductions in activation time (from 6s to 4s (January 22, 2009), then from 4s to 2.5s (April 20, 2021)). The sentinel version's range is reduced (40'), but it also has a significantly wider cone (90°).
  23. The divorce papers are signed and in the mail.
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