Jump to content

Luminara

Members
  • Posts

    5144
  • Joined

  • Last visited

  • Days Won

    108

Everything posted by Luminara

  1. Now that you've said that, someone is itching to post a suggestion that involves forcing players to invite them to teams.
  2. I can't tell if this is fascist bullshit or drama queen bullshit. I can tell that it's bullshit.
  3. If that's true, my pants must be the best location in the real world.
  4. Energy uses melee modifiers, Mace uses ranged modifiers. Agreed that they should be the same. Using different modifiers doesn't make much sense, probably an oversight on the part of Cryptic.
  5. I was going to start a team, but @Snarky quit pre-emptively.
  6. Electric Armor, Power Surge Energy Aura, Entropic Aura (Entropy Shield on sentinels) Ice Armor, Icy Bastion Invulnerability, Unyielding and Unstoppable Regeneration, Moment of Glory Shield Defense, Active Defense Stone Armor, Rooted Willpower, Indomitable Will and Strength of Will Leadership, Vengeance Break Free inspirations That's lumping the powers with Repel Protection and Repel Resistance together. Some have one or the other, most don't have both.
  7. YES! 100% more Karl Urban in this thread! I AM WIN!
  8. I'm sure it has nothing to do with that guy who runs around roleplaying as a vampire and telling other players, "I VANT TO THUCK YOUR BLOOD!". Also, my next 50 characters will all be cloves of garlic. With wooden stakes. Uncoincidentally.
  9. I don't like @Snarky so much that I'd sacrifice my attack chain for him. Making his pointy-eared head explode every 22 seconds (3.168s animation + ~19s recharge) would be enough.
  10. HP buffs were designed to be most effective on player characters without +HP IO set bonuses and accolades, specifically because not all player characters are guaranteed to be using those. Someone having IO set bonuses and/or accolades which reduce the overall benefit of HP buffs isn't unintentional, or something in need of revision, especially not by increasing the maximum survivability of everyone just so those buffs aren't "wasted". That's not an improvement, it's power creep.
  11. Note to self: take Grav/TA controller with Wormhole recharging in ~19s, find @Snarky, "help" him.
  12. Because the game offered multiple ways to mitigate damage and defenders were being told not to use them. Because leaders would pack the team with 6 blasters/scrappers, a tank and one defender who had one heal and go ballistic on that defender when things got bad. Because Kins, Storms, Darks, Rads and FFs (5 of the 6 original sets) were being excluded from teams for not being "healers". Because people decided that they weren't going to pay money to play a defender and be told "Emp or GTFO". Because this isn't a game for morons, and only morons look at the defender archetype and think, "healer".
  13. The Heal/+HP was what attracted me. I didn't need it, but I wanted it. It was the one tool I felt was missing for a perfect build. Now when I accidentally aggro a third or fourth spawn, I have a much more comfortable survivability margin. I'm very accident-prone. 😇
  14. I respeced my Dark/Martial dominator into the new Dark APP, and my Storm/Storm corruptor into the new Ice APP. Neither needed to be respeced, I just wanted to see what I could do with the new powers.
  15. Break into random strangers' houses and beat up the occupants, barge into random offices and terrorize the workers, run into random warehouses and gun down all of the employees? I think that crosses the line between harmless fun in a game and true psychopathic behavior. Let's not, shall we?
  16. No, it doesn't. There's already too much inf* in circulation. That's why there are so many inf* sinks now, and why more are added with each update. The inflationary pressure exerted by inf* is already enormous, and it took aggressive efforts to keep from spiraling out of control in the first couple of years. Any implementation of increased inf* rewards would, regardless of where it was targeted, equate to more inf* entering the economy more rapidly, thus increasing the inflationary pressure and requiring even more aggressive control to prevent inflation. You can't just dump inf* into the economy willy-nilly. It doesn't work when you do that.
  17. Inf* increases will never be on the table. Or, at least, not in any way which would make purchasing SOs easier. Even with the economy being merit-based, inf* is still a driving factor of that economy and subject to inflation. Adding more inf* to the game more rapidly would create inflationary pressure, and that's not something the HC team is going to allow to happen. They spent a couple of years actively working to set up controls on inflation, which have worked admirably, they're not going to reverse course.
  18. An extra week for @Snarky to hump DJ Zero's leg... Guess we know why it's called Pocket D now.
  19. Actually, their intent was for players to trade what they had for what they needed. If you needed a Magic Range enhancement, but all you had were Science and Natural drops, you were supposed to trade with your Science and Natural friends for their Magic enhancements. That design faltered badly when they released CoV, due to content bottlenecks which forced all players through specific content and left them incapable of trading for what they needed because no-one had it. They'd hoped that the Invention and player market systems would bridge the gap between origin-specific drops and player needs, but they built both around a hyper-inflated economy, not the economy they envisioned when they created the game, and just crossed their fingers and hoped it'd all take care of itself. And then they completely abandoned the original intent when they released Going Rogue, which changed to story-specific content instead of origin-specific content, which meant no-one had a good source for drops and trading was about as relevant as nipples are to a fish. And @Super Atom's point about the XP/inf* to level discrepancy has merit. Either the XP/inf* rewards were boosted or the XP/level requirements were reduced when the game went underground. On the original servers, we had to go through several story arcs or dozens of one-off missions to gain a level, whereas now, even at 1x XP, we can gain a full level with one or two missions. If the game didn't have IOs, we'd be out-leveling our own builds daily, every SO blood-red and screaming to be replaced. What used to take weeks, we do in hours now, and it's not power creep or muscle memory, it's how much XP we gain in relation to how much we need. Note that I'm not calling for an XP nerf, or an increase on required XP per level, just saying that this does exist and it does impact players who use SOs.
  20. That's a load of bullshit. This is a game in which people willingly carry low-level turnips, who have two attacks and nothing but body odor for defense, through level 50+ content; and team composition is so flexible that a bunch of Empathy defenders with one attack apiece can ROFLstomp everything they see, there's nothing "cringe" about playing a petless mastermind on a team. If you're so bad at the game that you can't progress without being surrounded by seven living gods, the problem isn't the petless mastermind, it's you. Get off of that high horse before you fall and hurt yourself.
  21. I don't think reducing the price significantly is actually a good idea, as it risks encouraging the notion that a player can or should keep all SOs at +3 at all times, "since they're so cheap". That could have the opposite effect, costing the player more inf* in the long run, if they try to maintain their slotted enhancements at max instead of saving for what they need. There's also the question of whether sale prices would be cut as well, and I suspect they would be, given the efforts to date invested in regulating inflation. If that does happen, it magnifies the problem, rather than resolves it. I also don't see free SOs as a viable option. If they can still be sold, that's open to exploitation. If they can't be sold, that's cutting off a supply of inf* for those same new players who supposedly can't afford to buy SOs now. Neither is an improvement. Change the drop tables. Force the game to always drop SOs for character origin instead of enemy group origin. SOs equate to basic gear in other games, the almost useless crap you're given or collect from trash mobs to keep you running on the gear treadmill. If you want better leveling gear in those games, you grind for cash/salable drops and use the proceeds to buy what you want on the game's auction house. So treat SOs like that. More of what drops will be immediately useful, either in an empty slot or combined with a slotted SO, and the leftovers can still be sold at full current sale value. Less inf* spent, more slots filled, net improvement in income without impacting the game negatively so they can save up for the switch to IOs.
  22. Inner Light -> Incandescent Strike -> You missed!
  23. If you're asking why 18 hours was chosen, the answer is presumably for the same reason it was used on the original servers: to set a limit which equates to once per day for the majority of players, without setting a hard 24 hour limit that might impose an undue penalty on players would couldn't log on at exactly the same time every day. If you're asking why I believe Scrapyard should have an 18 hour timer on rewards, I never said that. I explained why the timer was implemented. And if that's abused, the rewards for it will be put on a timer, too.
  24. You missed! You hit! The streak breaker forced a hit! You hit! You missed! You hit! The streak breaker forced a hit! You hit! You missed! You hit! The streak breaker forced a hit! You hit! You missed! You hit! The streak breaker forced a hit! You hit! You missed! You hit! The streak breaker forced a hit! You hit! You missed! Now imagine that every miss is one of your best attacks. When it starts doing that to me, I stop and wait for the attack to recharge so it gets the forced hit. Not because I believe it resets the streak breaker or anything of the sort, but because it pissed me off and I am going to make it do what I want. That's not even the worst it can do. I regularly miss 3+ times in a row even with everything well over 95% hit chance, by mixing single-target attacks with AoEs/PBAoEs/cones (when the streak breaker checks AoE hit rolls, it does it in a specific order, which means the target you just missed with your single-target attack is only guaranteed a forced hit if it's the very first target in that specific order (which it isn't, in my case, most of the time), thus allowing the AoE to miss that target, and you can then miss it again with the next single-target attack because, again, specific order for AoE checks, and again with the next AoE... the miss streak can continue until that one target is all that's left, at which point the streak breaker has run out of ways to fuck you over and has to force a hit on it). I can also do it by using an attack with a Sleep (the change to Sleeps which made them auto-hit, but still requiring a hit roll on other aspects of the power, causes the streak breaker to ignore the attack with the Sleep). The power itself will hit every time, because that's what auto-hit powers do, but the damage part can miss, miss, miss, miss, miss, miss... When the day comes that I log out of the game and delete it, it'll be because of that lying piece of shit that we call a streak breaker. I hate that bitch so much.
×
×
  • Create New...