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Luminara

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Everything posted by Luminara

  1. Almost all defeat badges are just participation awards for repetitive clicking. Like those annoying fucking mobile games that give you crap for tapping the screen several thousand times. That's all they are. They don't teach the player anything, such as how to best defeat those enemies. They don't reward the player for doing something clever. They don't even reflect doing anything "right". They're gold stars for pressing a key 100-1000 times. It gives me the distinct impression of something conceived by a Big Business think tank as another means of keeping the populace ignorant and compliant. Being "rewarded" for such a meaningless, tedious and pointless thing, without even pushing us to do more than press that single key over and over and over again, teaches us not to think, not to question, not to strive, not to experiment. And that thought fills me with an actinic fury that makes the sun seem wan. We're more than cogs in a machine. We deserve more than to be pacified with pats on the head for not questioning, not thinking, not exploring our limits, not excelling. If more defeat badges were added, they should be something more than that. Like... a badge for defeating 100 Fake Nemesis without allowing them to activate PFF. Or 100 Sky Raider Engineers before they summon FFGs. But another round of "press 1 this many times, profit"? If I wanted that, I'd be playing uninspired, repetitive mobile games.
  2. Lap dancing in Studio 55.
  3. 75 degrees feels like plenty to me. Looks like plenty to me, too. I have 42 veteran levels on that Shield/Elec tanker. Jacob's Ladder is integral to my attack chain, and extremely functional, as evidenced in that screenshot I attached, so I'm going to have to disagree with that assessment. Jacob's Ladder's limit on all non-tanker archetypes is 5. That's the standard target limit for melee cones. Gauntlet, the tanker inherent, increases the target limit to 10, and it does so even if "it doesn't make sense". The power itself wasn't designed or intended to be an "actual AoE kind of power" any more than any other melee cone, it was designed and intended to be used as a standard melee cone, with standard melee cone limitations. 7' range, 5 target limit, forward-facing limited arc. I disagree with that assessment, as well. Melee cones follow very sensible design rules and standardization. Restricting them to melee range keeps them usable without the confusion or irritation that would accompany having to move forward and backward when chained with single-target attacks. Restricting their arcs (which, you should note, are typically much wider than ranged cone arcs) ensures that they fit their animations and remain within the bounds of the game's realism. Restricting the number of targets they can affect ensures that other archetypes, such as blasters, are not obviated. In every way, melee cones make sense to me, and I've studied the game's mechanics and design since Issue 3. The more you post, the more I get the sense that your complaint is not that melee cones are too restricted, or "virtually useless", but that they don't automatically fill their target limitation. That's a you problem, not a game problem. We're expected to move around a bit and/or use other powers to maximize cone saturation. That's never going to change. If you want more out of your melee cones, it's your responsibility to do what's necessary. Move a little to the left or right. Aggro and run around a corner. Use Fold Space (you can saturate your cone, regardless of size, with that power). Hit the spawn with an AoE Immobilize when they're clumped up, so you can pick that perfect cone saturation spot at your leisure. Or just don't use melee cones if they're that annoying for you.
  4. Gauntlet increases Jacob's Ladder's arc from 50 degrees to 75 degrees. That's plenty. Most melee cones are 7'. Slice, Eviscerate, Shadow Maul, Sweeping Strike, One Thousand Cuts, Flashing Steel, Psi Blade Sweep, Proton Sweep, Shred, Ripper, Sweeping Cross, Cross Punch, Sands of Mu (prestige and temporary), to name some. Outliers, such as Guarded Spin (Staff Fighting), Frost (Ice Melee) and Spinning Kick (Martial Assault), only have longer ranges because they're thematically appropriate. Thematically, a Jacob's Ladder doesn't extend beyond the rods, so the power doesn't have a longer range than standard melee cone range. That's not likely to change.
  5. Setting up the conditions for everyone to receive reward merits when running a story arc is very simple. Every player accepts the first mission of the arc solo, then joins the team. When the leader's mission completes, the mission is also completed for all teammates. When the arc is completed, it's completed for all teammates, everyone receives arc completion rewards. <Mordin Solus> Not difficult! </Mordin Solus>
  6. Standard contacts allow teams. A task force is story arc from a contact that offers no other story arcs or missions. That's it. Limiting oneself to only experiencing content if it has "Task Force" attached to the name is a pointless restriction, especially for someone who's complaining about a lack of content. Team up, run the arcs.
  7. "There, your Emperor Cole is called Statesman, until Statesman was killed by a villain." The first half of the sentence is in present tense. Cole is Statesman. In the second half, the past tense is used. Statesman was killed. Dark Watcher is referring to two different times, indicating knowledge of the future. Subtext.
  8. Crafting components. Open your recipe window, examine recipes in the player market or at an appropriate vendor, and you'll see that each recipe lists 2-5 salvage required to craft the recipe.
  9. Bullshit. https://homecoming.wiki/wiki/Category:Hero_Contacts_Level_40-44 https://homecoming.wiki/wiki/Category:Hero_Contacts_Level_40-50 https://homecoming.wiki/wiki/Category:Hero_Contacts_Level_45-50
  10. Agreed. None of them have even tried to kill anyone. I'm profoundly disappointed.
  11. Found? No. Greatness isn't found, it finds you. Usually when you're in a compromising position. I remember one time when my pants were around my ankles and... Er... Right, back to reading my book.
  12. That's an absolute.
  13. https://homecoming.wiki/wiki/Veteran_Levels
  14. Craft low value set IO -> convert to high value set IO -> sell. Repeat. You'll get there.
  15. From a game-play perspective, there's no point putting the ability in any power. It's one event, in one hero-side zone (no Rogue Isles or Praetoria equivalent), and that event already provides a free temp power expressly designed for that purpose. The point I was making, though, was that doing it for one power would lead to another drama queen riot. Doing it for one category of powers, such as "anything made of water", would lead to the same result. Another round of insults directed at the HC team, accusations of bias, insinuations of favoritism toward power set X or playstyle Y or player subsect Z, et fucking cetera. If it's not comprehensively applied, we'll be hip deep in snowflake shit faster than you can say, "wut".
  16. No. Targeting through a character doesn't affect aggro in that way. When a player character targets through a tanker or brute, they're not adding their aggro to the tanker/brute's, they're relying on the tanker/brute's aggro to override theirs. They still generate aggro, but if their tanker/brute is also aggroing the selected target, the tanker/brute's higher aggro multiplier keeps the enemy focused on him/her. If a pet targeted through the owner, the pet would still generate aggro on itself, because the pet is the source of the attacks, not the owner, and the pet has Gauntlet/Fury, so it's aggroing like a tanker/brute. Then it's Gallaghered. If PPP pets were excluded from Gauntlet/Fury, that would fix the problem entirely and make them useful and usable for tankers/brutes. There is no code, of which I am aware, that allows an exclusion from Gauntlet/Fury, though, so it would have to be created.
  17. Discovered the hard way that they're a poor choice for tankers. They inherit Gauntlet, so everything they do pulls aggro off of the tanker, resulting in a spectacular failure to fulfill any role beyond cannon fodder. I expect that the same thing happens with brute PPP pets, but the tanker PPP pet experience left such a bad taste in my mouth, I refuse to even consider them when I'm making a brute build. Sentinel - tried to make the Toxic Tarantula work with my Archery/Energy, but even with every pet damage mitigation unique and Maneuvers, it was a waste of animation time. It rarely survived long enough to finish combat with one spawn. My defender results were better, using TA/Dark/Mace, but it's never proven to be terribly useful. It doesn't add shave off much combat time, takes a lot of damage (how, i can't figure out, since everything's hit chance is floored), runs into melee range EVERY FUCKING TIME... it's more of a burden than an assistance. I've pretty much given up on the idea of using PPP pets at this point.
  18. Pacify. "You don't need to see my identification." "Jedi identified, Order 66 this bitch now." "..."
  19. I keep https://forums.homecomingservers.com/forum/10-general-discussion/ and https://forums.homecomingservers.com/ open at all times, even when I'm playing a game or watching a movie. I refresh both frequently and read whatever catches my interest. I never check the PvP forum, RP forum, or the server-specific forums. Those are people-oriented. I'm not a people person. I rarely look at Guides or Badges. I usually know what I'm doing.
  20. Extinguishers apply 100% -MaxHealth and restricted to Fire, so yeah, it would be applicable to Storm Cell, and comparatively easy to copy and paste into the power's definition file. But it would also have to be applied to numerous other powers, lest hackles be raised. Water Spout, Bile Spray, Steam Spray, Geyser, essentially all powers representing a liquid which could smother flames. That would also raise the question of whether certain other powers, such as the entire Poison set, which also use liquids; wind powers like Gust and Snow Storm; and accepted comic book powers which have been shown to be handy for putting out fires, like Hand Clap, should also have the effect.
  21. Fire is only affected by Cold damage. https://cod.uberguy.net/html/power.html?power=objects.destructible_fire.resistance There's no way to add Cold damage to any power and have it only affect Fire, either. Nor would it work to add a unique damage type, something newly created just for this purpose, and flag Fire to be affected by it, because it would still affect everything else, too. All hostile NPCs would take damage, whatever kind of damage it was.
  22. Patrols and ambushes are part of the game. If you go AFK and are jumped because someone dropped a debuff toggle on you, after you put your character in what you expected to be a safe location, you're going to accept the responsibility for it? Stealth buffs and perception debuffs are also part of the game. If I go AFK with Stealth active, whilst standing in the middle of a spawn, you're going to say it's my fault when someone else decides to use me as an anchor for a debuff toggle? Victim-blaming isn't cool.
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