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Spot

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Posts posted by Spot

  1. 26 minutes ago, Rudra said:

    Absolutely no one, not any player in the game, has the right to punish another player for daring to be defeated, let alone not waiting to be rezzed. Simple as that. This suggestion is about punishing other players and the author has admitted it twice. It does not matter that it is being asked to be an option. No one has the right to punish a fellow player for not meeting their expectations.

     

    Edit: If the team leader is not happy with what a team member is doing? Kick them. That is their right as leader. They do not get to otherwise impose their biases on another.

    Why not solve the problem before the TF is set?  You can do it with insp, temps, and so on.  Punishing a player for dying sounds better each time you say it though.  This helps those who want to play high challenge mode content know that they need to improve.  There is no player in any game above that rule.

    • Thumbs Down 3
  2. 1 minute ago, Greycat said:

    If you think this is a good challenge? Do ya one better.

     

    Death = being auto-kicked from the team, account is banned from trying another run of that TF for 24 hours.   Maybe even get a badge - "Booted" or "Roadkill" or something for it!

     

    That sounds like a fun "challenge" and penalty, right?

    This is fine by me if it's just a setting.

    • Thumbs Down 1
  3. Just now, Rudra said:

    How? This only affects players that have been defeated. They are no longer able to contribute or face any challenge because they are defeated. So what challenge is being introduced?

    Letting your teammates use their powers to rez you is a good thing.  This enables them to use their powers too.

    • Thumbs Down 1
  4. 5 minutes ago, Rudra said:

    Surprising anyone with the inability to go to the hospital when you could have just asked will. This is talking about taking away a core function of the game. Playing without temp powers? Who cares. Playing without inspirations? Who cares. Playing without enhancements? Okay, that hurts. Not being able to just go to the hospital when defeated because someone else thinks you shouldn't? And that being forced upon the player rather than just being asked?

    That's fine you don't have to select the option.

  5. 2 minutes ago, Rudra said:

    That is not a skill set, and that is easily asked. On the occasions I team with others and I go to rez someone only to find they've hosp'ed before my power finishes animating? I ask them to give me time to rez them next time and they do. No reason for anyone to be ticked. And if all you want to do is get them to rely on their teammates more, then forcibly taking away their ability to hosp is just going to get word spread to not team with you. Which seems to be counter to what you want.

     

    There is a difference between teaching a player to be better and requiring them to stay put and rely on someone else to rez them. Especially given how often rezzers may not actually be able to do so because they either just rezzed someone else or they are buried under threats and don't have time to devote to the long wind up rez as opposed to the faster heals.

    Why have disable temp powers, insps, and so on then?  Letting people play challenge modes isn't going to scare anyone away that likes a challenge.

  6. 10 minutes ago, Rudra said:

    Huh? You hear ticked off vets about being able to hosp/base port? And the vets are ticked off that they are helping players improve?!

     

    For what? If a player is defeated, and the player goes to the hospital or their base to recover, how is that working against developing their skills? If you don't want players going to the hospital or their base upon defeat, simply tell them so. Most players are fine with doing as asked. Seriously though, what skill sets are not being developed because someone uses the hospital button?! (For that matter, how is using inspirations preventing a player from developing their skills?!)

    Start relying on your teammates than a hosp button, what else needs to be said?

    • Thumbs Down 4
  7. You can say the same thing about every other setting.  If you don't want insps just don't use them.  If you don't want temp powers just don't use them.  So why can we have a setting for the others but not for hosp/base rez?  I prefer to include the playerbase and meet knew people in pugs.  Therefore, I need the settings as team leader to disable these options like I would insps or temp powers.  If we keep it the way it is this will alienate the playerbase since I countinuously hear ticked off vets on my teams trying to help the playerbase improve.  Simple things like skipping base/hosp rez is bigger than you think in developing skill sets, just like not using insps and temp powers.

    • Thumbs Down 3
  8. Can a no hosp/base option be added to the ITF4* challenge mode?  Right now, you can only disable wakeys and temp power rez.  Mabye if everyone on map wipes or mission has completed can the option appear?

     

    Edit: I forgot to mention an option to disable accolades.  Let's try to get to only powers, enhancements, and incarnates please.

    • Haha 1
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  9. Here's my cold/elec build.  Please critique. . .

     

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Coldtron: Level 50 Mutation Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Ice Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(3), RedFrt-EndRdx/Rchg:50(3), RedFrt-Def/EndRdx/Rchg:50(5), RedFrt-Def:50(5), RedFrt-EndRdx:50(7)
    Level 1: Charged Bolts -- SprDfnBst-Acc/Dmg:50(A), SprDfnBst-Dmg/Rchg:50(7), SprDfnBst-Dmg/EndRdx/Rchg:50(9), SprDfnBst-Acc/Dmg/EndRdx:50(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg:50(11), SprDfnBst-Rchg/Heal%:50(11)
    Level 2: Lightning Bolt -- Thn-Acc/Dmg:50(A), Thn-Acc/Dmg/EndRdx:50(13), Thn-Dmg/Rchg:50(13), SprVglAss-Dmg/EndRdx/Rchg:50(15), SprVglAss-Acc/Dmg/EndRdx:50(15), SprVglAss-Acc/Dmg/EndRdx/Rchg:50(17)
    Level 4: Fly -- BlsoftheZ-ResKB:50(A)
    Level 6: Glacial Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def:50(17), RedFrt-Def/EndRdx/Rchg:50(19), RedFrt-Def/Rchg:50(19), RedFrt-EndRdx:50(21), RedFrt-EndRdx/Rchg:50(39)
    Level 8: Frostwork -- Prv-Absorb%:50(A), Prv-Heal:50(21), Prv-Heal/Rchg:50(23), Prv-Heal/Rchg/EndRdx:50(23), Prv-EndRdx/Rchg:50(25), Prv-Heal/EndRdx:50(25)
    Level 10: Short Circuit -- Erd-Acc/Dmg/Rchg:30(A), Erd-%Dam:30(27), Erd-Acc/Dmg/EndRdx/Rchg:30(27), SprVglAss-Acc/Dmg:50(29), SprVglAss-Dmg/Rchg:50(29), SprVglAss-Rchg/+Absorb:50(31)
    Level 12: Arctic Fog -- LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(31), HO:Cyto(31), HO:Cyto(33), Rct-ResDam%:50(33), ResDam-I:50(50)
    Level 14: Snow Storm -- EndRdx-I:50(A)
    Level 16: Infrigidate -- Acc-I:50(A)
    Level 18: Benumb -- Acc-I:50(A)
    Level 20: Boxing -- Acc-I:50(A)
    Level 22: Ball Lightning -- Artl-Acc/Rech/Rng:50(A), Artl-Acc/Dam/Rech:50(33), Artl-End/Rech/Rng:50(34), Artl-Dam/Rech:50(34), Artl-Dam/End:50(34), PwrTrns-+Heal:50(36)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36)
    Level 26: Sleet -- PstBls-Dam%:50(A), PstBls-Dmg/Rchg:50(36), PstBls-Acc/Dmg/EndRdx:50(37), PstBls-Dmg/EndRdx:50(37), PstBls-Dmg/Rng:50(37)
    Level 28: Charge Up -- GssSynFr--ToHit:50(A), GssSynFr--Rchg/EndRdx:50(39), GssSynFr--ToHit/EndRdx:50(39), GssSynFr--ToHit/Rchg:50(40), GssSynFr--ToHit/Rchg/EndRdx:50(40), GssSynFr--Build%:50(40)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(42), HO:Cyto(42)
    Level 32: Heat Loss -- PwrTrns-EndMod:50(A), PwrTrns-Dam/Rech:50(42), PwrTrns-Dam/EndMod:50(43), PwrTrns-Dam/Acc/End:50(43), PwrTrns-Dam/Acc/Rech/End:50(43), PwrTrns-+Heal:50(45)
    Level 35: Dark Embrace -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/EndRdx/Rchg:40(45), GldArm-ResDam:50(45)
    Level 38: Thunderous Blast -- PwrTrns-+Heal:50(A), Rgn-Dmg/Rchg:50(46), Rgn-Acc/Dmg/Rchg:50(46), Rgn-Acc/Rchg:50(46), Rgn-Dmg/EndRdx:50(48), Rgn-Knock%:50(48)
    Level 41: Power Boost -- RechRdx-I:50(A)
    Level 44: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:40(48)
    Level 47: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(50), HO:Cyto(50)
    Level 49: Hover -- LucoftheG-Def/Rchg+:50(A)
    Level 1: Vigilance 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrc-Rcvry+:40(A)
    Level 2: Stamina -- EndMod-I:50(A)
    Level 1: Shocked 
    Level 50: Agility Core Paragon 
    Level 4: Afterburner 
    ------------

  10. I have KB protection.  I meant by getting knocked around is all the holds, stuns, sleeps that keep me from doing anything.  I guess I'll have to be more passive with my playstyle if I want to play a defender is the only solution.

  11. 51 minutes ago, Astralock said:

    You get mez protection by playing Electrical Affinity, Force Field, Sonic Resonance, or Traps.

    I was afraid of that being the answer.  I'm working on a cold/elec right now and really getting bounced around.  I do want to stick with cold though. . .

  12. 1 hour ago, Psyonico said:

    Here is some food for thought on secondaries (in no particular order)

     

    Sonic - the resist debuffs added to Sleet and Heat Loss will help your team kill faster.  Additionally, the page 4 rework means your boss have good AoE damage

     

    Dual Pistols - Chemical Rounds means your team is not only getting hit less because of your shields, but are taking less damage when the do get hit.

     

    Dark - the to-hit debuffs mixed with your shields will help, you also get a self heal.

    Someone was trying to sell me cold/elec since they can's attack with no endurance, right now I'm trying cold/water but dark does sound good from your choices.

  13. What's the best secondary for a cold defender?  I plan to use it a lot on ITF4 large teams and speed run TFs.  Personal preference is always aoe damage over single target, if that helps.  Most importanly, is the secondary effects in the blast set synergizing with cold primary.  May it be better to go with a /Cold corruptor rather than a defender?

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