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TorduVide

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  1. How they could easily be seen as a MM thing is pretty simple, actually. All those others don't have six separate instances of an ability that are constantly active and can randomly decide to trigger knockback at any given time with about 2/3 of everything they can do being able to trigger a knockback. All the others are pretty well in control, the MM can't actually tell their primary form of dps to not knock things out of their own aoes, let alone that of their teammates, without nuking the damage those abilities can do. It would literally be like all of those others having all of their damaging abilities being balanced to be used all at the same time (meaning each does notably less damage than being used separately) and all of them being mostly out of the player's control other than being able to turn them off or on meaning they fire off randomly while active during combat and also trigger a knockback randomly every time they hit, often enough even multiple times a second, without any way of stopping it other than not using those abilities at all or reducing the damage possibility of all of them to about 1/3 or less of the normal amount which is only as high as it is normally because they have two auxiliary abilities that only exist to force KB on those abilities and as a way to make sure the player doesn't do too much damage at lower levels by being the sole source of two buffs that, when combined, increase damage to an actually decent amount (in the case of the MM that's done by unlocking more pet abilities, but you get the idea.) And just because KB to KD makes a few select abilities particularly potent doesn't mean it's worth remaining as a IO. That's essentially saying "This drug makes all pig products super foods so all you need is a couple ounces of some pig product every day to get all the nutrition and calories you could possibly need in a day, as such ALL foods should have a 3000% increase in price!" Like that's great for people that can eat pork that also like to, or in this case people that want and have those abilities, but now all the other things have to suffer just because this drug, or in this case these IOs, make a handful of things awesome. That really isn't acceptable as hurting most for the sake of a few is how many a problem in many aspects of life happen.
  2. Your quote even says that it "can" be. I didn't include that for no reason, I meant what I said, that it CAN be important, not that it was. I state that it can be many things, actually, yet the only thing I state with certainty is that it is a good learning tool, yet that doesn't mean it's important to everyone or that it's important enough to not be door sat through. So, no, I don't need to figure out a way to prevent that, as far as I'm concerned as long as people know what they're getting into then that's all I, if I were implementing it, would need to do. Whether it is important or not depends on the player, just like whether this is something someone would use depends on the player. It all depends on the player and what they want and think is important. Also I'd say it resolves the issue well enough, people can worry about getting themselves "geared" up when they get there, either through grinding or buying or whatever works for them, that's a problem for the player, not a problem that needs consideration as long as people know what they're getting into as, if they're informed, then I'd say it's perfectly fine and fair for them to have to do some grinding, farming, or just whatever to get themselves to where they want to be. After all, it's going to cost someone time to get everything needed to offer the recipes or make the enhancements, it doesn't really matter if that someone is the player with the fresh 50 or if that someone is a farmer. Sure, in the initial surge, assuming there is one, prices might fluctuate some due to lack of supply yet I don't expect that to be a long term problem, with any big change to players or the economy there's always some settling that needs to be done before things get back to a normal. After all, in the end the idea isn't to have a fully decked out fully leveled character, it's just to unlock the choice for any who might want it to skip the monotony of 1-50 levelling. Nothing more, you start with no inf, no enhancements, nothing and get to either get an alt to buy stuff or work your way through things to buy or make stuff. At least you'll be getting 50 inf rates and you'll know you won't have to worry about going through a bunch of enhancements while you progress.
  3. So many? I've posted two! This one's even rather minor and has been a thorn in many people's side for literally years, you can see threads on this topic going back quite a ways. Not annoying teammates or just not having your own pets knock things out of your own aoes is an improvement, hands down, period, end of discussion. The other one is subjective, that's fine, I and no doubt others would consider it an improvement, yet clearly there are some that don't. Yet being able to toggle an annoying mechanic on or off on the fly is objectively an improvement over having to waste stats in getting rid of it or being annoying to team mates as well as yourself.
  4. People already do that, as I said. Doesn't matter if it's pets or you using abilities with KB, if people figure out who's doing the knocking they'll ask or tell you to knock it off, which just means not using those abilities at all or leaving/getting kicked. At least this way if you're in a group like that you can adapt and still use those abilities that would otherwise KB, assuming you wouldn't just choose to leave in the first place.
  5. People already do bitch at others because they hate knockback. You must've missed that part of my OP where I said, specifically, "I've been asked many times in group content to dismiss my pets, sometimes not even asked, just outright told." So.. your reason for disagreement already happens, perhaps not to you, yet, as you noted, you're smart enough to know when to use such abilities, unlike pets. Of course, there are some people who simply aren't that smart, or they may misclick and send enemies flying by accident, or, similarly, they might just start with their normal rota before realizing "oops, shouldn't've done that." Yet having a nice toggle for KB to KD would fix all the issues with KB in a group.
  6. To your first question, why would it need to differentiate? I mean all this really would do is cut out the middleman of someone door sitting to 50 multiple times after the first time, that seems like a win to me. If all people care about is getting to and playing at max level they're going to do it the quickest and laziest way possible regardless, in this game it's pretty much a completely AFK activity if someone wants it to be. Second question, that's on them. They can do that any way they so choose. That's why the instant fifty I proposed is a choice, not something you have to do. There's bonuses and drawbacks to an instant max level character, always have been, always will be. If they choose to start at 50 after they get their first one then they should know that they're choosing to start their whole grind and everything else at 50 without having had the ability to grind or gain anything you normally would. Also, as far as I'm aware, that system is already in place, at least for enhancements. If you add an enhancement to the marketplace and someone buys it it will pop out literally as whatever level the person bought it as had the level slider set for, not the level you put it in as. I can't say whether or not recipes work the same way, yet I wouldn't be surprised if they did.
  7. But why do you HAVE to choose? Why is that choice forced upon you? Why can't you just enjoy both? Having a powerful character that also is a character with what would otherwise be a sub optimal powerset seems like it'd be great in this game all about making unique and interesting characters. That way you could have just what you want yet also feel like you're pulling your own weight, so to speak. Or, at the very least, your character could feel as powerful as you actually think they should be. All OP's suggestion does is give players a higher level of diversity without penalizing them for not sticking to "the mold" or being "Cookie cutter" as another person has put it. This seems like an absolute win to me. No one's talking about ignoring numbers, quite the opposite, we're talking about having the character you want while also having good numbers if you care to have them, as it stands that just isn't the case and there's no real good reason for it not to be. You're also assuming that you wouldn't need the expensive sets in order to transfer over their bonuses in the first place, which, from what I've gathered from the OP's post, is incorrect. He specifically mentions *combining* them, inferring you'd need both of the sets you're trying to use in order to get the desired results, thus meaning you'd ultimately need double the enhancements you'd normally need to get what you want which, if anything, would increase prices, assuming it would affect them at all.
  8. Content is already trivialized, this is literally just a suggestion to let people trivialize it while playing what they want to play instead of a cookie-cutter. The experience wouldn't be the entire game, just as you mentioned, it's all about choice. If you choose to make a character and trivialize things, then that's on you. I see no issue with letting people do this if they so choose. It wouldn't stop people like you from doing what they enjoy, in fact, the only thing it would do is add a level of enjoyment for people who want to trivialize the content by allowing them to do so and play what they want. You seem to think you just absolutely can't have a character with numbers that are good without making them "cookie-cutter spreadsheets." This is wrong, or at least it would be if OP's suggestion came to pass. As it stands a choice has to be made between having a creative and non "cookie cutter" like character and and having a powerful character, but why? Why does that have to be a choice? Why can't a person have both? For the person that finds being powerful boring, they can just keep doing what they've always been doing, for the person that wants to have it both they, finally, get to be happy, too. That's all this suggestion amounts to, letting people who are concerned with both the "game" aspect of the game as well as the "roleplay" aspect of the game be powerful without having to go cookie-cutter. With your concern about things being cookie cutter it seems like a logical choice that you'd be all for this as it'd allow more people to make and enjoy a wider variety of characters.
  9. Mace Mastery for defensive buff plus power boost, I tried to fit it in but there really wasn't any room in my build to also get the immob. Still, though, that's ultimately just another example of having to go out of one's way to work around an annoying mechanic. It's one of those things where instead of losing slots you lose a power to mitigate it, or, more likely, both so you can keep the immob up constantly.
  10. I'm fighting just about everything. I've since slotted the conversions so the issue isn't there any more, just the other issues of losing out on stats, but before that everything went flying constantly. All of the bots have knock back attacks, wouldn't be able to slot the knockback enhancements if they didn't. If you don't equip and upgrade the bots then I don't think any of them have KB abilities at that point, but you also lose out on a lot of damage and utility 'cause at that point there's a lot of your bots just sorta standing there for a few seconds while their one ability recharges. Equip gives all of your bots a knock back, the battle bots and protector both get heavy laser and assault gets dual plasma blast which is an AoE. Upgrade gives your Assault yet another KB, and this one's a big one with a magnitude of 10 in a 20 ft radius which it seems to rather enjoy using right after it uses its Incendiary Swarm Missiles (at least from my experience), thus often knocking all the things with a 10 mag kb out of the flames. So, to summarize, between all your bots that's seven knockback abilities going off in random order depending on how each individual bot has been engaged and decides to fire. Even though they aren't all 100% chance between all seven abilities that's still a lot of knock that's going off very frequently. Sometimes you can get lucky and go a good while without any, but other times you can get unlucky and just feel like you're knocking things around the entire mission or whatever.
  11. Hi there! I don't know about you, yet for me leveling the standard levels from 1 to 50 has always been the single worst part of this game, yet I also know that it can be a rather important learning experience, at least the first time through. It can teach you so much and, what it can't directly teach you, it can make you question enough to ask Help and thus learn from other players over time. Leveling can be quite important for new and returning players to grasp this game as, compared to most modern mmos, it can be pretty quirky. Levelling is a good learning tool, yet, for me, back in live it was the single reason that, since starting the game back when it first came out, I only ever managed to get 2 max level characters and, ultimately, only got a total of 5 characters. I ended up taking many long breaks from the game simply because, for me, the leveling was so dull. Now I fully understand that there's many that disagree and say they enjoy the experience, whether it's a new character with powersets they've done before or doing whole new powersets to them, they'll enjoy it. Yet, I've no doubt, there are quite a few that feel the same way I do. Heck, I know there are, if there weren't then Cake wouldn't be a thing, after all! Now I'm not suggesting going as far as Cake (not nearly), yet what I am, actually, suggesting is the following. Suggestion and Alt Suggestion: 1.) Allow people that have made a character and leveled it all the way to 50 to skip levelling further characters by letting them make new characters at 50 if they so choose or letting them purchase an instant-50 from P2W or have Null give it to them. or 2.) Allow people that have made a character, leveled it to 50, and unlocked and slotted an alpha slot to skip levelling further characters by letting them make new characters at 50 if they so choose or letting them purchase an instant-50 from P2W or have Null give it to them. That's it, simple, sweet, and to the point. Once you've done the levelling rodeo I feel as though it'd be fair to let people skip levelling from that point if they don't want to level. There are plenty of resources already available to look into if a player wants or needs help with anything specific, from asking Help to reading guides and other things people have posted online once you get through all of the basic stuff and nuances of the game and the like that the levelling process teaches you everything else can be pretty easily asked or researched, I feel. Now some people might disagree, some might say that just levelling skips one of the most important parts of end-game, incarnate, and I can agree with that, which is why I made my alternate suggestion. Once you've unlocked and made the salvage to create and then slot your first alpha slot ability then you earn the ability to have further characters auto-leveled to 50 if you so choose. There's still a lot to be done after 50, yet I feel this would be quite the quality of life improvement so please, take and adopt one of the two suggestions I made here, either one seems like it'd be a fair prerequisite to unlocking this ability and, really, it isn't too different from having an "elite" that already starts somewhat levelled up. Thank you for your time.
  12. I don't really see why people wouldn't be for this. Wouldn't it be nice to be able to play what you want and still do as well as those who minmax and focus entirely on meta? That'd mean everything and anything could be meta. I don't like this quitter talk of "just make what you want, ignore the numbers" when this dude's talking about feeling more heroic and enjoying being just all around more capable by *not* ignoring the numbers. What's wrong with having your custom cake and also wanting it to taste great, so to speak? Why is that a bad thing? How can people legitimately say "you can be the character you want if you ignore the numbers" when the character they want performs rather poorly when they ignore said numbers? That's no fun. If they want to be a hero or a superhero or just a super in general with a unique and creative set of powers and also feel like they're contributing to the team or, at the very least, not taking double or triple the amount of time to get through missions solo as players with "good" builds then why not let them? This is a game, as with *all* games the numbers are important. Ignoring the numbers is just the fastest ticket to having a bad, slow, or boring time, perhaps even all three. Being able to mix and match sets as OP suggested would work wonderfully in letting people have the power sets and character ideas they want while also having the numbers they need to not feel like a burden or, at the very least, still feel super while taking on a bunch of baddies alone. Not everyone has the time to take an hour or more per solo mission. Not everyone is ok with lowering the difficulty so much that it drains all concept of "super" out of them. What, legitimately, is wrong with letting people have the characters they want with the numbers they want? Why does it have to be one or the other? Right now it's just an arbitrary rule of the game, yet game rules are one of the easiest things to change, you just say it no longer works like it did and presto, rule changed! Now, I get it, that isn't how coding works, but that wasn't the point of my previous statement there, The point was that, as a game, things are only the way they are because we make them that way and we are, at any time, in theory and in the context of just game rules, capable of choosing to make the way things are different. To this extent, I say let's make things different and change the rules if the engine can feasibly handle it (since it's not as simple as just rewriting a bit in a rulebook.) Let's let players make the characters they want and get, at the very least, more of the numbers they want. After all, who's it really hurting if players can be incredibly creative with their characters while also being incredibly viable for farming, missioning, pvping, or, legit, any content they feel like running when they feel like running it?
  13. Hi there! This is something I've seen discussed a good few times and I'd just like to suggest it again. Whether it's a toggle in the options or from Null, please make this a toggle, at the very least one for Master Minds. I get it, there are whole enhancements that convert this, yet as a mastermind with literally six sources of knockback and zero immobilize I've been asked many times in group content to dismiss my pets, sometimes not even asked, just outright told. This, of course, essentially zeroes out my damage potential. Most other types don't have abilities that they absolutely are required to use to still do their job which also comes with one of the most annoying aspects of this game, knockback. It's particularly annoying for those MMs who use bots as one of the biggest damage dealers is incendiary rockets, it creates a damage dealing patch of fire in an an area and, without the enhancement, it also knocks back, thus knocking enemies out of the area. And if that doesn't do it, then one of the other abilities from one of my five other bots will, absolutely, knock everything and everyone out of any and all sort of aoes and scatter them to the point they have an advantage and can't really be aoed any longer. So, all together this means that my three primary damaging powers all require the KB to KD conversion enhancement. This means that I get to miss stat increases for them and am forced to also miss set completions, as well. From less defense to less damage, this means that, in most cases, if I want to be team viable I have to have the KB conversion, but it also means that I'm not pulling my weight as much as I could be. Sure, I know there are some out there that don't mind the KB or think it's just a cost of wanting to party with other people as a MM or, at least, a cost of choices of power, yet when the KB negatively impacts not only play with other players yet also play solo with just my minions, I can safely say that it is a problem, one that isn't truly solved with an enhancement as that just creates a whole new problem of lesser stats. To this end, I plea. Please, make KB to KD a toggle in options or something. If people want to knock things back on their own time or they find groups supportive of such, then great, let them. Yet for those that want a nice and clean and smooth run, solo or otherwise, it'd be pretty great to not constantly send things flying out of our own or our team mate's aoes and also not have to sacrifice stats to prevent doing so, it's bad enough that even AVs, who holds, immobs, etc just melt off of, will run away without terrorize or the like, please don't make it so our own abilities give them a gosh darn head start!
  14. The whole idea of allowing clipping reducing the quality of a product is silly. Especially when, as in Kaelit's example, it actually increases the number of actually good looking things that can be done. The fact is, people that don't want/like clipping can still avoid the items that clip while those who can get them to blend or don't mind it or even want the effect can have it. Truly, it doesn't reduce the quality, it very much enhances the quality of the product as it allows more people to be even happier with their costumes, thus increasing both the quality of life for the players and, by proxy the perception of quality of of the end product. If the argument boils down to not wanting to allow people to create ugly things, then, and I can assure you, people can and still very much do such things. Those who want to create something ugly will, regardless of clipping or not. Heck, I remember back in live having a glitched extra slot that I had to use a text command to even use and I could choose to even change my character's sex in it to the opposite of what it was normally. The point is that not only was that neat, it opened up more options which I absolutely loved and, for those who were obsessed with costuming, they loved it as well. Whether just to have another slot, or for the ability to switch sex. For these people, myself included, it increased the quality of our gameplay and, even though it was a glitch, for us it increased the quality of the game just that little bit more. I fully support this. Let winged characters have tail coats, let some clipping happen, let people combine stuff to make even better looking hotdog costumes, or cool spikey gauntlets, or mult-layered skirts, or just whatever! Life is short and can be even shorter than normal and rather cruel, it's time to stop worrying about silly things like clipping and just let people costume their hearts out, I say so +1 from me for this suggestion!
  15. Runners are undoubtedly my least favorite part of combat in this game. Like I can understand random mooks running away in the open world when I goomba stomp their lieutenant-rank squad boss out of nowhere or something but when I'm in a mission map facing off against an AV and they just decide "FtS, I'm out! Don't mind me, Imma just grab my stuff and leave! Excuse me please!" and start running all over the map to get away from me if I chase them or they just kinda run off for a few minutes and, if I stay where I initially engaged them they'll just eventually return only to run off again about two seconds after they get in combat with me as if thinking "Ah, man! They've gotta be gone by now!" And the whole while I'm just sat here thinking to myself "And.. you're an ARCH Villain how?" What I've gathered from the mobs that have and haven't run from me over the years of playing live and now this is that it seems like there's multiple "personality profiles" for mobs and very few of them get the "stand and fight" profile while most, including some AVs and giant-death-robots get the "Save myself!" profile where they'll just run instantly or when only they and one other allied mob is left alive. Now that's just speculation, mind you. I'm not saying that's a thing at all, just that it seems like it. Like some mooks and lieutenants seem brave but so far nearly every boss I've run into tries to run away when it's just them or just them and one other and most of the EBs/AVs I've run into do the same thing. Now I'd think maybe it's the aoes that I use and the patches I lay down but, while they do avoid such things, they often continue running away, well out of range and beyond the point of getting out of an aoe and just, instead, wanting to bug out completely. Those are just my findings, anyway. If anyone figures out exactly what makes them decide to fight or flee I'd definitely be interested in knowing so I've turned on notifications for this thread.
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