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UltraAlt

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Everything posted by UltraAlt

  1. I've run into a couple of things that can cause a freshly spawned supergroup portal to disappear in less than 10 seconds of casting it. One of these is being on a team and your level changes. I have seen this happen repeatedly on a task force. Task force ends. I'm still on the team. I spawn a supergroup portal to be nice to my teammates. Leader turns in the last mission or leaves the group. Level change. Portal gone. This happen to me at least 2 or 3 times before I started quitting a task force team before trying to spawn a supergroup portal. Some powers seem to cancel out the supergroup portal as well. I have no idea which ones, but, apparently, one that can be caste on you by players that are not on your team - I'm thinking it was a defender kinetic power but I don't know which one for sure. I was on a task force. I know that the leveling can cause the issue with the supergroup portal so I leave the team (I have done this quite a few times at this point) before spawning the supergroup portal. Blam. Get hit with a power not 2 or 3 seconds after casting the portal and it's formation has completed. Portal disappears. This is the first time that I have experienced this one.
  2. Yeah, I know rage works like that, but I do think the Hulk is more Brute than Tank. I switch characters/power sets/archetypes so much and play some DCUO on the side, so things do get a little sloppy in my brain. I couldn't figure out why a friend kept telling me they were rushing because of their rage and I was remembering that as a Brute inherent. When the game first started, here weren't Brutes, so ... yeah ... I don't number crunch but I had assumed that the Brutes rushing to keep their inherent up made them do more damage to any like advantage on a tank. The Hulk isn't really concerned about what he is going to encounter. It's just something more to smash until there is nothing more to smash or something or other stops his ...
  3. In addition to what others have said :: You might want to check out There are many bases that are built as clubs, etc. If you are on Torchbearer, I found a base that you might want to check out PARAGONCITYFOODCOURT-10169
  4. I like Yin because how short it is, how easy it is to get from mission to mission (never been on a Yin when someone hasn't had tt, but, then again, I have never run a Yin TF with a character that didn't have tt...), and how many levels of people that can participate in it. Makes no sense for me to do a speed Yin. Honestly, I was at the point if someone tried to speed run one I was recruiting for, I was prepared to kick them from the team. I did run one that was announced as a speed Yin. I guess that's for people that really don't want to play. I mean Yin is so short! I also like it because it's a level that it generally doesn't turn into some crazy light show. The only really bad SFX overload experiences last week were from some people with blinding color sets on lifegiving spores (of all things! I'm used to getting blinded by ice sets not plants!) Overall, I had a lot of fun teaming with PUGs on all of the servers.
  5. So yeah, in some ways the brute is the set between a tanker and a scrapper. Being one of the Villain archetypes, the DEVs apparently wanted to add archetypes that were different, but would require less balance testing. It appears making hybrid classes made this easier. Here is why to pick a brute. You like the mechanic "fury". You are basically an adrenaline-junky and want to fight non-stop. The "fury" mechanic makes it more Incredible Hulk-like than a tank as it becomes more powerful as you fight and has that "fury" crash when there is nothing else to fight/be angry about. So a brute would work best on a team with a teammate(s) that can: 1) make sure you have endurance to keep fighting. 2) keep you healed I can say as a defender, it feels much better to follow a tank than a brute, because : 1) You have to heal a brute more often 2) Brutes don't hold agro like a tank does 3) Brutes "seem to" care less about the rest of the team than a tank does (and I have run into plenty of tanks that don't care about teams, so there is that) In 3, I am specifically talking about a brute expecting what the helps a brute out of a teammate(s) without making sure that the teammate(s) supplying those things are protected. This part is more about playing a brute versus why you might want to make one. Since brutes really require support for full performance and protecting teammate(s) that supply that support :: 1) don't run through mobs to another mob 2) get a taunt power and use it whenever it is recharged 3) try to stay between the mob and your support teammate(s) 4) don't target through other teammates as other teammates need to target you : -a) to directly heal you -b) to attack your target so that they - hopefully - don't get agro -c) to assist you in taking down the most dangerous targets as quickly as possible 5) watch your support teammate(s) health bar(s): -a) Teammate(s) are supporting you - want them to watch your health and end bars? pay attention to theirs so that you know they can. -b) attack those that are attacking supporting teammate(s). They are easy to find because they are usually in the backfield (if you are following 3, you probably already near whoever is attacking teammates in the backfield) c) Don't run away from supporting teammate(s) just because your fury will crash
  6. I will say only one magic word :
  7. We are all entitled to our opinions. That not self-entitlement. We are also all allowed to express them here. That also is not self-entitlement but DEV granted. Just because people thought the world was flat at one point doesn't mean that there didn't need to be a paradigm shift. The people that thought that the world wasn't flat but more round were treated a lot worse than I have been treated. Things change.
  8. ...when characters actual hung out and danced in the Pocket D (I think that was mostly on Virtue though) ...when a bunch of my amphibious characters were stuck in the ice in the lake in Atlas Park because the lake froze over when the first Winter Event was released....
  9. I think you meant "down". Probably "back of" would work too. People keep saying it's a matter of magnitude.
  10. I understand what people are telling me that they know from how the mechanics work. However, I do not believe the description is user friendly. I'm a bit shocked about how players are so up-in-arms about comments about things that I see as not being user-friendly. Most of the game is very user-friendly. Other people bring up points and they are debated and discussed. I agree sometimes and I don't other times. People are allowed to have opinions and play the game the way they want to play it. I feel like I'm being ganged up on at this point and, as far as I know, that's against the Code of Conduct. People don't have to agree with me. They don't even have to read my posts. If my posts are so whatever, then just put me on ignore, because I'm putting people on ignore that I don't want to deal with. There are better people to discuss and debate with in the forms than the ones that I need to put on ignore.
  11. It may not matter, but I can still express my opinion. I am allowed to do that. Please stop harassing me.
  12. Like all users of this forum. I have a right to ignore people that are bullying me.
  13. Sorry. Didn't mean to poke your sore spot. My apologizes.
  14. Nice insult. User friendly is user friendly. It's not a cop-out to think something should be user friendly. No. I'm not. The Devs are asking for suggestion all the time. We are ALL allowed to make suggestions. Players make suggestions all the time. Simply because you disagree with my suggestions doesn't mean that I don't have a right to post them.
  15. It not user friendly for a power description to say that the power knocks down a foe if it knocks them back instead. I don't care about it all being knockback. If the power says in the description that it does knockdown, it should have zero magnitude knockback. It is not user friendly how it is written no matter how much it is ingrained in the minds of long time players. There shouldn't be a huge number of power info's that need to be corrected so it makes sense to a new player. Honestly, I used to just hack it all aka did what I did without using any directions and figuring stuff out by trial and error.
  16. Okay, so I marketed quite a bit before the shutdown. My main market was 35 and 40 End Redux. Mainly I worked the 40 market. I kind of just remembering here so I'm not sure all the values are 100% correct. I could make them for a price that I was able to make some cash at selling them at 75k inf. Over time, I upped that to 100k inf still selling. Upped it to 150k inf still selling. 175k. eventually before I quit playing because the game just was becoming to screwed up for me to want to play it any more for multiple reasons, I was consistently seeing level 40 End Redux for 4 million .... on my 100 + characters. I feel that this was directly related to gold farming/farmers and AE farming providing easy game currency that had no idea what the currency actually meant. So the Market is not like it was on live for IOs. There is pretty much NO market for level 40 IOs on Homecoming. I never dealt with the IO sets, but, due to seeding, the values on the market for IO Sets, recipes for IO sets and salvage seem to be below what they were before the sunset based on what I recall. It wasn't like I didn't have loot to buy stuff on the market. I could get whatever I felt I needed and my characters didn't seem gimped. (but I was basically making like over 3.7 million per level 40 End Redux I was selling ... pretty much every character I logged into had sold all they had on the market). I'm pretty sure whatever I wanted I bought recipes and crafted for far less than the Auction House value. But I'm not a end-gamer. I don't have to have the best gear. I can get by on the gear that I have and survive a high percentage of the time. If you removed the posting and sold fees, I think it would reduce the pricing directly related by the combined amount of the posting and (projected low end) selling price on the market if you removed the selling posting and sold fees. What it would do would allow people to pull down things that they posted for sale and respost them as many times as they liked without penalty. This would definitely affect the market ... most notably by increasing strain on the auction house system by those that will repeatedly pull and repost items there is no longer a penalty for it. I think all around it's best to just leave the Auction House fees in as it would be a hassle for the DEVs and a hassle for those that are already supplying the market if the fees were removed or changed. I have the feeling that the OP was burned more than once by purchasing/crafting things and selling them at a loss due to the posting and selling things trying to under price what is necessary to make a reasonable profit on the market.
  17. Thanks That is the work-around for the tables (tested all but two of them I did in my original posts), but it does seems like a workaround rather than something that is working as intended as here is a "surface" attachment mode ... and it works on some of the tables already. My big issue with the surfaces (grass, wood paneling) is I keep selecting them instead of the objects on top of them. Seems easiest to remove them and replace them after rearranging objects in a room
  18. I don't have any problem with mine using END if I don't miss. I have multiple stalkers. If it doesn't go off, it doesn't use END. Maybe this is some post level 50 issue.
  19. I already have more than one of each of them. That float way mechanic of Ki push (KB, Repel) doesn't operate the way the hurricane does. I operates more like controller telekinesis but toned down a lot and only single target. I went and monkeyed around with hurricane. I never put the KB to KD proc in it before the sunset, so I have always been finessing it and using my tactics for knockback which work for repel as well. There is a big difference in what the power does if you run into them and when you finesse it and tap them with it. They do go back father if you charge into them, but it simply doesn't behave in the same way that Ki push or telekinesis do.
  20. It isn't user friendly.
  21. Fortunately, there is a whole thread about base issues his week, so you are ignoring the DEVs acknowledging the fact that base issues need a pass.
  22. That's why it should be fixed so that it is user friendly instead of hassle.
  23. I didn't say take it way. I said you the proc to change knockdown to knockback instead knockback to knockdown. And as you indicated if it starts with just knockdown, then even simply adding a knockback enhancement would cause knockback. But I'm glad that you at least explained your position. And, if you read one of my earlier post, I went into detail about how I use knockback which also works when using repel. To go back to a post on another thread, I run into situations where people say something about knockback the most when I first start using a power where it says in the description "knocks down enemies" versus knockback enemies. Regardless of how that term was used in the past, we know there is a proc that clearly indicates "knockback to knockdown" so, at the very least, the DEV that named that proc knows the difference between "knocking back an enemy" and "knocking down an enemy". So from at least that DEVs point of view, a bunch of the powers that say "knock down an enemy" are "knocking back an enemy" instead. Just because something has been worded some way in the past doesn't mean that it is actually saying what it means. In the case of my example (and there are many others), the power does not "knock down an enemy", it and, others like it, knock the opponent back. Since there are clearly powers that do simply knockdown or knock-up, I don't think it is such a stretch to think that the info you get when picking the power says clearly what it does.
  24. NPCs to cover more emote types
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