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Everything posted by UltraAlt
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Character conception
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It seems it works best to go with SO/IO End Mod in the first 3 Stamina slots (the chance for +End doesn't seem to keep up with an SO/IO End Mod in the first three slots) I've shifted my use of Performance Shifter : Chance for + End to powers other than Stamina for the most part. Performance Shifter : Chance for + End is great for Electric Power sets as a large number of powers can use them. Is it better than putting an End Reduc in the power instead? I haven't tested that. But powers with minor damage and high recharge usually have low end expenditures and the Performance Shifter : Chance for + End generates the same amount of end regardless of where it's slotted. When I do put Performance Shifter : Chance for + End in Stamina, I don't put it in until at least the 4th slot. Performance Shifter : Chance for + End : "..This effect will trigger roughly 1.5 times per minutes"
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Opinion piece; the worst TF/SF and why
UltraAlt replied to The_Warpact's topic in General Discussion
The hunts in TF are almost always the grindy part. Run here arrest # y. Run here arrest # z. and possibly repeat. Some of the TF handle this better than others. THere are some "arrest # y" TF missions that you don't even have to go anywhere to complete, because, if you stand where you are, there is an ambush of # y on the way to attack you. And I would say that the worst part of the TF hunt missions that I have run into is that all the mobs I'm supposed to fight are grey. One character can get the needed # in a minute or two. So it is pretty much "busy work". Back-in-the-day, a TF was like a tour of the City. TF teams raced across the City to the next mission. You could be standing around and 6-8 heroes go zooming by to save the world and that was kind of cool. Racing to missions was kind of cool as well. Most TF I'm on now, it's like you finish a mission and someone yells "tt" and it's Team Teleport to the next mission, so that flying around the City is pretty much lost. (I'm guilty of this as my characters are pretty much always going to have tt if I'm joining a TF ... even if they are level 8 and joining a Posi 1 TF) So, yeah, I would get rid of the hunts or turn them all into level relevant ambushes. Waves of foes attacking that chase you down until defeated.- 43 replies
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(and 2 more)
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Change Sidekick to level rather than level-1
UltraAlt replied to BelleSorciere's topic in Suggestions & Feedback
My same point on many of the things that I'm told are "working as intended". I haven't read the entire thread. I am going on my personal experience. Based on my experience, there isn't anything wrong with the sidekicking system. To me, the game is like a puzzle. How do I make what I can do fit in and help the team that I'm on? But I definitely see different play styles. One of which is 'What IS the team doing for me? Because I'm the important one." Sidekicks are there to aide the more powerful characters and not to be as powerful as they are. As I have said, they wouldn't be sidekicks if they were on equal footing. If it is really a problem, it isn't that hard to get power-leveled. I say enjoy the struggle and the actual game. You don't have to team up with level 50's when you are level 5 (or level 40 for that matter). That is your choice. If I'm on a higher level team and I don't feel like I can help, I'll bail out. I'm not joining a higher level team to be carried. Most of the time I feel like my characters pull their own weight base relative to my character's abilities. No door sitter, I. Everyone can play the game their own way and have fun. The sidekick system is fine from my viewpoint. Because you disagree doesn't mean that my viewpoint is wrong. It is simply different from yours. -
Any thoughts on across character inventory improvements ?
UltraAlt replied to plainguy's topic in Suggestions & Feedback
You can email yourself influence - which is a perfectly usable way to transfer it to another character. Email yourself in chunks of 50mil or whatever pull out what you need as you need it and put back in whatever you don't need before logging out. Build a supergroup base for yourself. you don't even have to build just one. You can build as many as you need. You can /altinvite to move characters for access to other bases as necessary. Converters and unslotted can be stored in bas storage. Merits are character based so the only want to move them to character to character is to craft something with them. Recipes storage the the main missing thing from my point of view. I have to email that around it and it would be easier to throw it into storage and pull it out on another character. -
Change Sidekick to level rather than level-1
UltraAlt replied to BelleSorciere's topic in Suggestions & Feedback
Yes, lore is a game mechanic when it is what the mechanic is based on. And I do understand that the sidekick doesn't have all the powers that they would have if they were actually leveled to that level. There is no quality of life issue with the sidekicking mechanic. I didn't think there was a problem with it before the Homecoming improvements. When it came out, it was a huge innovation to MMORPGs. It allowed you to team with your friend even when you weren't high enough to run their missions (because it made you a high enough level to do so). Even a DEV has used "working as intended" on me here. So yeah. That appears to be intended to be a persuasive argument. If you don't like being sidekicked, then run missions on your level and make your teammates exemplar down to you or get PL'd by a fire farm in the AE. It's not a QoL issue or problem. -
Change Sidekick to level rather than level-1
UltraAlt replied to BelleSorciere's topic in Suggestions & Feedback
So if we look to comicbook lore, the whole point of a sidekick is that they aren't at the same level as the hero. They would be a partner or ally if they were on the same level. Being -1 level to the team leader gives you more XP than being on-par with the team leader The game is giving you a hand to be able to take part in higher level combat/teaming and Homecoming has already made the sidekicking/mentoring combat much simpler to use. (Back-in-the-day, you could end being on a team run by a level 50, sidekicked to someone what was like level 46 or something and set at a level up to -4 levels below the level of the character that was your mentor so like -9 levels to the level 50 team lead - this had related XP increase for the level difference so it was used for powerleveling) I think way that sidekicking and mentoring is working well. I have not experience any major issues with it. As many have told me "it is working as intended" -
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.
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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 ...
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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
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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.
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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
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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.
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...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....
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I think you meant "down". Probably "back of" would work too. People keep saying it's a matter of magnitude.
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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.
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It may not matter, but I can still express my opinion. I am allowed to do that. Please stop harassing me.
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Like all users of this forum. I have a right to ignore people that are bullying me.
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Auction House fees: is there any point?
UltraAlt replied to Shenanigunner's topic in General Discussion
Sorry. Didn't mean to poke your sore spot. My apologizes. -
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.
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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.
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Auction House fees: is there any point?
UltraAlt replied to Shenanigunner's topic in General Discussion
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. -
Weekly Discussion 86: Base Building Wish List
UltraAlt replied to GM ColdSpark's topic in General Discussion
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 -
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.