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rolandgrey

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About rolandgrey

  • Birthday 05/14/1983

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  1. So, attacks auto-target the nearest enemy. Usually, this continues to happen after an enemy has been defeated. With Mind Control's Levitate, this does not seem to be the case. Upon defeating an enemy, if I use Levitate as my next attack in my chain, it does not select the nearest enemy, instead keeping the defeated enemy targeted.
  2. So, there's the mission "Prevent Shadow Hunter's Resurrection," where you go into General Use Forest Zone, fight bog standard Devouring Earth and click around fifteen piles of bones to consecrate them. It's a dull mission. With the advent of Hamidon Tentacles, some friends and I pondered how much better the mission could be if we got to fight the Praetorian Devouring Earth (glowing blue nodules and all), maybe even some infected Praetorians, and if, after we consecrated the bones, a Hamidon Tentacle emerged from the ground for us to fight. As it stands now, it's the mission that Maria Jenkins runners grumble at, because it's just so "in the way" of the AV rush they're trying to do.
  3. Okay? So, you mean to tell me that Massachusetts is just not there in Primal Earth? Then why would there even BE a Rhode Island? Remember, Rhode Island's own history is that it was composed of all the non-Puritan "exiles" from the other New England colonies (in fact, it was often called the Rogue's Island), and they weren't exactly given prime real estate. If it's taking up the position of "Boston" in Primal Earth's changed landmass, then why wouldn't it BE Boston instead of a ramped up Providence that somehow took the place of both Manhattan AND Boston? I don't think you're really considering all the ramifications of such an altered geography. In such a world, we can't just assume "Normal Earth History unless otherwise indicated." Such a changed world would have drastic changes to the politics and naming conventions, even the very borders of the nations and provinces within. Actually, now that I look at that map, I took a closer look at New Hampshire. PORTSMOUTH actually looks a LOT like the Paragon City geography, just without the modifications of a megalopolis. Of course, there's still the missing landmass to the southeast. I don't know why this wracks my brain like it does. I should just accept that this is a fantasy map, similar to how DC has Metropolis, Gotham City and Bludhaven right next to New York City, despite how ridiculous such an arrangement would be.
  4. Well... If you compare actual geography with what we see in game, then Paragon City is located in the Boston Massachusetts region of Rhode Island. ... Seriously, there is NO geography in Rhode Island that looks ANYTHING like Paragon City. In fact, there's no geography in New England that matches up. On the map of Paragon City, it's as if all of New England northeast of Rhode Island is just... Gone. And yet, there's some weird landmass to the southeast... It doesn't make any sense unless the idea here is to have the region be a weird truncated version of the tip of New England, and even then it doesn't really make much sense. It's almost as if they originally planned on having the game be more central on the coast, maybe even in the D.C. region, then changed at the last minute. That would better explain the Roanoke story similarities for Croatoa and the semi-tropical environment of the Rogue Isles.
  5. Can we get the collar from the Cosmic Corsair backpack as its own separate item?
  6. This is for anybody who wishes to chime in. Were there any arcs or plotlines you felt didn't land as well as intended?
  7. For leveling? I don't think any of them are particularly great for leveling. However, if you're looking for late-game resources, To Save a Thousand Worlds pits you against a lot of varied enemies over a great many large missions, so that's good for grinding XP and getting what you need to largely kit out your character without much market scrounging. The story is bland, though, and ends weirdly and abruptly (an Alternate Requiem is apparently somehow tearing apart other dimensions for "reasons" that go unexplained). As for arcs I love to play? Doc Buzzsaw's stuff is always a blast, even the original Paragon arcs have some nifty varied enemies and we get the first inklings of how wild the Freakshow can get. For quick breeze-through, practically anything featuring most of the "military type" enemies, such as the Council, 5th Column, Sky Raiders or Nemesis. Sure, they've got their quirks, but those quirks are usually a lot more manageable than the things the Devouring Earth or "magic type" enemies will throw at you. However, there is also the Terra Conspiracy in 35-40, which caps off with an AV fight and a few spawning pods that are worth a LOT of XP. There's not much on Redside that compares. Granted, there are a lot of AV fights you can find, especially in the 30-40 range, and the writing is a lot better (with stories that are a lot more involved than Blueside's approach of largely bland "Go here, beat up a bunch of guys" for 7-10 missions; though even Blueside's comparable short arcs yield more Merits than ANY of Redside's arcs, which is something that continues to irk me and defies the "the rewards are assigned by arc length!" argument). I would recommend Technician Naylor for 35-40 play. His arcs have some interesting aspects, a bit of paranoia that's pretty well implemented and a funny bit here and there if you pay attention to dialogue and mission text. For 45-50 content, Vernon Von Grunn and Television are just hilarious, and 40-45, you at least have to go through Westin Phipps's arcs at least once (if only to fight the Civic Squad; try to get a good team to fight all eight!).
  8. I for one, am angry about the Council changes. Not the improved models or the increased challenge. No, that stuff's baller! I love that the Council are no longer just simple speedbumps! They actually seem like genuine contenders on the world stage now! But there's one thing that filled me with intense, seething rage. They got the Freem!. I fought Council in the 30s and at level 50. Both groups had the Freem!. THAT'S SUPPOSED TO BE OURS! WE WERE SUPPOSED TO HAVE IT FIRST! CITY COUNCIL! GIVE US OUR FREEEEEEEEEM!!!!
  9. I'd like to see Infernal's story get fleshed out more. His backstory is him coming from a fantasy setting where he's a knight who fights and binds demons. His coming to Paragon City involved him and his friend being sucked into a portal with a demon and getting separated during transit. Now, you would think this would mean that the Praetorian Infernal is actually his friend, but no! The Praetorian Infernal is lazily written as just an alternate version of K'Varr D'Shall. We NEVER meet T'Keron or Valmaz. Then, when Going Rogue came out, there was virtually NO effort to do anything with the character of Infernal, with some rumors that the lead writer of the new Praetorian content had some sort of extreme dislike for the character. Praetoria has a lack of magic content for its initial Going Rogue opening, then we get First Ward and Night Ward to help flesh out the mysticism of the setting, but instead of Infernal, we wind up getting weird King Arthur cosplay that's clunkily crammed into the story. Redside utilizes Infernal a bit. He shows up for a couple Strike Forces, usually acting as a parallel adventurer trying to accomplish a separate goal from the PC Villains and often getting in their way somehow. Then there's the missions involving Lilitu, where the players learn that she's Infernal's mother. Then the story featuring them basically stops at that. There's a lot of potential for everything involving Infernal, especially with an enemy group as pervasive as the Circle of Thorns. Instead, he seems shuffled off to the side, like the game's embarrassed of him or something. Another character I'd like to see get more screentime is Doc Delilah. There's a lot of weird architecture going on in the world, and she'd be an interesting ally to explore a lot of it. Maybe missions featuring her could be utilized to flesh out the lore of the setting.
  10. Torchbearer has the Saturday Night Synapse, where we merge a bunch of teams into a League or two and perform the TF simultaneously. We all finish at roughly the same time, somewhere around two hours, because the point of this is to have everybody wait to gather up the Babbages into a big brawl. Some finish the Clockwork Lord mission early and have to twiddle thumbs, some finish the Clockwork Lord mission late and don't have to wait very long. I've been on big map teams and little map teams, and the average is roughly 90 minutes after start. It's fun! Frankly, I hate speed runs, so I like this event where there isn't really an incentive to speed through... Even though porting to the end as much as possible is desired SOP after the first half of missions (because that's a LOT of Defeat Alls).
  11. Well, I've been here since almost the beginning of Homecoming. I might have commented on this thread earlier, but I think it got lost in the shuffle or something.
  12. Heya, folks. MrGrey here. I've remade all my characters and then some on Torchbearer. I like to think I'm a bit more humble, a bit less dramatic. I'm also in Jello Shooters in case anybody ever wants to chat. I keep an eye on the channel on all of my characters. It's always good to see ya.
  13. I guess it depends on the definition of "bad team." If it's a team of folks who are just learning, but tend to teamwipe, then it's just teething troubles. You talk, you joke, you reassess, you try again. That can be fun. However, if it's folks who are rude, or don't listen to advice or instructions, or they say mean things (even when told to stop), then that's not fun. Even trolls don't like teaming with trolls. As for teaming with a good team... Who WOULDN'T want to team with a good team? Or is this subjective, too? Like, some people like to get on a good farm. Others like to get on a good team that works together and pummels its way through groups of enemies. Some like to take on massive challenges, some like to settle into a Raid routine. There's all sorts of flavors of "good" teams. I guess if it's what you're in the mood for, then it's fun. On the other hand, if you wind up on a team that's not scratching your itch, they may be impressive, but they'll be agitating you at every turn, too. To answer the more pointed questions, however... I like both. I like a team that can work together like a well-oiled machine and wipe out enemy spawns like they were a special ops crew taking down a target. But when things go to pot, you didn't notice a spawn was too close or an ambush just spawns right on top of you while all of your characters are waiting for their greatest hits to recharge, then it's fun zipping about and struggling to survive. I feel a player should always be ready for both scenarios, but I don't really favor either. Steamrolling foes can get tedious and can engender bad attitudes, even if you're advancing well. Frenetic chaos can be exhausting if it carries on too long. As the sayings go, you can have too much of a good thing, and variety is the spice of life!
  14. General Chat is a lot more active. You get to see some real gems in there sometimes. Big events and TFs have a much deeper pool to draw from now, too. So far, so good.
  15. Well, here's the new Paragonwiki for the new story arcs... https://homecoming.wiki/wiki/Homecoming_Story_Arcs
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