Jump to content

rolandgrey

Members
  • Posts

    104
  • Joined

  • Last visited

Everything posted by rolandgrey

  1. 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!).
  2. 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!!!!
  3. 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.
  4. 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).
  5. 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.
  6. 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.
  7. 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!
  8. 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.
  9. Well, here's the new Paragonwiki for the new story arcs... https://homecoming.wiki/wiki/Homecoming_Story_Arcs
  10. It depends. If it's a melee character or a Sentinel, characters built for resilience from the get-go, I just solo through the contacts, trying to tackle tasks that would best fit their concept. If it's a support character, I get them to ten as quickly as possible any way I can so they can provide some basic varied support when teaming with friends. Blasters... Well, lately my Blasters have been going the same route as the Melee/Sent types. Their damage output is just fantastic, and they don't have the inherent endurance issues they used to have anymore, so Blasters are a lot of fun. I don't play many Dominators, but my behavior with them is similar to that of the Support characters. I know they're along the same lines as Blasters (though mechanically they keep getting lumped in with Controllers), but they lack that "click" that Blasters have with me, so I don't get the urge to solo them. The same goes for Kheldians, though the Arachnos soldiers can usually go solo with my playstyle. As for favored content, I don't really have anything that stands out from the low-level stuff. There's the Hellions/Skulls gang war that starts over a magic cloak of all things and leads to the then-leadership of both factions being taken out (Bonefire, I think it's called). Sure, it's a lot of "Fight Skulls or Hellions" content that you would normally have left behind by that point, but it's also a way to burn through some of the more annoying levels (11 and 12) easily. Plus, it has the added humor of both of these starter gangs getting KO'd because they were fighting over what would be the D&D equivalent of a minor magic cloak (like, one that would keep them warm in winter or one that would add 1 to Dex saves but at the cost of a point of Charisma). For cranking through levels, though, I'm a big fan of Torchbearer's Saturday Night Synapse, a player-made event (by Kalikamata) where numerous teams League up and tackle the Synapse TF simultaneously, then pause after defeating the Clockwork Lord until everybody's caught up so we can have a group of Babbages to fight all at once in a huge melee. A big chunk of merits, a big chunk of XP, and even more when the Synapse TF is the weekly strike target. EDIT: There's also the Vahzilok Plague arc, an arc that was infamous in the heyday before Inherent Fitness, and still cringe-inducing afterward. It's an arc where you get infected with the Vahzilok Plague and it severely reduces your recovery and regeneration. You only suffer it for a mission, but MAN, what a slog that mission is! However! Get through it and push to the end of the arc and you get to fight Dr. Vahzilok. You don't have to, mind you, but you can, and you can set it so he appears as an Arch Villain, making for an excellent capstone to the 15-20 range without going through a TF. For post-20 arcs, the only real arc that stands out for me is The Mysterious General Z. Its opening mission features Ambassador Alwane, an actually competent rescue NPC (because he's armed with an assault rifle and knows how to use it!). It also has the "US Ambassador" (used to be Alwane's bodyguard, but I guess a writer realized the Sky Raiders wouldn't leave a bodyguard alive when they revamped the arc). This "US Ambassador" also wields an assault rifle to devastating effectiveness... Almost as if he's got training from some clandestine PMC... Finally, there's General Z, or as some people also know him, General Aarons. THAT General Aarons. And sadly, he's been nerfed after the arc was revamped. Gone is his assault rifle (at the time, Heroes could get an inkling of what it was like to be a Mercs MM), replaced with his Vanguard Arc Pistol and Pistol Whip attacks, but he still has all the cocky overconfidence he had before... Meaning he's probably going to taste floor soon after your rescue him. It's still a fun arc, though, and has a sense of intrigue you rarely see in a lot of the game's story. Plus, it's the one that spells out who the Sky Raiders' "mysterious benefactor" was (though he's probably more than a little miffed at them in recent events, now that it seems they've decided to go into business solely for themselves).
  11. People have been telling you to just play the game. If you're just here to whine about "Mah good ol' days!" you have definitely come to the wrong place. People have been playing this game for years, both in the Paragon days and in the Homecoming days. They've been meeting every challenge the devs have thrown at them and finding ways to do it efficiently. They're having fun, and plenty people on this thread have tried to tell you ways to play to enjoy yourself, but you seem obsessed with this mythical power level that plenty other people have made clear exists only in your own head. If you can't figure out how to defeat enemies, that's on you, pal. Everybody else seems to be doing just fine.
  12. What other little objects will we be able to put in place of a head? I do so hope we can use the kittens and pandas!
  13. It's the Wonderful Windup Wings for me. They're so neat-looking, but I've rarely had a character concept that could use them properly.
  14. Congratulations, HC Team. I guess now we'll be calling you the City Council. This is fantastic news.
  15. Captain Coldbrew. She has the power to summon and control caffeinated beverages and make her allies extremely hyper.
  16. I tried Secret World, DCUO, Champions Online, a smattering of D&D inspired MMOs (including DDO and Neverwinter), but I kept being hammered by a level of relentless monetization and nickel-and-diming that should have made all the people who complained about Paragon's approach to Free-to-Play take up arms and begin rioting. Secret World I played long enough to notice the behavior of the mechanics and grow tired of it. Champions Online I played long enough to understand the mechanics and realize that it wasn't "sidekick-friendly" the way CoH was. Neverwinter I got frustrated with its pandering nature (What the Hell is a Level 21 +2 Longsword!? Why even bother calling it a +2 Longsword when it will be outclassed by a Level 23 +1 Longsword!? WHAT THE HELL IS WITH LEVELED EQUIPMENT!? WHY WOULD YOU DO THIS!?) Eventually, I just got fed up and stopped playing MMOs. I was tired of seeing a genre that was about community and creativity get mode-locked into ruthlessly extracting money from players. I get that businesses are supposed to be making money, but this was the most minimalist approach to Skinner Box development, giving players tiny boons for exorbitant prices. Then I joined the Air National Guard, got some more folding money and a coworker told me about WarFrame. Still not fantastic, but the gameplay was good, the Frames were interesting looking and I had some fun. I just wish I could comprehend the damn story. Like, why do the Frames look like an aborted attempt at Fashion Show Body Armor? It's like the Guyver got infected with Syphilis... Wait... Oh. That IS what happened. Huh. I joke, I know there's a HUGE story involved, but it's still way too much and the gameplay loop isn't really conducive to learning what's going on. In any case, when I paid money for the game, I felt like I got my money's worth, something that a lot of other games didn't accomplish in the time since CoH was shuttered. It's probably why I keep coming back here.
  17. Brawl does a pittance of damage and it's mostly unnecessary to enhance in any fashion. There are only a few builds that could actually want to use it, such as if you have a Shield Defense character and want to see the shield bash animation, but it otherwise winds up being an ignored or forgotten power. Right now, it synergizes with the Fighting Pool powers by having a reduction in enemy Recharge and To Hit (with Boxing and/or Kick, with the effect increasing when the character has both), and a reduction in Regeneration and Recovery with Cross Punch. And that's crap synergy. It takes a LOT of -ToHit to have an appreciable effect, whatever -Recharge is happening isn't noticeable and enemies largely don't care about -Recovery (because so long as they have 1 End, they can use any and all of their powers without cost). The only thing useful in that mix is the -Regeneration, but even that isn't really noticeable. Brawl is a power that doesn't cause Redraw, it has different animations depending on the weapon or shield the character is using, it has potential to be a really interesting power, but it's held back by the fact that no matter what you do, it only deals a sliver of damage to the enemy. It doesn't even match the lowest damaging attacks. Also, reading the Detailed Info on the power, I find it really aggravating that it's just straight LYING to us. It says it's dealing 47 Average Damage at 13, 56 per Activation Time, and 16 per Cast Cycle. Then I watch a Brawl connect with an enemy and it only deals 10 damage. There is one level 15 Damage SO in the power right now. Meanwhile, thanks to "Fighting Synergy" I can't even get an accurate number of what Boxing is doing. However, I can tell what my Titan Weapons attacks are doing and they give MUCH more accurate 14 and 6 Damage per Activation Time on Titan Sweep and Defensive Sweep respectively (because guess what numbers show up over enemy heads when they're hit!). This is infuriating. We're supposed to be getting detailed information on the powers to work with them properly, but how can we do that when some don't even show their damage and others are outright lying to us? Brawl is supposed to be a useful power, but it instead falls to the wayside as it becomes nigh useless when compared to other attacks. I feel this is a disservice to the players, especially when considering all of the different animations the power goes through based on the context of the skeleton. Boxing and Kick increase each other's damage output, they should be doing the same for Brawl at the very least.
  18. I, for one, would love to see a revamped version of The Freakshow War. What we've got now is a bunch of "Fight Freakshow!" missions that ends with "Okay, now you fight a couple bosses who are just like all the other bosses, but they represent the Arch Villain leaders of the Freakshow..." It's quite disappointing.
  19. I still haven't done the Summer Blockbuster. I also rarely do any of the Strike Forces, even though I team regularly with folks who play that side a lot. I'm super familiar with the Virgil Tarikoss SF, but can't even recall what the Silver Mantis or Ice Mistral SFs are about.
  20. To Hell with the Old Days. Without being able to Email items between our characters, we wound up with a pile of junk we couldn't use on each character. That junk then gets cast into the market, where people have gamed it to the point of trivialty. Unless you got a "moneymaker" piece, there's no point in putting it on the market. Without IOs and IO sets, there WERE such things as "Bad Builds." Cripes, a Martial Arts/Super Reflexes Scrapper? In the days of JUST Single Origin Enhancements? One Dragon Tail and there went half your endurance... Good luck fighting the Malta Group or the Carnival of Shadows without sucking wind! Before Super Sidekicking, you wound up with two things. One, a team leader who had to find just the right mix of teammates so that everybody was getting rewards; and if they were unlucky, they were told to keep the "bridge" teammates five levels below them so the other sidekicks could get maximum rewards from enemies six levels higher. That brings me to the next part, where once you hit level 45, like almost the SECOND you did, you were BOMBARDED with Tells from team leaders desperately trying to fill those teams with bridges. So, get ready for five levels of not actually playing your character, because the Fire/Spines player is going to kill everything while you sit and twiddle your thumbs. Before Ouroboros, content missed was content never seen again on that character. Content played and enjoyed was still never seen again on that character. Maybe you could get Exemplared down, but that ran into the exact same problem from before Super Sidekicking. Before, before, before, it doesn't matter what the topic, THE PLAYERS DIDN'T LIKE HOW IT WAS. We BEGGED for the ability Email items to each other. We BEGGED for a better teaming system. We BEGGED for a way to explore old or missed content. WE THE PLAYERS demanded these improvements to the quality of life in this game. Sorry to all of you scavengers of human misery who got outvoted, but the game is MORE FUN THIS WAY. Hell, even the much maligned Enhancement Diversification was necessary, because you were left with utterly BORING builds ("Ope, no reason to slot anything but Damage and Defense! Just like all my other characters..."). You want difficult? You want miserable? You want to be forced to play a game in as clunky a manner as possible? Go play Tarkov. Go play Marauders. Go play Dwarf Fortress. Hell, go play Champions Online, it's still clunky and crinkly after all these years, lacking all the things you're whining about. Then, when you remember why you stopped playing those games in the first place, because after all the lessons learned by the Paragon Devs were never implemented by anybody else, that after all these years, game companies are STILL just turning their games into Inverse Skinner Boxes (that stab you when you don't do what they want, which is pay them more money), when you're tired of your entertainment turning into work because it's Raid Night and you need to be in top form because the Guild Brass needs their shiny pauldrons for 2% more damage reduction (Maybe this time they'll recognize your efforts and give you full Guild priveleges... But don't you DARE roll Need, you f*cking scrub! That's grounds for getting kicked out!)... When you're tired of all of this crap... Welcome back to City of Heroes, where players can be wacky and weird! Welcome back to City of heroes, where there's no "right" way to play. Welcome back to City of Heroes, where the last years of the game's development were focused on improving the Fun factor, not figuring out how to fleece more money from our wallets. Welcome back to City of Heroes, where the Homecoming Crew is figuring out how to eke out even more story from the zombie setting, and we get the thrill of discovery again. I will never understand anybody who fetishizes "The Good Old Days." There's no such thing. EVERYTHING can be improved upon, and you shouldn't hate those improvements just because people are having fun without being forced to deal with you.
  21. Hm... Let's see... Movement - 4/5 - The only place I haven't mastered traversing is the Shadow Shard. If I'm not flying or not getting ported, I'm not there. Leading task forces/raids - 1/5 - I could do this, there's not much to it anymore [thank you, Super Sidekicking! (b^.^)b ]. I just have bad luck that nobody's interested to go when I am. Character builds - 4/5 - I don't have a build planned out from beginning to end starting at level 1. I don't use Mids. I don't crunch the numbers. I don't bankrupt myself of Inf in an effort to have the absolute best IO sets to plug into each character. However, I have characters who can take on threats higher than the default, characters who can go way beyond the default and when teaming, no matter what the team leader has set the challenge to, I never have a sinking feeling that we're going to fail. I'm having fun. Badging - 2/5 - There are some badges I know and seek out, otherwise, I don't pay much attention. Key binds - 0/5 - This is a thing? In-game knowledge - 4/5 - I LOVE me some lore in this game. I often shake my head and sigh when people complain that they don't understand why things are happening. If you spent so long ignoring the lore then start complaining, what right do you have to complain? I mean, understanding the lore is why players didn't like the Who Will Die arc, because it was a bunch of disjointed murder plots that ended with some rando killing Statesman when he had absolutely NO indication that was something he wanted to do or even had that kind of pull in the setting before that moment. It left players wondering if the Paragon devs even cared about what they were writing. Now, playing through the game again and again on my many, many characters and seeing the lore largely frozen in place, I can see that era of the game's writing was reflective of the Comic Book Industry's "Dark Age" of comics... It doesn't make it good, but it does make it ironically funny.
  22. That's a good build! I've got one that looks like a dragon!
  23. Good solo builds? For survivability, anything with Willpower. A Willpower Tanker can survive almost anything, even without using the Tier 9, and it's almost as effective for the other melee types. It's good against just about everything. That said... It's a little slow. It's no-frills. You've got good defense, good resistance, good regeneration, good recovery. You're not hitting the enemies any harder, you're not pulling out any special tricks, you're just dodging attacks, soaking the ones you don't, regenerating almost as quickly as a Regen character and recovering energy quickly so you can move from fight to fight without pause. For some serious damage, though? You might want to go with a /Fiery Aura Brute. It doesn't really matter what you pick for your primary, because once you get it, Burn is going to be the bread-and-butter of your build. For ranged, you might want to look into the Sentinels. They're pretty much the Blasting Tank that players demanded a lot during the Paragon days. However, they might lack the damage output you might desire. /Fiery Aura is a good aid in this one, too, as it has a power that helps boost your damage output. If you're looking to eschew Mez Protection for a high-risk/high reward style, then Blasters might be your next bet, as they can hit hard and even when mezzed most of their powers available at Level 1 are able to be fired off (which can be handy if you get the Archetype enhancement PROC that activates a Mez Protection when it triggers, so slot it in that Tier 1 power you usually ignore and spam it like your life depends on it, because it probably does!). I say most, because HC made a change that allows us to pick up the Blaster Secondary Tier 2 power at Level 1, and those were left out of the "Still Able to Fire When Mezzed" table. I would say let your heart be your guide for Blasters, but /Martial Combat has a Mez protection power in it. Dual Pistols/Martial Combat is a quick, hard-hitting combo that puts Maelstrom to shame (because, ostensibly, that's what he is, but you, the player, can make it SOOOOO much better). If you're looking to lock down enemies, like Controllers and Dominators, Symphony Control is a good one. It has a bunch of AOE mezzes, some of which recharge quickly. There's also the ever-popular Fire/Kinetics Controller, which supposedly does massive damage (probably once you can get Fulcrum Shift; lock down the enemy with Cinders, Fulcrum Shift, then Fire Cages and watch enemies burn to death; you might also have Hot Feet running at the same time, adding more damage to the mix; I'm sure there are some other Fire/Kin players who can give a more nuanced explanation of how it works). If you're looking for a challenge, then I recommend a Defender. They're low-damage, high support, but this means their Debuff abilities are some of the best you'll get out of the box. You'll need to really put in work to improve their damage output, though, and you'll have to engage a lot more tactically rather than just rushing into a fight and laying the smack down. Radiation Emission is a GREAT powerset for debilitating the enemy and cutting them down. It also has Accelerate Metabolism, which can be used as a self buff to increase your attack rate, regeneration and recovery, as well as getting you out of mezzes faster.
  24. My adherence to "Holy Trinity" team cohesion disappeared when a gamebreaker invited me to an all-Controller and Defender Moonfire TF. I then watched as group after group after group melted before our eyes and we were done in twenty minutes. This was before IOs and IO sets and in the midst of Enhancement Diversification. I was absolutely floored. The gamebreaker explained it simply: Controllers synergize really well with each other, and City of Heroes's force multipliers are some of the best in any game you'll ever find. Just one support character of any kind is a game changer in terms of party strength. Debuffers cripple Giant Monsters, Arch Villains and Heroes. Buffers turn teams into wrecking machines. With that as a general rule, then it just becomes a question of "HOW do you want to win?" and not "What will it take to win?" Of course, that leaves City of Heroes having entirely different debates (and sometimes arguments). Sometimes players just don't understand the mechanics of a powerset and get angry somebody's introducing an entirely new strategy. Back in the Paragon days, I had somebody yelling at me because I didn't despawn my MM's minions as I was throwing Envenom at Romulus. Never mind that all my minions promptly died anyway, but then the team promptly stomped Romulus into two dimensions, despite all of the Heals he was getting (because at the time, Envenom caused a 100% Healing debuff, regardless of target; Romulus's healing Fluffy wasn't helping him anymore). There was another time when Protector folks got to arguing about how best to tackle Hamidon, with one camp demanding that it be "ALL FIFTIES, ALL THE TIME!" I was in the "Buffs are still helpful" camp, but the debate raged on about how "None of that matters to Hamidon!" which, from the regular Hamidon Raids I'm seeing on Torchbearer and how often the League leaders are ordering "Okay, buff up!" before attacking Hamidon, I think the "experts" back then might have been mistaken. Damage, Tank, Healer may be the Holy Trinity of MMOs. It's a perfectly viable team makeup in City of Heroes, too: a Blaster, a Tanker and an Empathy Defender. You can play through all of the game's content like that, it's a solid team. Heck, that can be the core of your team, with everybody else just being poutine on top. However, Holy Trinity gameplay often becomes a chore, with Tankers being demanded to spam taunt in order to crowd control, Empathy Defenders demanded to only spam the heals and Blasters to focus on only using the "strat du jour" that the team leader thinks they need to use. It leads to a tunnel vision in team build, where a team leader gets stressed that he hasn't built a proper party if it's all Tankers and a Grav/Kin Controller because the Grav/Kin Controller's "heal might miss," utterly ignoring everything else the Grav/Kin can do for the party. Don't be surprised when the other players you encounter have found other ways to play the game. Ways that the game gives them the freedom to ignore the Holy Trinity. Ways that give them freedom from the stress of having to adhere to it.
×
×
  • Create New...