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MsSmart

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MsSmart last won the day on May 13

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  1. You may want to poll the raid leaders, and get a sense of their experiences and feelings
  2. Frankly, I would rather have a non conditional inherent, why should a defender after having 4 members in a team, essentially have no inherent? I suggest give Defenders a practical inherent, that is available always regardless of team size. Sue
  3. Mmm I wish tankers and Brutes could have Ninjutsu, love the power set. As regarding to the Stalker, I wish it had both the heal and endurance abilities like the others, frankly, I see no reason for the stalker version to be any different than the scrapper as in power abilities available. Hugs Sue
  4. While speaking of storage, can we have recipe storage capability? Hugs Sue
  5. There is a bit of unfairness in this mechanic, while Rudra is right about the possible exploit, it is an exploit as well when a mob can attack you and move away without it being forced to slow down as the players do, what is the saying//is it good for the goose? Sue
  6. I did not realizer that the abilities of mobs were auto powers, thus making this proposed set moot. I really appreciate the educational comments Sue
  7. It is good we have a lot of new players, and they are learning the game. I have serious doubts that power leveling them does much on the lines of them learning the game. Usually leaching, which has been around for quite sometime, has not been much of problem, mostly because AE farming provided for that; yet with all the nurfs done to AE, even to the leachers it became not good enough. And thus the propagation of where the leachers went opened up. The first victim was PI Radio Missions, which with the new mob upgrades did go a long way at making them challenging; but when your team of 8 only has 2 50s, trying to do it at +4/8 where it would be challenging becomes impossible, and +2/8 or less, simply not worth my time. The next victim I notice is the MSR, now the majority of the participants are well below level 45, heck many are not even 20, and thus the pressure goes to the very few 50s that show up, I have seen times, where you can't even get 8 level 50s to lead all the groups! ITF has become another, but less bad, TF for leaching, lots of 35s trying to get in +4/8 KM, can't blame them, but when 6 of the 8 players are in their 30s, the +4/8 becomes not possible, and a waste of time and challenge for the 50s. You will find me pushing for TINPEX since you have to be 50, and it precludes leaching This post is to solicit suggestions, on how to curve the leaching. Some thoughts, I had, but not really sure of them... For MSR, perhaps have the zone, being a danger zone, enforce the minimum level to gain access as they used to long ago? Perhaps missions check for level, like TFs, and thus bracketed by zone level ranges? Not sure what the right answer is, but some relief from the abusive leaching would be nice
  8. I look at the Interrupt power set as a Corruptor/Defender power set. The concept of the power is to "Interrupt Powers" as in get them to stop working, but can be re-activated by the victim next turn, not a permanent interrupt. 1) Resistance, it turns off a random resistance power of the victim 2) Defense, it turns off a random defensive power 3) Status, it turns off a status effect protection power 4) Protection, it turns off MoG, and other similar abilities like forcefields, etc. 5) Resistance Area, same as 1 but treated as a Target AOE and multiple enemies affected 6) Defense Area, same as 2 but treated as a Targeted AOE and multiple enemies affected 7) Status Area, same as 3 but treated as a Targeted AOE and multiple enemies affected 8) Protection Area, same as 4 but treated as a Targeted AOE and multiple enemies affected 9) master Interrupt, poor victim gets the first 4 interrupts all at the same time Only a thought, might make the game a bit more sporting... Sue
  9. Its always a boss, good luck getting a hold on them, and they seem to get MoG off despite of holds and being bounced all over the place
  10. I would not support the 300% damage boost, because it, affects classes differently, as tanker, sure do 300%, as a controller, are you kidding me?
  11. Actually you can, because you talking about design philosophy. This game with a synthetic game master, does exactly what you described, look at the scenarios or missions built, they are custom made to the various character concepts, sure some of these concepts can be quite cookie cutter, but still valid concepts. I actually like your concept of the scrapper build, actually becoming well rounded. Now you made a very bold statement about sending the game out of balance, I would dare believe you are being a bit over dramatic about it. Because the game is about choices, you give up something to get something, and the value of that new something, is truly in the eye of the beholder. You can't just judge the new power while ignoring what you gave up for it. For example lets talk IOs, if you decide to only use 5 out of the set of 6, so you can add, say a chance for DPS, you very definitely gave up some of the strongest buffs of the IO set to gain a percent chance of additional damage, is that like wow game balance going to the toilet?
  12. I know what I am asking for is a major undertaking... I have argued against rooting for the longest time, because I want a more dynamic game as a whole as opposes to a "turn and move game" At this time because of the animations, I can start my "dance" as I ready the shot, then I do the I am about to shoot dance, followed by I shot dance, then I have the see the attack trace dance, then I see the hit dance, and finally I see the target dance then after all that I can finally move. An argument, and rightfully so, is that there would be a need to change all those graphics to allow for a dynamic game, which is what I am asking for. On the other hand, I have seen the game bug out, and I move despite of the expected root, and as I move the many dance steps are done as I am moving. Maybe and interim fix, is to allow the bug to be more common. Now for balance sakes, if you attack and move immediately, a 20% acc penalty is assigned to you, if yo stay put till the shot leaves you and move there is no penalty assessed against you. Any thoughts, constructive advice? Sue
  13. Mmm, I like the idea.... But what really matters, is what is the purpose of a power pool? If it is to round your character so it fits a character concept better, or simply provides powers that the primary and secondary power pools did not provide, once more based on the players perception, then it stands to reason that there should be no pick order in a power pool, a player frankly should be able to pick from a list of powers to get their ideal build together. The concept of a finishing power pool list, is not unheard of, in fact the old paper and dice game "Superworld" by Chaosium games, does exactly this, since its your character and your fit into the story. In a way, it surprises me that City of Heroes with an aim for character immersion did not do this. In the other side of the argument, having a huge list of powers to chose from, may result with players solely choosing "rounding" powers instead of main power abilities. So the idea of choosing from up to 4 pools and an an elite pool makes sense from this perspective. Perhaps a fair compromise, is for the powers in a pool to be treated as a list and not a progression. Sue
  14. MSR needs to be instanced only so it does not conflict with LGTF and TINPEX, other activities that have the same conflicting effect as MSR should be made to be instanced only as well. I do not think Hami needs it, because hami is the only thing that happens at the Hive or abysss. Sue
  15. That is why, I am asking for the Major TT, which could do it...
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