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MsSmart

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Everything posted by MsSmart

  1. I find this a mix emotion kind of thing, I can see those who are very mindful of their look to not like some very visual buffs, but on my part, I like those buffs like ice, cause when I get those buffs, I fight much more aggressively and when I see the buff go away, I know the back off some. That is why I find myself straddling the fence, but wanted to identify there is another perspective. I know some smart sweetie, would be happy to show their wisdom and saying you can track the icons towards the upper right side of your screen, the problem is when you have 3 to 4 rows of icons, good luck keeping up with that, specially as icons shift with each other, and I really have not memorized what all the buffs' icons are...
  2. The accolades as a whole are not difficult to get, but they can be very much tedious like the defeat 200 suckers, etc.. But being able to buy these accolades seems to much of a tedium relief.
  3. Not sure this is a good idea, because the exp and inf they would award would be one level lower
  4. The part that is not being discussed is that the chances of getting those rare and very rare drops are very little, just as they are in TINPEX, so I would not believe that having incarnate salvage as a choice to be unbalancing, in fact by choosing a random incarnate, technically is a bad deal for you only get the 1 chance as opposed to the two in TINPEX, but it will always appeal to the gambler in us :<)
  5. which missed the point of having to do a long threat for Antimatter sweetie
  6. Just a suggestion to streamline the Portal Jockey accolade... So far the Maria Jenkins mission gets you all the villains you need but Siege and Anti-matter, well sometimes you get lucky and get Siege instead of doing infernal twice. So I would love to see were you get Siege as the normal line-up and not do Infernal twice. And then add a mission that has Anti-matter, for great convenience to the player pursuing the accolade Its only a suggestion to reduce tedium, and not have to depend on itrials or do and entirely super long thread just to get antimatter, I agree these are work arounds, but would be nice, if not forced into them
  7. You may want to poll the raid leaders, and get a sense of their experiences and feelings
  8. 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
  9. 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
  10. While speaking of storage, can we have recipe storage capability? Hugs Sue
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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?
  17. 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?
  18. 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
  19. 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
  20. 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
  21. That is why, I am asking for the Major TT, which could do it...
  22. Please take away from mobs Moment of Glory or alike abilities (personal forcefield that no one can hit them, but unlike players they can hit) Now why am I asking for this? Giving mobs MOG and Forcefields that prevents them from getting killed are no challenge to players, it is only a time sink and a really bad annoyance to the players, take Manticore, kill all mission, and OMG is this planet of the Paragon Protectors? What really makes me mad, its a kill all, so when the PP goes nah nah you can't hit me, we can't go, screw you, we moving on in the mission, but we can't because its a kill all, so 8 of us just sits there doing nothing, totally bored, until the PP is actually engageable! Please start removing the time sinks from the game, they are not needed. Sue
  23. Hi: When I play my granite tank, it turns me in to a rock boy reminiscent to Optimus Prime, it really aggravates me there are no female optimus prime look. But then when I read comics, say Superman, his skin is just super tough, and he does not look like the Thing. So why not give us, at the tailor, a flag we can chose to have super skin and look human instead fruity pebbles or look like we been stoned? Sue
  24. Hi, simple QoL: All of us go out of our way to load Vidiotmaps every time there is a map change, and I wondered, why have to do this at all? why not just have the data of vidiotmaps be standard of the game maps? Takes care of the hazzle and its much more player friendly. Sue
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