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MsSmart

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Everything posted by MsSmart

  1. I love the idea, but not just armor toggles, all toggles, some of my alts go around with 10 toggles, would be nice to have the hot toggle choice :<) So I am all for it, it sure makes my life easier to get going when my endurance drops, and need to re-toggle hugs Sue
  2. My 2 cents: There are issues still with TF teams having players leaving in mid TF, and placing the team members in dire straights, or the leader gets disconnected and another lesser level player is now the leader and you can't pass star around. I would like to see were TFs are a bit friendly and you can invite replacement players into the team or augment you team on the fly, for instance you spent half an hour (if lucky) trying to form a synapse, so you go at it with 6, hoping that you can get 2 more along the way. This would make the team forming much more friendly and less boring). You should be able to pass star around (leadership) as you can in leagues. In general TFs should not be stupidly repetitive, nor be travel intensive based, there should be no kill-all, when defeating the boss its should only include the direct minions in its own group, not the entire warehouse room. Take Citadel for instance, you go kill all, then we start to ha, ha, ha make it different... Kill all get 1 computer; same map, kill all but oh yea this is different - get 2 computers; then we really knock ourselves back with difference: Kill all, same map, but hold onto your britches, get 3 computers! and then, oh my God this is really different! Kill All, same map, and oh boy if this is different get 4 computers!, then to make maters worse, Citadel must be getting kick-backs from the travel agents, go to IP farthest corner, then go to Talos, farthest corner, then back to IP (yes you guest it, farthest corner).... Synapse, just brainless kill-all after another, and sprinkle needless excessive travel of course... hugs Sue
  3. HI: Only a QoL for those of us who are Alt-O-Holics... The Elusive Mind accolade is a rather beneficial one for support types, but in order to get it, the player is dependent on the availability of Rikti Invasions, and to get the badge it must be at least a league of 16 to get the right mobs for the badges. The problem with the LGTF to spawn it, is that even if you could convince the team to stay together (melees get free status effect protection, so they have little interest in this essentially worthless accolade), they would need to recruit very quickly 8 other players out of the blue in the hope to have the right league size. So it occurred to me, why not allow a league to be formed in RWZ (you can do that anyway and anywhere), and when they destroy the cruiser that patrols the zone, it spawns a retaliatory Rikti invasion. This way, you already have a 16 person league with a common purpose and the means to pursue and earn the Elusive Mind accolade. Hugs Sue
  4. I have google fiber, and can't get a log in server connection
  5. The valentine tip link you provided was super awesome, thank you thank you so much. What I am after in he Halloween is the tip mission badges...
  6. The problem with this, is trying to have a 15 member league to spawn the upper mobs needed for the badge; sure you can get the 8 to do LGTF, and hope they stay with you, and then figure were the random invasion is at, and then try to find 7 more is frankly not practical, the logistics are way too tough to pull, without being a member of a very large SG, and even then that is questionable.
  7. I did not know that, but how do I do the valentine thing, DJ zero won't speak to me... Any information is greatly appreciated Sue
  8. The general concept is to make the support types a bit more survivable by having better defenses, they still have a glass jaw due to very low resistance and too few opportunities to actually work on their defenses and resistances. By allowing them to achieve reasonable defenses sooner by having defense IOs at lower number of IOs slotted, it now allows them to wok on IOs to make them even better support. Hugs Sue
  9. This is only a request for a consideration to an alto-holic also being a badge-o-holic... I noticed that you can get the winter badges year around, or just about them all, by going to Pocked D santa clauss area. It would be nice if there were the means to get the other holiday badges year around, perhaps have new zones to that effect available thru Null The Gull seems like an easy way to implement and not disrupt the normal play of the game by normal people. I also would like to have a zone, that is always being invaded by the Rikti, perhaps RWZ would make sense to have this? Hugs Sue
  10. You miss understood my request, what I am asking for when you go to Powers/Combat Attributes/Debuff Resistance or somewhere around there a means to know how much endurance drain resistance you have, which is different from a recovery debuff which is your ability to regenerate endurance versus the ability of keeping say a sapper from draining you
  11. Mixed emotions, I can see where resistance debuff is the scare factor for melee, while the defense debuff is the terror factor for the squoshies. So it makes sense for both types of characters to get some defense against the bogey man debuffs. On the other hand, I am terrified at what the devs new concept of challenge would be, usually it is terribly unbalanced and almost entirely at the support types expense. Would not mind new challenge in the game, as long as it is balanced and not just another suck it to the support caste... Sue
  12. Hi: I have all types of arch types by now, but the one thing I notice that is common in all IOs is that the kind of things that squoshies needs for defense are usually on the 5 and 6 enhancement level, while all the resistances, which does little use for them, are often within the first 3. It would be nice, if a new generation of IOs are made with type defenses at the first two, and positional (especially ranged) at the third, after that you can put more HP, move, and resistances for instance. I am not asking to change the present ones, just asking for new ones to be more squoshie focused. Hugs Sue
  13. I think, like so many other MMOs have ways to start alts at higher levels at start, why not at creation have a box or something you can choose your character's level to start with and be done with it. For those very high leveled players, frankly, I have second account farmers, I can make a new alt, send them straight to AE and in a few hours they are 50; so what is the big deal? Why not dispense with the tedium andlet folks who already has a 50 begin alts at 50? Sue
  14. I like the repel, in many ways that is what makes Hurricane a signature power; makes no sense at all to remove the feature that makes Hurricane what it i s Sue
  15. Oh yes, can you add in the powers - combat attributes a monitor for endurance debuff resistance please? Sue
  16. Hi: If you use fire armor, there is a very good power titled "consume" The description and specifics is in error, or more correctly said: It is incomplete Missing is that consume provides endurance drain resistance which if used in advance makes the fire tanker, etc quite resistance to the sapper's endurance drain. So please update the consumption power description and specific information please? Thank you Sue
  17. Hurricane, with the repel is a signature power in my opinion, and I use it a lot for my storm/dark defender. I actually would love to have a way to increase the mag effect to repel, for it is fixed and can't be improved. Repel ceases to work from EB and up, and if you do a BAF the ridiculous minions running around ignores your repel, how insulting to have a true signature power conveniently disabled by the devs, the one of very, very, very few chances for a Stormy to shine, and devs disable it, gee thanks. So I very much disagree with the suggestion, it takes away a lot of functionality to the class. Sue
  18. Hi: It is very annoying to go into a mission, and there is no map, you have no idea where you are, and more importantly where your team mates are, when you get separated. A good example of a mission with out a map is the cavern of transcendence trial, which I would think to be a much more simple map than a large 5th column cave map. Then you have the exact same problem with the Woodsman trial, thus I am asking, please spend some time, to what essentially comes to, please finish the missions/TFs/trials to have good working maps, please. Thank you Sue
  19. I like this concept, especially when you play at odd times during the day and forming very large teams or full teams is difficult, and you are trying to get incarnate salvage to build up towards T4 slots. I know the burden of the past oro mission is there, but that is incredibly boring! Would love to see more TINPEX class missions! But would love to see more solo incarnate missions that yields incarnate salvage. Sue
  20. Would love a working scorpion tail, imagine any piercing attack graphic using the tail for it... Sue
  21. Hi: It occurs to me that we already have the basis of player housing, but lack the flexibility to actually achieve it. Let me elaborate, presently we have to create a super group to have a base, which means that if you want your account to have a means to store stuff for all your alts, at least 1 alt can't be in the SG/SGs that all other alts are in. To compound the limitation, most super groups does not allow for personal storage. When you establish your base, you cade a unique password, that anyone with it can use to get access and visit. I believe this is the key to player housing, but there is a problem, if you do not have a leader, how do you set permissions? My thought is, since this is "personal housing" that the base is account locked, that is only alts in your account can deposit and withdraw stuff, and use whatever equipment is there. Visitors given the password to visit, can only use the main teleport beam at the entrance of the base, but at least can tour your house. I can see, when we go to the courthouse, where we go to establish a super group, the NPC gives us a choice to establish a super group or a player house, when we chose the player house we are given a password to use and we can then go about building our home using the same engine used to build super group bases. Also this method would allow to have several houses if desired. Any thoughts, on how to make this happen in a more smooth manner, with least impact on the developers? Sue
  22. Study my logics, my premises, how can you say it is a knee-jerk-reaction? Please show me how my arguments are irrelevant
  23. How are they the same?, I made clear differentiations among them that has real balance. Please show me how I made them all the same? pleae
  24. I support the concept, but the mag protection should be 4 When you look at a tanker solo mode, why does it need +12 mag protection? It is an awful overkill, now when in a team, that high level mag protection can make sense, but why not make them depend on the defender to boost it (clear mind, O2, etc.) So they can attain group wise protection? Why give 12 mag to a tank and not make them dependent on the defender as the defender is forced to be to dependent on a melee? (I use defender as a sample, truly all the non-melee have this forced vulnerability) In fact why would any class for solo purposes need more than MAG 4 protection? Why are we mixing solo and group needs? Should it not be all classes has to have the same survivability baseline for solo? A Tank has fabulous protections (defenses, resistances, res to debuff, status effect protection) and still manages to have moderate damage capability Contrast that to a Defender, who has essentially none of the tank's protections, their buff powers do not affect them (what class has powers that does not work on them but solely on others), and then to add insult over injury their damage is nurfed so that their damage is almost as good as a tanker. I fail to see the game balance. I am told that debuff abilities makes up for this, which is sadly a sad excuse. Lets talk Accuracy debuff: The chance to hit is the creatures base ACC + acc buffs; the acc debuff deduces from acc buff in the previous equation, so far so good, but guess what is the problem? The amount that can be deduced from the base ACC is capped to 5% (0.05), so no matter how hard you acc debuff an enemy your debuff is not going to amount to much. So debuff as a great equalizer is simply an illusion. Now there is a point of differentiation, I am all for it, but as long as it is done with an intelligent balance and not in a capricious manner. I personally do agree that all classes should be build for group operation, without the need to be dependent on another class to be successful. In the live days, no group would dare do a TF without a tank or healer/buffer. The overall inter-class dependency made putting groups together to do a TF in the live days tedious and time consuming. So how do we have class balance? First it does not have to be binary, but allow for shades of grey. So I would propose to use the class limit caps to make this differentiation logical and balanced Resistance to damage and debuff: The key is the class caps, which should be as follows: Tank: Resistance Cap 95% Brute: Resistance Cap: 85% Scraper/Sentinel/Stalker: Resistance Cap 75% All Others: Resistance Cap: 65% Defense: Tank: Defense Cap 25% Brute: Defense Cap 35% Scraper/Sentinel/Stalker: Defense Cap 45% All others: Defense Cap 55% Status Effect: Tank: MAG 12 Brute: MAG 10 Scraper/Sentinel/Stalker: MAG 8 All others: MAG 4 Note that debuff is not truly effective for example Accuracy Debuff looks good in paper but in practice it is a joke, take the to hit equation used for both mobs and players: chance to hit is Base Accuracy + ACC buffs, the total chance to hit can never be less than 5%, and the debuffing of the accuracy buff of a target can never exceed -5%. (which is what players affect). So take a base attack at 1.25 but can increase depending if the creature is a minion to AV, level differences too. and the best a player can debuff is 5% pragmatically, using the low base of 1.25 it would drop to 1.20 so we go from a 25% to be hit ) prior to defense being applied to 20%. so the difference in acc is minimal. The other area is control, contral can lock down a target and render it helpless after one or more applications, so the damagge output of controllers/dominators need to address this. Tank: Max Damage is Moderate Brute: Max Damage is High Scraper/Sentinel/Stalker: Max Damage is Very High All others: Max Damage is Superior Blaster: Max damage is Extreme Note that the blaster lacks the environmental abilities of the defender, controller and other support types. I was going to make a difference between melee and ranged damage, but the old live days where ranged really did make a difference, is not at this time true; just about all creatures I have encountered have a balance between melee and ranged attacks, some have very strong melee but there some who does have very strong ranged attacks (a melee with their great protections would not likely notice this) and lastly the ranged of the mobs attacks can be at the snipe range or often around 100 feet. So I really could not justify going through the math of figuring the difference. Once again, the damage limitations are managed through class caps. The above would provide a fair balance among the classes, and actually not be so difficult to implement since class caps are already in use; all it is required is to change what does caps are... Sue
  25. I agree with the suggestions because it allows players to assist each other more, making the game that much friendlier. I would like to see the teleport power fold, be a new Pv2 power, because it all to often happens that a mob you got to kill (kill all mission) gets stuck on a wall and you can't kill, with fold you can "unstick it" and go on an enjoy the game. If it was available as a PV2 power it would be much more present among players. Sue
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