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MsSmart
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Another MM command: Attack my present target
MsSmart replied to MsSmart's topic in Suggestions & Feedback
I meant a new button, beyond the others, hope that helps As a clarification it is not an attack as I mouse over, it is a target and click on my part, thus they attack whatever is at any time in targeting window. Sue -
HI: I have several MMs by now and they are ok, I find them truly to be a relatively mediocre class with a lot of overhead to boot. Thus in my opinion, they need a little re-work. I have found the hardest part of an MM is keeping my pets together to keep them buffed and healed, many IOs that makes the pets less vulnerable requires me to be in very near proximity of them, which often is not very good for the MM itself for they are in the area of AOEs mainly and get pelted by them. It is particularly hard, while trying to manage them, that when I want all to attack a new target, I have to very quickly select the new target and command them all to attack it; I know 2 clicks away roughly, but in those 2 clicks, they always manage to scatter all over the place get aggroe, and despite of the order to attack a new target, they behave in a stubborn manner. And before I know it, since they ran outside of my buff range, they die. It would be nice, if a command button, would simply be Attack My Target, and they attack the target I am currently targeted, and then automatically change targets when I change my target, even if they have not killed the one I had them attacking. This way I have better control and ability to keep my forces buffed and healthy. Also I would appreciate since I am essentially forced to go in with my pets, that the ability to share damage received with my pets be present regardless of pet mode. I been benchmarking my pets' damage, and between all of them they roughly correspond to a superior damage attack, which is very mediocre when considering their slow rate of attack. Have yu all done any benchmarking on pet damage performance? Would love to hear your experiences. hugs Sue
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Just because some arch types under very special IO configurations can solo, can hardly be considered representative of the entire community's capability to do so. Also I caution anyone in providing solutions that affects some or many arch types disproportionately. I often read proposals by melee, mainly, playing folks, demanding that more challenge be added to the game, and just about every solution they give, mainly affects the support types with out real challenge to the melee types. How to make things tough or more challenging in a balanced manner is difficult. A suggestion, if you got to make GMs harder (not sure the community would agree with you), I suggest that GMs have a de-buff aura that has fixed potency that affects resistance, defense, regeneration, endurance, recharge and accuracy. This fixed de-buff is equally distributed among all opponents in the area; thus if many are attacking the GM, as expected to be the norm, the de-buff would be trivial, while if soloed the de-buff would be quite considerable and render the solo attacker quite vulnerable and unable to hit the side of a barn. Hugs Sue
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I used endurance as an example, not the main reason. Now you brought it up, powers by-passing animations... I feel in many cases the animations are utterly ridiculous and long, I have a scrapper and there is a button that I must keep pressing in order to have Status Effect protections, without it - I am toast. So roughly every minute, in the middle of combat, I stop and do my glorious looking great clowning act, while all the mobs go , ha ha ha, free shots everyone! and they get at least 2 rounds of beating me up each while I am doing a totally stupid animation. Frankly with buttons you press over and over again, should have no animations at all past the first time you did the dance of the idiot. Buttons like tough, and weave, the animations or the rooting that goes with them is far too long, I know they were worse, but stupid remains stupid despite that it was dumber. Frankly all buttons, should have a quick animation and be done. Sue
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Any thoughts on across character inventory improvements ?
MsSmart replied to plainguy's topic in Suggestions & Feedback
Mmm... I don't get it, I made an SG base, and all my alts dump their stuff there, and when I make a new alt, I just go shopping at the SG base... The only thing I have to worry is influence, merits, and emps. With regards to all the influence, I transfer from my alts as I play to my main via email, same happens with merits (after converting to hero) and emps (transcendentals) Not sure this helps you Sue -
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
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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
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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
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I have google fiber, and can't get a log in server connection
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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...
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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Oh yes, can you add in the powers - combat attributes a monitor for endurance debuff resistance please? Sue
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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
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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
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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
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incarnate trial Incarnate Trial versions for smaller teams
MsSmart replied to Purrfekshawn's topic in Suggestions & Feedback
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 -
Would love a working scorpion tail, imagine any piercing attack graphic using the tail for it... Sue