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MsSmart

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Everything posted by MsSmart

  1. I disagree with the suggestion Not all arch types are as gifted to deal with mobs, and some are seriously handicapped when soloing. I support a choice system, which is already in place such as +4/8 if you want the AV so bad, or go -1/1 if you would rather have an EB instead. In many TFs you get no choice, it is going to be an AV, I really wish the option in a single person TF the end be an EB was possible consistently. Sue Ps: When making suggestions such as this, it would be wise to consider other arch types with good general purpose builds and not those custom made to be AV hunters.
  2. Hi: As of lately I began to hunt down badges, and eventually I came against the ones to be earned in Praetoria. Thus fat the only way I know to get to Praetoria from blue or red side is thru the tunnel system, and the choices are very limited, besides the tunnel system is not nearly as practical as the base transporters. So as a QoL, could bases have the means to go to the three Praetorian zones, please? As a secondary wish list, would be for bases to have teleports to Abyss, Hive, Ouroboros, and Cimerora. Thank you Sue
  3. I did, it worked, how you remove it when done? Sue
  4. Mmm interesting thoughts... A hami raid could also yield 80 merits if done once a day, the second is 40 for a total of 120. That said, you can buy a purple recipe of your choice at the merit vendor for 100 merits, and they sell for as much as the expensive hami. Also you can buy any winter set enhancement for 100 merits as well! So why not have the merit vendor also sell Hami enhancements, it can be argued that a good hamy is more expensive at AH than a winter set enhancement, and just as expensive as a good purple enhancement. So what price in merits makes sense? Since a purple recipe is 100 merits, lets just say that a built purple enhancement should be worth 20% more or 120 merits (the mats to make the recipe is about 20% of the price of the recipe in AH; thus I would suggest a hami to be available for 120 merits. After all the value of purples and hamis are subjective. If 120 is used, a player could do the Everlasting server hami raids which are doubles run events, and get the 120 merits in 1 session, note that the 120 would allow the purchase of a winter set enhancement or a purple recipe with 20 merits left in change. By doing this, it totally precludes the luck of the draw for hami enhancements. Sue
  5. Mmm... the /showfps as per wiki and my previous experience is show frames per second, not where in the map I am x,y,z. could there perhaps be another command? Sue
  6. Only a QoL recommendation: It would be nice to have a widget or addendum to the compass, where it provides your real time location (LOC) It sure would come handy Sue
  7. Hurricane and other powers, specifically the repel can't be made more intense, would be nice for them to be made strong enough to affect ebs and AVs, it is really a cheap shot from the developers to just give mobs ignores to a storm defender signature ability; I do not see mobs being given passes on melee signature abilities, that would be of course sacrilege, right? Longer hold player side, may sound scary, but controllers are broken, they can't hold anything over a LT with any practical consistency, and when they do get the hold, its comically short. MoG is annoying when itis exploited by the devs in so many TFs and you enter Planet of the Paragon Protectors... But I would rather have a power last longer than recharge faster, besides the always dumb posing for the graphic inthe middle of combat while the not-amused baddies pounds on you... Sue
  8. I like the trend of the suggestion At this time, controllers for their name sake are totally inferior to Dominators. If you try to do your job, and cast an aoe, all you do is draw 100% agroe, especially since must melee do not bother with Taunt (especially now since the great taunt nurf and even with 4 slots it's pretty much mediocre), results with all the Status-Effect users (almost all mobs) spamming them on the controller, who oh by the way, has "Zero" protection from it (resistance is worthless, so at best you are in lala land for half the time, way too much time to get killed while totally helpless). So possibly the controller locks down a minion, but the bunches of LT and Bosses they laugh at you, you won't live long enough to take the 2 or 3 or more attempts to lock them down. When you get to he sadistically status effect resistances of EBs and AVs, why bother trying to "control" them, you might as well use harsh language. If you are going to make the controllers useful, they need a lot of real love and not cosmetic. 1) They are supposed to be master of the Status-Effect attack, how come they can't defend from it? It strikes me they are like a dragon who can breath fire, but can't take fire at all, so utterly dumb. The first Controller improvement is that they get Status Protection that is 4 points better than tankers, they actually need the protection more so than tankers, that is 16 points. 2) Their status effect powers have too low mag to be effective, and the ones at 3 has such terribly long recharge times, they themselves are practically useless. Two things needed, 1) double the mag level effect potency of their Status Effect powers, that may make a dent and make them practical (while do not increase mob's status effect protections), 2) give a 5% chance their status effect powers ignore the mob's status effect protection regardless of their quality (minion, lt, boos, eve, av, monster). The same 5% they get to hit us despite our very high defenses rationale... So I am using the authors' concept to an extent, but just making it a bit easier to do, and practical. With regards to many controllers using it, when MOBs are attacking me, each and every one gets the 5% arbitrary chance of getting a hit, there is no change to the rule because 20 mobs are shooting at me... Hugs Sue
  9. Wuv you, excellent recommendation Sue
  10. I actually support the ability as a minimum to exchange any salvage to include incarnate within an account. In my case, that is a special since I am an Alt-o-holic. In general, I also support letting us sell incarnate salvage and add that to the market aspect of the game, it certainly will bring new life to that part of of the game. At one time, when the company made money out of time-sinks, the limitation made sense, it was a business must. But today, the game is free, and the business model has shifted from tedious time sinks to simple player enjoyment; a change I am all too grateful for. Long gone are the idiotic travel torture, even the TFs are being changed to remove brutal stupid tedium, so it only makes sense that incarnate stuff should now be sellable; in fact it would be a very very cool thing if the various incarnate slot items (t1,t2,t3,t4) for the various incarnate powers be craftable and sellable; but if any, as a baby step, just happy to be able to sell and buy materials to make such slot items. hugs Sue
  11. When you have a power that last a period of time, you have enhancements that reduces the recharge time, the amount of energy it takes, etc. But I never seen one that simply makes the power last longer, which from a player perspective may be quite alluring from the perspective that the power can last the entire fight as opposed to stop in the middle of the fight to restart it; such as many of the melee buttons that are so critical and have stupidly long animations. here is the super in the heat of battle, they stop everything to get into a poze, it does not matter that their enemies are pounding them while doing the poze. This is dumb, so why not have enhancement that can mitigate such foolishness? Other areas of benefits is for some pets being casted to last longer, etc. Also would be nice to have some enhancements to strengthen effects, for example hurricane, there is no way to increase the intensity of the signature power, so EBs, AVs, and even minions of higher level simply ignore it; for example my stormy level 53 with T4s galore, employs her hurricane in a BAF and all the crazies ignore it, how insulting. Sue
  12. Oro is a time and dimension place, so the cimerora destination is reasonable from that context, if not suggest, please! another much friendlier way to get to cimerora. The university and LFG are not good ways, so please suggest, be constructive, for a player friendly way Thank you
  13. I really do not PvP much, in fact I am a badge hunter. As a result I had to visit the various PvP areas to earn my badges, not being into the PvP scene, it was a nightmare trying to figure how to get to the zones, if I am going to Recluse's Victory, on red side I haver to go to the tower and then by some arcane feat of knowledge, know to look behind the map? common, that is stupid! Perhaps the portals that can send you to many locations could include PvP zones such as bloody bay, etc? Also while at it, can you at Cimerora to the oro portal? Thank you Sue
  14. My experience is that inspirations get put in a que, and it has to wait for the power set before it and its full animation is done, before it gets a chance to be used at all. If you press another attack, then the inspiration never gets used. Sue
  15. Hi: Been doing lots of safeguard missions, mostly at Peregrine Island, and noticed that if I could not one shoot an operations engineer, I would be rewarded with him deployi9ng a turret. Turrets are very tough, hit hard, and when eventually defeated awards nothing, a complete waste of time. The part that aggravates me, is when I kill the engineer the turret remains, now when I die, my pets dies too!, so my suggestion is this: Either my pets remain and clear the area (at least try) so I can rez safely or the Turret goes away when the engineer is defeated. Frankly, I like the idea that pets remains, if anything in an attempt to avenge me. Sue
  16. Was thinking of a new ARC, that is sponsored between the Vanguard and Portal Corps... Essentially the Vanguard found the "coordinates" to the Rikti home world! So we have Dark Watcher recruit a team of brave super powered folks to do an information raid series of missions. Missions could be to capture a Rikti communications officer, break into rikti facility and hack a computer, capture a Rikti beacon, protect the beacon from being recovered by the rikti, protect the beacon from being stolen by the Malta, defend the portal at portal corp from rikti assault team. Once the mission/task force has been completed, Dark Watcher remains as a contact for powered folks to do missions in the lines of Mayhem missions, were the humans go to the rikti world and "vandalized them". plant bombs in their research facilities, breakout captured super folk from rikti jails, break into a research facility to capture technology, sabotage a facility spaceship fueling station, etc. Sue
  17. I agree with the recommendation, it just makes sense that any contact in a zone should be good for mission within the zones levels. Thus any contact within PI should allow getting the mission. Sue
  18. Recently, I got the badge bug... So the never ending quest in pursuit of badges begun, it was then I learned you could get previous anniversary badges added to your collection, even those earned during "live" days. I spoke to a friend who had those, 1 thru 16 and inquired. He told me that in "may" there is a window of opportunity to buy them from a vendor in Ouroboros. I really can't see why the acquisition of them is limited to May, frankly it should be at any time. Is it possible to make them available year round? Thank you Sue
  19. Love the idea of balance among ATs, I like the concept of parity... But not lets do the old broken set of balance were some ATs are all about support (the ones shafted) while other ATs can do both team and solo quite well. Would be nice, if the "support ATs could be fixed to be at par with any other AT for both Solo and group activities. Sue I play a Storm/Dark Defender, so I am not the buffing kind, my contribution is to ACC debuff the baddies and pound them, but my damage is so handicapped in groups, that defeating a boss is pathetic, the saying death a hundred cut, well if you are defender, it would be more like depth by 1000 cuts... Another issue, my only survivability to mobs is defense, and there are more and more anti-def mobs that impact support classes far more than melee classes. I get it, we want challenge, but does 100% of the challenge must be accomplished at the non-melee's back?
  20. I would get rid of the near binary status effect protection in the game, and allow more shades of grey... Tanks get 12 protection from everything, nice helps them do their job solo and in teams Scrappers and the like (rest of melee) get 8 protection, actually very nice and they shrug off any status effect even when spammed by a group. and here is the problem, the rest gets absolutely none, which is dumb. I would give all others, following the trend shown above, a 4 protection to all others, for it is enough to take the first hit of 1 or 2 mobs in the first round, but not enough for 3 mobs attacking you in the same round, nor a second refresh of status effect attacks attacks by 2 on the second round. This means the non melee are still vulnerable, but not absurdly vulnerable. This would be nice to implement despite the eventual availability of Clarion, would say with IOs defenses can be very high, but many unbalanced mobs that can use status effects, and spam them as a practice, cheats the non-melee player by not having their attacks with both positional and type components; for example the rikti "controller" is a type attack with no positional component, and guess what trying to get 45% defense versus psionic is rarely possible for a non melee class to attain, and toxic is even more ridiculous; which ultimately renders defense as a survival method rather lame against this 2, then of course there is the spam use of defense debuff, that debuffs you with out even having to hit you or again exploits the non paired damage type attack. So at the end, non-melee which are combatants too in groups and solo, need status effect protection albeit not as good as melee, but common let them have something reasonable. Sue
  21. Hi: I am now getting into the badge craze, and often there are markers, objects that are somewhere in a map, and the goo d folks in wiki usually give me a location that is rather difficult for me to understand and fine. The first problem is there seems to be no rhyme or sense as how the Cartesian coordinate system is applied from zone to zone, at times it seems there are several Cartesian systems in the same map! wish they would have been decent enough to say the bottom left is (0,0,0) (X,Y,Z), which would make it easy to navigate and find the locations since it would provide a logical location system that can be readily interpreted. But I am sure the effort to change the chaotic coordinate system to a simple straightforward system would be monumental, thus the fall back, which at the end would be the most pragmatic solution... Why not make your location status, something that can be monitored, and thus a widget you can move around in your screen indicating your present location in the map. Thank you Sue Ps: I conducted a search and to my surprise I could not find any recommendations such as this, I found a place where folks could report /loc bugs...
  22. Sweetie: I can quite get warm with your concept, I am a bit tired of the screwed up defender concept that their powers are nurfed for themselves and another group support power sad excuse. After IOs and Immortals, the concept of group support only power sets are pretty much useless as a whole; for instance how critically important is an emp today? In the old days (live) you would not dare do a task force without one! I frankly do not want to go back to the live game teaming restrictions, nor do I want to see more nurfed support builds following this obsolete line of thought, where support classes are reduced to melee class servants and thus second class heroes; that because they are so handicapped by the developers they do most of the dying. Reminds me of star trek, to show how bad the guy or monster is, they had it murder a red shirt! In this game support classes are stuck being red shirts. I like the overall idea of the concept you propose because Psi and Toxic are in a way a developer exploit, just like the use of status effects on support being spammed is another developer exploit against those classes, of course if you are melee, you were given immunity to them, and thus you do not have a problem, thus, life is fine. Instead of weak to the player, let it be full potency to the player, who could "bubble" other players with psi protection in a way similar to sonic. But let this power not be a "Resistance Buff" which is useless, since it is capped to 95% and that does not quite reduce the "la la la" time by half; this needs to be status protection level like Clarion does, otherwise it will be a useles power. I really like the PSI bit because as I said earlier, this form of attack is spammed way too much, and their impact is way too disproportionate (melee immune, support helpless). Sue
  23. I am with you, and fully support your suggestion. I keep hearing the player economy, that is a bunch of self-serving trash. To begin with if you are into making enhancements or what not, and need materials, I will give you what so many others often tells me for anything I often ask: Play the content! If less players gives away the common salvage, then their value will raise, and thus making it worth while to collect and sell, for a crafter to buy if they do not feel like playing the content. Lastly, since when players should be subjugated to another player's whim? Sue
  24. Hi: Recently I decided to get some of the Oro arc badges, and noticed that the way the award is given may not be entirely logical, and it is bugged as well. Lets deal with the bug first: I did a 16-19 Flashback with no temp powers (Curtailed); when I completed it, I received no badge. After trying it a few times, and doing other arcs and no luck; I finally submitted a ticket, and later documentation showing screen captures of what I did. Eventually the GM told me, that some arcs in the various Flashback groupings (1-15, 16-19, etc) were doable at lower levels and thus no badge was awarded. I had to do more arcs till finally I hit the jackpot. I believe this is a bug, and should be fixed, so if you open a flashback within a grouping, and meet the criteria, you get the badge, regardless if it was doable at a lower level. Or mark the flashbacks that are badge wise duds. Now to the central issue: There are power limitations you can choose such as no travel, no temps, and only AT powers. To get the badge, you must do 3 arcs with each of the handicaps to get the handicap badges, at a glance it only seems right. But wait, pay closer attention! If I chose only AT powers, I already gave up temp powers and travel! While if I choose no travel, I still get to use the temp powers less travel ones; and if no temps, I get to use travel powers. If I feel my alt is to weak to do AT only, I can see doing the less restrictive handicaps and getting the building my way up to badges. That said, if I do the AT only, I should by default get the lesser badges, this would only make sense. Is it possible to "fix" the Ouroboros Badge giving system to recognize the fact that the toughest level of a handicap was achieved and thus the lesser are also awarded. A real life example is with aircraft, their are awards for fastest, flying highest, carrying a standard payload for instance. If a jet flies the highest ever, and the fastest, and carried a bomb of the designated weight; in real world they get all 3 trophies for the 1 flight, and not forced to make 1 flight per trophie. Hugs Sue
  25. To the developers and all concerned: Veracor has worked endlessly for a year, helping us , leading us, and making the game awesome. It would be nice, for a history plaque honoring Veracor to be placed, at the Safe Rock, where we gather for Hami raids, quick badge and really nice appreciation for one who has given so much Come On folks, lets all post our support here Sue
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