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MsSmart

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Everything posted by MsSmart

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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?
  7. 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
  8. 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...
  9. 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
  10. 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
  11. 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
  12. 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
  13. Hi: Lately I been going after my defeat badges, and in the process been rescuing a lot of citizens whose purse were being stolen by baddies, don't ask me how a young lady is hanging on to her purse when a Tsoo is pulling it, but after I wipe them out, they come running and say thanks. So it occurs to me, that maybe after 1,000 rescues you should get an atta-girl badge... Lol Sue
  14. I see what you are saying, but somehow I feel many of you are missing the mark, The reason for the timer, is because I am the raid leader, and yes I do tell others when to take their EoEs, the critical period is when the last green goes out and you call for a 75% damage to Hami, and then when to ask folks to stop and go back to the bloom, and lastly the last green before the call for a kill. It is in those 3 periods of time, where the not knowing how soon the inspiration is going to drop (the 5 second warning is not very good) can be very stressful, when trying to give the order to attack, stop attacking, etc and keep up with your health and EoE. Knowing how long before the EoE goes out, would be very comforting during those periods of time. Sue
  15. Hi: I have recently begun to lead Hami raids in Everlasting, and it is clear to me how important it is to make sure your EoE protection is always up. While trying to keep up with my EoE status, I am also trying to keep up with the raid, and during one of those close calls on watching the last green go and my EoE status, that it occurred to me: Why not put a timer on the EoE as we have for power cooldowns? Obviously this is going to be a tricky request to satisfy, for usually you click and the EoE is gone poof, consumed. So there is work to be done for this suggestion, I would suggest that when I click on the EOE it grays out (like the rest of them) instead of going away, and a descending timer (60 to 1) is overlayed on the grayed out EoE, at 0 it winks out, or winks out when I click on the next EoE (I think 5 seconds left on the timer) which then has the timer overlayed. Would love to be able to stack EoEs to gain duration as another quality of life help... Sue
  16. The problem with your suggestion, is at the end it really tears into the support classes far more disproportionately than the melee classes, as it is, every time I go into a tough TF, it is the support classes that are doing the majority of the "dirt-napping". While I embrace the concept of more challenge, it should for now be more focused on the melee classes, who are the ones clamoring for it anyway, and give the abused support classes a little respite. Some examples of how developers historically figured challenge, lets give all mobs aoe status effects and make super sure that support has no protections against them, and then lets spam those! Resistance (which is capped) at their very best halves the duration of the status effect, which is pointless, since it gives plenty of time for the mob to murder the support class. How does this challenge the melee? Ambushes! Oh yeah, where they do they usually spawn at? Correct at the rear of the party! Who is at the rear of the party? That is right the support classes, why? They have no protections versus status effect, laughable damage resistance, and poor defenses (until mega IO slotted, if the player even knows how to do that); so they are not going to be leading the melee at any time!, and have little choice but to be at the back. So who gets surprised hit first? That's right the support types, where is the melee challenge in this? As I said, more challenge is actually needed, especially since the incarnate system, there really needs to be much more incarnate material to drive challenge. Also needed are more challenge mechanisms that really, really, really needs to focus on melee. I have tanks, that are essentially invulnerable, I jump with them into any TF or scenario and don't even care what and how many I am fighting, they can't touch me! I don't even need support while at it, I can heal myself, recharge myself, give myself damage boosts, debuff my opponents, and what not. I may not kill as quick as a blaster, but frankly they don't kill that much faster than me, in fact I can do it so well, that it empowers me to farm efficiently with them, when I am inclined to, so damage is actually rather good is it not? So you all tell me, where is the fabled game balance? I thought in the beginning of live that melee sacrificed DPS for the sake of protections versus damage, and the support sacrificed protections for the sake of effects and damage; a balance that frankly is totally out of whack... Sue
  17. Sweetie, I am so against this suggestion... When it it get for this game the concept of challenge, it is mostly at the expense of the support classes, their only means of survival are very high levels of defense; which you are so eager to deny them their main survival means. Why not suggest something that does something at the expense of melee types, for a change? Like attacks that ignore resistance? The game when it gets to challenge is horribly unbalanced, please don't make it worse. Sue
  18. Hi: Periodically while doing a mission, something will happen and a mob will get stuck in a wall, normally it is fine and can be skipped, until you get the good ole kill all, or like in the Requiem mission, Ghost Widow always get stuck somewhere. Would be nice, if we could target the stuck mob, and then type "/bump" to move the mob, akin to our own "/nudge" command to get us unstuck, but made for mobs instead. Hugs Sue
  19. For my life, everywhere I go to read about consume, nothing talks about the drain resistance as an ability, even when I delve into the power in game, it mentions nothing. Was the drain resistance removed? Sue
  20. How do you tell if the drain resistance is actually active? How do you monitor it? Sue
  21. I would also suggest to add to the P2W vendor the ability to rez a player, at this time there is a nice self rez. With regards to the all or nothing thoughts for salvage, and the economy premise. I really can't buy it, I spend more influence trying to sell the trash common salvage than what I get out of it, folks like to buy them cheaper than a vendor would pay for them, which is very little. Lately I sell all whites and yellows to vendors, if I don't have time, I find that deleting stacks is very time effective. So what I seek, is simply a way to pick what I put in my storage bags, in real life I do not take the time to pick up pennies or nickels I see in a parking lot grounds, a quarter would make me pause. I do not know, nor care if devs seeds the AH or not, it does not matter. If a crafter wants mats, you know what? They can go an earn them too! What a concept, play the game, how bout that? So I don't get where you all come with the concept that I am responsible to provision crafters with common salvage, which has no economic profit from my end. I can understand the feelings of some folks where they did it the hard way, so thus, all others must do it the hard way too, but because I can see it, does not mean I buy the sentiment. If the sentiment really, really holds water, then things like DFB needs to go bye, bye, because folks go from level 1 to 10 in no time, and oh my God, they skipped the content! That cheapened my accomplishment of leveling my character by doing the threads! The incarnate system needs to go poof! and the samples of this sentiment are endless. So the devs and homecoming servers folks must have a different vision on player enjoyment, which I applaud them from leaving the time sink mentality of the average RPG. I obviously suggested the kill booster, because I have bunches of alts, and because of my OCD, I want them all to have the same achievement, accolades, and overall capability. So I must tell you after your 2,000 Tsoo sorcerer killed and knowing you got 3,000 more to go, that is not fun, the game became boring, tedious, work; and reasonably I sought a logical release. Many of my suggestions, is to free me from the tedium and leave more time for me to help others enjoy the game, I try to lead TFs and such as often as possible to teach and show others how to, and to have fun with them, is it really that awful of me to ask for a little relief on the tedious parts of the game? There are many ways the game i splayed and enjoyed, there is no one way fits all Sue
  22. HI: I decided to gain for all 22 alts the Arch mage accolade, which can be quite a bit of a grind, I would imagine if you have a support class character, you will find this accolade quite handy to have at times. What makes it a grind is you need 200 Pantheon Spirit Masks, 100 Master Illusionists summoned mobs (illusionists, dark servants, phantoms), and 200 Tsoo Sorcerers The good news is visit Unai Kemen for the portal mission, if you do not have Unai as a contact see Tina Macintyre for referral. The very first mission from Unai is Pantheon land. Lots of elders there. Each elder will summon a spirit mask, but they will continue summoning them over time, so do not kill them, repeat do not kill them! kill all the other mobs. The process is 1) clear way to elder, kill mask, leave elder; 2) clear way to another elder, kill mask, leave elder 2; 3) clear way to elder, kill mask, leave elder. Follow the process till you have 5 of them, once you do that cycle thru them, you will have lots of mask to continuously kill, the 200 will happen in no time. The illusionist badge, get harvey maylor as a contact, from none other than unai kemen! his very first mission is a Carnival mission in bricks, be sure to set difficulty to -1/8 to ensure master illusionists. Just like masks, clear way to master illusionists, kill their spawn dark servant and phantsm, and hurt the 3 summoned illusionists; then leave. Go clear the way to another master illusionist, rinse wash and repeat till you have 3 or 4 of them, Never kill the master illusionist. you willget badge pretty quick. For the 200 Tsoo, I have not cracked it yet, just patrol talos for them, if you all know a good way to harvest Tsoo Sorcerers, please post it! Hugs Sue
  23. HI I noticed in PI some mob types like Malta and Carnival do not have a true permanent area of operations, they tend to take turns spawning with each other and Nemesis. It occurs to me, that it does not make sense for Rikti to be present in PI, seems the local government, vanguard, and heroes would see to it that they are not there and confined to the RWZ. With that in mind, I would suggest eliminating the Rikti from both beach areas and giving it to the Carnival to have their picnic, maybe even put their tents like they have in villain side. The middle area in PI give it to malta to operate out of, and no longer alternate spawns with carnival. Any thoughts?
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