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MsSmart

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Everything posted by MsSmart

  1. The reason for this post, was in part from my tanking experience and the different in feel from each of them. I do not think it is correct to damn the fire tank to farming, they can do it safely but the DPS is not there to make it fun, that is the realm of brutes, to be honest... But the push for it was Hami, I lately felt an urge or desire to tank hami. After talking to many veteran players in Everlasting the common consensus was that only two tank primaries Bio and dark could survive the Ham alpha strike when you first engage. The Bio is good to go as long as you have hybrid-melee, the dark needs hybrid melee and 4 slots filled with kb protection to achieve 16 kb protection. So my objective is to make the other forms of tanking capable as well to do Hami, never been much of a fan for pidgeon holing a class or primaries to one and only one activity. I feel any arch type class should be able to do all the activitie4s advertised to be expected by the class regardless of primary selected, I do not have an issue with some being better at any niche but disagree at being incappable at any given class niche as well. I do agree what I am asking is tough... Sue
  2. I read the posts, and some do make valid points and contributions and I agree there is a danger of making them all carbon copies of each other, and a question arise, how different they must be from each other. The so called additional damage a fire tank can do is that ample compnesation for no kb, no kb resistance, no slow resistance, no regen debuff resistance, no endurance debuff resistance? While there is true that carbon copies characters is bad, does it have to be so drastic? I also concede that the issue is not universal, never intended to indicate that, for example dark armor has no KB protection for instance... Sue
  3. Hi: From time to time, I want to finish an Arc I already commenced but outgrew and thus can not finish the story. Ideally there should be no restriction to go back to a contact and do their missions and even get new contacts to get their missions too, I think at one time that was a feature that for some reason went away. Today, you can catch a good chunk of those arcs via Ouroboros which is nice, but... Ouro arc missions comes as TFs, which has unfriendly elements to it, such as you can't invite new players along the way to replace those that left, or when you began it was early in the day and there were not many players, etc. Often, when I do these arcs, is as a side thing, not a main effort. So finding myself trapped in a long arc with out a means to save it for later is very annoying. I would be doing a 12 mission arc, and after 4, I see an ITF looking for members, I need the exp more than anything but here I am stuck. Do I abandon the TF and lose all my work, or give up on the very important opportunity? The issue is why must I be forced into this decision? So instead of making the oro arc a TF, it reduces your level (as it already does) and sends you to the quest giver, who because you are of the right level is open to give you the mission. This way, like any other mission, you can stop progressing in the arc and do other group related activities and when finished go on with the Arc. Even as you do the arc, friends may log on and be willing to help you with it and since it is a mission, you can invite them. This would make an awesome QoL at least for me, I am sure there are others who may enjoy this QoL as well... Sue
  4. HI: I been playing since the live days, and can tell you Homecoming is a great improvement in game friendliness towards the players. Yet, I can't shrug the feeling that old school or old time arch type choices tend to be in general less capable than the newer generations within the arch type. Take a Tank's Bio Armor, beautiful fun set, now compare it's overall abilities to say Fire Armor, and the difference is amazing, with fire being noticeably inferior. For example Fire gets no knock back protection at all, nor resistance to knock back, Bio armor gets 10 pts of knock back protection and 100% resistance to knock back, Fire gets no resistance to slow, while Bio does. These are just a few examples, if fire wants toxic protection it is dependent on burn for it, while for Bio is part of a permanent defense power. When I look at Scrappers for instance some gets emergency heal and endurance boosting, others don't at all. Maybe those secondaries need a re-look? When I look at blasters some primaries have snipe, but not all do! I always felt Snipe was a blaster signature power. if you look at selections of cones, aoes, pbaoes, etc there are significant differences in availability between class primaries. Also I feel the damage of Blaster attack powers are simply to low, since most of their powers are rated moderate, a brute's tend to be High; which is strikes me as unfair for a brute has the entire suite of protections at very high levels and the blaster has none. So why not look at the various arch type primaries and make them equivalent with each other? Sue
  5. Hi: There are a limited number of powers that needs an improvement in magnitude effect or something, for example take a Storm Defender's signature power "Hurricane", once you get to incarnate TFs, especially BAF, repel is essentially useless, and anything higher than a boss laughs at it, and there is nothing a player can do. I was playing my 53 Dark Armor Tank, not sure I why bothered buying taunt for her, it only works with bosses or below, anything higher seems totally random if they work at all. I noticed that if the above boss mob is already under attack, you might as well remove taunt from your tray, you will never get it on to you. There needs to be a way to make taunt more potent! When I do Tin Mage, Director 11 must be blind, deaf, and what not, even when I am spam taunting, why bother? He does not react to it, trying to taunt Battle Maiden once she is in a rampage on a player, once again, why bother? I looked at IOs and what not trying to make Taunt mediocre's performance useful and the best I can do is make an essentially useless power last longer. The team does not really need minions and Lts taunted, its the big boys that need to be diverted away from the support types... I am sure there are other powers that are essentially broken when dealing with higher than boss mobs, which should be addressed in some manner, this is important for some arch types signature contributions to the team become trivial when facing higher than bosses, this is unfortunate for many of those powers a key to the support arch type's survivable since they do not get the range of protections and defenses that melee types gets as a standard, and also those players would like to feel they significantly contributed besides just being another death statistic... Sue
  6. Oh my.... Another I have a preference and want everybody to abide by "my" preference... Base making at least in Everlasting is becoming a game of its own, and lots of folks with exceptional artistic abilities are truly showing us what is in the realm of possible as incredible as those bases are. I do not see any advantage at making this enjoyable pass time for quite a number of players have a cost or handicap penalty to it, that is just not right. For myself I love touring those incredible works of art Sue
  7. Love the idea as a band-aid... Really each power should have a switch for KB or KD as an option, perhaps it can be done at the ICON screen where you choose the effects for them? Just a thought
  8. Why everybody is after nurfing things, when they feel it is unbalanced to their personal belief of how the game should play? If barrier is so horrid to endure in a team, when forming the team, make a policy for instance of no incarnate powers to be used; there you go problem solved, and no need to ruining it for the rest of the server populations. Wish folks would try harder to work things out without demanding to stick it to other players... Sue
  9. Your suggestion does not meet the criteria, why would a fire tanker turn off fire shield in order to see what she is doing? Turning protections strikes me of rather dumb, especially when in combat. The suggestion was not about cancelling temporary buffs, it was about being able to see thru powers that you can't turn off the FX portion of the game. Hugs Sue
  10. There are powers that gives me no choice to not have them colored, such as protections, leadership, etc. So instead of changing them to give me a choice such as no FX effects, as some powers do; why not provide me with a clear color to choose, so even when I am forced to have an effect, i can choose for it to be transparent. Hugs The reason I am asking is that some effects are very visually intrusive, I play 3rd person mode, and many times, I can't even see my character or what I am doing because of all the effects...
  11. I agree that empathy needs a reload Especially that the dedicated job has gone away, I remember in the days of live, where a group would not there do a TF without a healer, now with IOs and Incarnate who needs one? So why not give the Empath a little love and be brought up to present day mechanics? It makes sense as the OP said. To me the simplest upgrade is to change all the powers that are targeted and be made Auras, this way the Empath can include herself in the goodie giving benefits and more of the team can also be helped simultaneously. In fact, it would not be a bad idea, if other defender primaries could be changed in this way, for example the Storm O2 Boost could become an aura, thus giving the Stormy a means to heal more than one at a time and mez protect/break all those around her. Hugs
  12. The reason I did not even gave much thought to psi resistance, is that resistance is capped anyway to 90%, so the best you can get is nearly 50% reduction in how long you are mezzed, from the support archtype perspectivfe the mob has plenty of time still to kill you while you stand helpless. Also if you happen to play a support type, reducing the duration is pointless anyway, for the mez is spammed over and over on you, and thus the reason from a pragmatically vantage point I don't consider mez resistance as worthy of bothering with. but is only an opinion in that mater, I play all types of archtypes, so I can feel the difference on how protection work when those archtypes have them
  13. I do lots of hamis which gives 4 empyrean merits, and I alternate among alts doing the TINPEX and Hamis, so when I make a new character I got lots of 4s to move about, I can do 3 set each for 12, so a ten and 2 emails is easier
  14. Hi :<) Since email does not allow to transfer anything beyond 1 item at a time, I can see how the reward and empyrean merits which are often transferred between alts wind-up having a conversion set at the merit reward vendor, the problem is there is only one set of conversions and it set to 50 value. I seldom need to move 50 at a time, but more often I find myself moving around 5 or 10 merits at a time, so could we please have a smaller denomination of converter, please? 5 would be ideal for if you have 4 it does not take that much time to move 4 via email, if you 35 you click the conversion button 7 times, quick and easy and then mail 7 items. It would be nicer if we have converters for 5, 10 and 20 but at this point a 5 would be nice. Hugs
  15. Hi: I recently learned that Impervium Armor has a Psionic Resistance IO, it provides 6% resistance and you can use it as often as you like obviously you would not get more than 5 after all the 6th would have no contribution. You then take the Aegis Psionic IO, it only protects for 5% and can be slotted once on a character. It does not take long to quickly realize that Aegis Psionic resistance is essentially worthless, save if you trying to get a set of 6. So why not update it some? To make it truly special, keep it unique and 1 use per character, but now really upgrade what it does: 1) 6% to Psionic Resist 2) 6% to Psionic Defense Just a suggestion, maybe there are other ways to give value to this practically pointless IO. Hugs
  16. Also the IOs were placed to allow the players to balance or overcome their Archtype's natural shortcomings, for example a tanker had little for damage in th eold days, but could buy the appropriate IOs and gain considerable damage ability, likewise the support types who constantly died in missions could enhance their defense thru IOs and be much more survivable. IOs in many ways made the game more fun to many and allowed each player to enjoy the game in the manner of their choosing and liking
  17. Hi: To concede a certain degree of bias, I do farm but only on occasion for it is boring after all. But because I do farm, it does not mean my suggestion is invalid from the very beginning. When we adventure we essentially get paid with two forms of currency: Experience and Influence Experience gained usually means we get to gain new powers or enhance those we have, after 50 there is no point to experience after doing incarnate material. Influence gained usually means we can afford to go to AH and buy that IO that is going to make us more powerful! So good, bad, or indifferent the character's compensation package is composed of experience and influence; which makes sense... In the real word for professionals their compensation is salary and benefits, as it happened to my husband he retired from the Army and thus his benefits are provided by the Army and thus has no need for a company to provide those to him, so he instead negotiates a higher salary to compensate that company's no need to provide him with medical, and life insurance. So when I looked at the option of no exp (pre-nurf), it made sense, the hero is already 50 has essentially achieved "retirement" and would naturally would seek higher pay for their work since exp is worthless to them. So the patch goes on, and the no exp is present, but there is no increase in influence, thus making the option totally dumb in my opinion, and frankly why even have it? While I am not sure that doubling the influence is right, after all my husband's benefits are not worth as much as his salary, so for him to expect his salary to be doubled would not make sense. I life those benefits he gets from the Army are worth about 25% of my husband's salary, so why not redo the no exp button, to no exp - 25% more influence? Perhaps the 25% is low,it is only a benchmark recommendation, what do the rest of you think it should be? If you disagree please make an intelligent argument of why with some detail, not an emotional one please. Hugs
  18. This could be a bit controversial... When playing there are lots of folks who wants to do the TF, but the majority of them do not want to lead them for many reasons that may be good, indifferent or bad. It does not matter. What matters is how to make more folks to be willing to lead? My suggestion or thought is to award some kind of reward to the leader, this way the reward may influence others to make the leap into leadership. I have observed that the end of each mission, there is a completion of mission reward, so whoever had the star during the mission (allows for leaders to change) gets a 25% bonus increase to exp and inf gain awarded at the end of the mission. There would be no increase in enhancement, salvage, or what not drops associated with end of mission rewards. It is a thought towards solving a situation, not really a problem, and a way to reward those folks who are organizing activities. If you have other suggestions on how to reward those undertaking the agony of group forming and leading, please share your thoughts, also welcomed are complementary suggestions to mine to prevent abuse, or some odd situation that could provide grief. Hugs
  19. This is a quality of life suggestion... Lately I been hosting TINPEX TFs, and a problem I often incur is when mixed alignments are involved. When you have mixed alignments in the team, you are limited to invite folks when within the zone. It would be nice, if I could invite them wherever they are regardless of alignment. I can't start the TF until all are in zone, so how can it hurt to remove the flag, and make recruiting for a TF easier? Hugs Sue
  20. I will not support this In principle I do not support a recommendation based on a single person's opinion that results in denying other people's choices. Your first statements, come across rude, implying that anyone disagreeing with you are dumb! Because of how you made your statement you leave no room for illuminated discussion, would suggest you make intelligent arguments describing what is actually wrong with Haste, and then more importantly provide a solution that makes sense with regards to your detailed arguments, throw some numbers, etc. Be well
  21. Frankly, I will not support this suggestion. In principle I do not support any suggestion that is based on a single individual's opinion on how they think the game should be played, especially if it is prohibits other peoples' choices. I could support a suggestion that allows for personal choices or those agreed as a team, like when you set the difficulties before entering a TF it is normally an agreed undertaking. So if you want to have a flag, where the player chooses not be the able to buy purples at AH, I am fine with that. Hugs
  22. I like the principle very much, it gives a bit more depth to the pool powers. Sue
  23. Hi: Normally the pop up bar for temporary powers are not a problem, and truthfully the problem I am experiencing could reasonably be tagged back to me as my fault. Here is the situation, at least for me: There are too many power icons to place in 3 power bars! CoH developers did see this coming and made provisions for this situation, and in the power bar menu ribbon, after power/inspirations/enhancements they put a tiny "+" in it. If you click it, it creates a 4th bar! and usually it appears at the top left of the screen, which is a bit too far from the other powers to be practical, especially during combat. But the devs were visionary enough to allow to drag the bar to anywhere in the screen you like, so I dragged mine and placed it right above the three other power bars, after I detached the inspiration box, and then when I am doing adding power bars (all I use are 5 bars) I dragged the inspiration box and place over the 5th bar. This set up works great, and looks great too. Where my set up falls apart is when I do a TF normally and along the process I get a temp or two. What happens is that the temp power looks for an empty slot within my existing power bars, and also creates a Pop Up temp power bar. The problem for me is when the bar pops up, it blocks access to my 4th bar! That is highly disheartening when it does that in the middle of combat! So how to solve my problem... Actually there is 2 ways... 1) My preferred, when you click the "+" to create your 4th,5th, etc bar, it raises the menu in the same manner as when you invoked the 2nd and 3rd bar. This way you do not have to detach the inspiration box at all and have it from time to time when zoning in appearing in the middle of the screen. 2) Alternatively, just let me drag the pop up temporary power bar to anywhere I want. This is a only a suggestion to enhance my enjoyment of the game, I have chatted with many others in game and this situation appears to be just annoying to quite a few. Perhaps some of the more experienced players in this forum, could point me out to a process or command that accomplishes what I am asking for. I tried the seagull by the way, but it only helps with PBs and WSs as far as I can tell.. Hugs.
  24. Hi I finally got my widow maker to 50! and while she is a joy to play, she is a bit brittle when it gets to combat. The class has excellent ways to skyrocket your character's defenses, but has nothing to help with damage resistance, the second part of the survive duo. In fact they have none, and the only way I can give her any resistance is by slotting Tough which only covers lethal and smash. I do want to recognize the class does provide resistance to Psionic, but the class left wide open to fire, cold, energy, and negative. Also how come toxic has no defense to? Anyway I would settle with having 3 out 8 types of damages covered, but high level of content has most mobs do fire/cold/energy/negative damage. And if you do TINMAN then you get assaulted with puke-toxic attacks and all the Psionic attacks you can imagine. So it brings me back to my suggestion title... When I play my hero characters, I can go red side and do a patron arc, and voila I got a very nice expanded epic power pool to select from. But I can't find a similar manner for my widow to get access to the other epic pools where I could get coverage for at least 2 other forms of damage, typically cold/fire or energy/negative, placing me at 5 out of 8, not perfect but quite a great deal better. Or a possibly simpler approach may be to let the widows and other classes who do not get ready access to the normal, is to give them ready access to the hero side epic pools. Either way, it's only a suggestion... Of course the incarnate power Destiny Barrier does alleviate this to some extent, but you sure are not going to have this while you climb to the top... Thank you! Please contribute any ideas or recommendations to help me solve my damage resistance issue, it may not take what I suggested and there could be a practical way to address it, if so please tell me! Hugs
  25. Hi: Could it be possible to let a player use the /AH command while inside the base? it comes handy during crafting and organizing salvage, inspiration, and IO storage bins. Thank you Sue
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