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MsSmart

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Posts posted by MsSmart

  1. With the upgrading of many of the mob groups such as Council, which did spice up the game. I looked at what the last run of "challenge" upgrades were made, specially since I experienced the advanced mode Lady Grey TF, and now done the PI missions with the improved mob groups.

     

    There is an old saying: "little risk, little gain"

     

    That said, it seems to me as we enjoy the content of the game, the risk experienced by players as they play the various character classes is quite different, and as the saying above would indicate, why do all classes receive the same inf and exp reward?

     

    After I endured advanced 2 star Lady Grey, I noted that the vast majority of the challenges were Status Effect centric, with some rather interesting tactical approaches such as teleport the victim player to the middle of the mob group.

     

    When you give the above some thought, and think about how the different classes were affected by this new and improved challenge, it is very easy to observe that the support classes are much more impacted by these changes. With the increase of status effect usage, the support class who by design has no status effect MAG protections, is extremely susceptible to this form of attack (one can only carry so many break frees) and with the drastic increase of Status Effect spamming AOE mobs the effect is simply brutal. Usually over time support classes, who are experienced, usually know to  target through the tank to avoid aggroe, and to stay away from the main mob group for safety. But by giving mobs the ability to automatically/not resistible teleport the poor victim player (usually a support class) into the middle of the mob group to be quickly overwhelmed by the spam status effects and direct attacks is just a very cruel thing. A melee player, would love to be transported into the middle of the mob group and make them pay in spades for their dumb tactic, but  the feel is just the opposite for support types.

     

    When you look at the new challenge that a melee experiences is light at best, and ultimately, the challenge melee really experience comes from having their support reduced to dust.

     

    But this article is about rewarding justly, no risk - no gain, little risk - little gain, crazy stupid risk - crazy stupid gain.

     

    So my proposal would be a 25% modifier increase (or there abouts) to the awarded inf and exp received by any class that does not have organic powers that gives Status Effect Protections, since this form of attack is now quite prevalent in the game.

     

    Another look, could be to even out the risk taken by a class, by now giving Support classes Status Effect Protections. Not suggesting Tank (12), Scrapper (8) Status Effect Protection, but perhaps a 4 MAG status protection since these classes now need it as opposed to live days when the mobs did not even have ranged attacks and ranged status effects.

     

    Change is good, if it is fair

     

    Hugs

     

    Sue

    • Thumbs Down 5
  2. Hugs

     

       Its great the updates done to some of the villain groups, specially for PI. But it occurs to me, it would add variety and be more comprehensive if the choices of villain groups being handled by the radio missions would go after all the groups that can be found in the zone.

     

       For instance in PI, you could add Rikti, Malta and Nemesis missions to readily to my mind.

     

    Just a suggestion...

     

    Sue

    • Like 2
  3. Not quite with you in its entirely...

     

    Would help to have a written criteria, on what really goes into determining the number of merits given as a reward.

     

    For example, number of missions should be worth something, did you fought an EB or AV in the mission (1 merit per defeated EB/AV would make sense); are the AVs ultra special (over the top) with special powers like Lord Recluse  in LRSF comes to mind should be worth at least 5 merits;  is the mission tricky have a strange maze to go through or process, etc.

     

    So by using my partial above, you do a 10 mission story arc, 8 of those, since you soloed it, had EBs, at the end there was tricked-out EB (next to immune to holds like Director X in Tin Mage, thus 8 ebs, or 8 merits, a tricked out eb +5 merits and thus 13 merits.

     

    This is an illustration, not a must be like

     

    Sue

     

  4. This is only a quality of life improvement...

     

    When doing PI radios, it seems you randomly get Detective Selum who is deep inside the police headquarters or the other detective who stands next to a planter across the police station. Why not, just move Selum to stand outside the station?

     

    Even better, you are a known super in PI, surely the detective could give you their number and avoid the pointless travel to go personally visit him.

     

    Sue

  5. if you stock with the name summer IOs, because of the ones you get thru the summer block, call it spring IOs for all I care, the important part to me as indicated in the title, is the attributes you get when you are starting to have IO sets. As mentioned the winter set defense benefits come usually at the 6 set combo, and the resistances upon the second set of IOs; I am looking for a reversal, where the for example the 5% range defense, be now when you have 2 sets as opposed to the winter's 6 sets, and thus being more support type friendly.

     

    Hugs

     

    Sue

  6. Hi:

     

        There are times, when upgrading alts, I only need to move 1 slot from power to another, unfortunately I have to a full respec and the worst part yet is to redo my power trays! If I could move a single slot, it prevents all the other efforts. I can use an io remover, to recover the not used IO, and then place my new IO in it.

     

    Hugs

     

    Sue

    • Like 2
  7. Hugs

     

         I would like to see more temporary products made available to acquire through the Pv2 vendor. There are permanent powers that are power source locked, it would be nice if those very same powers were available for any player to get regardless of origin but in a temp basis, where you buy number of charges.

     

         Also would like to be able to summon a merchant, like I can do with a crafting table, and thus able to craft anywhere I want and be able to also buy materials as needed.

     

        Another addition is a permanent fly without the self-affect only feature, make it more expensive to buy, etc. Would be cool, to buy a sphere that is around you and transports you as you need, like the X-Men cartoon shows Magneto .

     

       If you have any other ideas, please tell us here.

     

    Hugs

     

    Sue

  8. Sorry, while you can transfer emps which can be converted into incarnate salvage, you just can't transfer within an account or anywhere else incarnate salvage.

     

    Personally, as a minimum, I would like to be able to transfer incarnate salvage among alts in my account, and also would like to see incarnate salvage sellable in AH, I really do not know the why of such a limitation, can any one illuminate me in this topic?

     

    Hugs

     

    Sue

  9. Mmm...

     

        I am sadly, on the opposite camp. When you have an event, be Halloween or Winter, they have the attribute to pull in very large number of players into it, which creates a vacum that really makes it very hard to form groups to do Tfs. I would rather limit those events to a single week, maybe two, in order to allow players to have sufficient numbers of folks to partner with to do the game content.

     

    Sorry sweetie....

     

    Hugs

     

    Sue

    • Like 1
    • Thanks 1
  10. Hugs:

     

         I can't make statements on how it is on other servers than Everlasting, so my suggestion may not be as applicable to them.

     

        In Everlasting,  during the week, there are 3 Hami raids at 7/9/midnight EST, each followed by an MSR. Please note for folks living in the US Eastern, central, mountain and pacific time zones, this is what one would consider prime time.

     

        The difficulty, I am experiencing is trying to form or participate in a TINPEX (Tin Mage/APEX) during the MSR, where in fact both activities are interfering with each other in a zone where MSR will eventually take it over, and thus you will end up having an RWZ-1 and RWZ-2.

     

         While this is a natural occurrence, it could be mitigated by simply moving APEX and Tin Mage to another zone or zones. As is RWZ has Lady Grey TF, which also has to contend with the MSR.

     

         I would suggest, as the title of this suggestion indicates, to move Apex and Tin Mage to Peregrine Island who does not have any TFs in that zone. I would place them by the Portal corporation buildings, since the missions for both are primal earth missions anyways, so having them based at the Portal Corps locations and using the portals for the missions would be logical.

     

         Since Tina Macintyre is located near the North Portal Corp building entrance, I would place Apex on the West side building entrance, and Tin Mage by the east building entrance. The missions themselves given by Apex and Tin Mage would be restricted inside the buildings they are next to. This way useless, time sink, travel is minimized.

     

         By moving these out of the RWZ, it removes the MSR - TINPEX conflict, which would be greatly appreciated.

     

         I thought, potentially moving Apex to Kings Row, where the missions are located at, but having APEX in KR and Mage in PI could kill the normal TINPEX who are now essentially co-located.

     

    Any thoughts?

     

    Sue

     

    Ps: Congratulations Homecoming for the license with NCSOFT

     

    • Thumbs Down 3
  11. Hugs:

     

        If you look at the Winter IO sets, you will note that the follow a sequence like this, loosely:

     

    2 sets: Usually a regen or recovery

    3 sets: Usually a damage type resistance or health increase or debuff protection (usually slow only)

    4 sets Accuracy Increase or Damage Increase

    5 sets Recharge Time or damage resistance or defense type increase

    6 sets Defense positional or Psionic/Toxic def/Resis

     

    The winter sets, truly benefits Tank/Brute builds since resistance to damage is their core need and comes early in the set acquisition process, and then some brute/scrapper that are resistance based over defense based.

     

       I suggest for a "Summer" IO set to be somewhat reversed to be support type friendly:

    2 sets to be regen or recovery

    3 sets to be positional or type defense

    4 setsAccuracy or damage

    5 sets Recharge Time or positional/type defense or debuff protection (but ensure that it now covers endurance, defense, resistance, and speed)

    6 sets Damage resistance

     

    The summer sets would also be invaluable to scrapper/stalker/brutes immensely since some are defense based for their survival, and their benefits would come early in the IO set process

     

    Any suggestions or ideas?

     

    Sue

    • Thumbs Up 1
  12. I can't agree more with post...

     

    I feel my animation is so so long, that often another player arrives after I started posing, and kills the mob before my graphics finishes the clowning, which evidently  annoying. Then when it goes to DPS, the kinetics does no more damage than other power sets which actually gets the job done without so much posing/winding, and more annoying when the not so random number generator rewards all that time clowning with a 95+% roll

     

    Sue

  13. I thought there was something in game as mob "morale", that is when they get beat up, scared, they run away. I thought the minions would have lower morale and thus run away much easier in the absence of a superior than their superiors. But as you went up in ranks, their morale instead of being  higher seems to be the reverse in practice.

     

    So as I did an ITF, and being a Roman history buff, I found so out of character that the Cimeroran traitor bosses, to just run as soon as they get hit; that is so totally uncharacteristic of the ancient roman army. In Greek lore Minotaurs and Cyclops were ill tempered beasts, and totally blood thirsty, so why are they running away all the time?

     

    Same goes when I fight any group in the game, the minions are much much more braver and the higher the rank the more chicken they are, I think the game is executing morale backwards, can it get fixed?

     

    Hugs

     

    Sue

  14. Allow me to clarify

     

    I am reluctant ok, with once you attack you are rooted and stuck, stuck, stuck, stuck, let me count four times, let see I prime the attack; then I do all the clown posing for the attack to go off; then as I retard I have to stand still to see my attack fly across the distance and strike the mob; then I have to also stay still to see the creature dodge it or does some dramatic move to indicate it was struck; and finally and only then an after all that, I can finally do anything.

     

    But my second attack, can't happen because of attack recharge, so I have enough time to move a bit and then as my enemies chase me, I of course must stop execute the attack that now can be done, since it recharged, and thus I stop and turn; do the pre attack pose, do the attack clowning, see the attack go off, and see what happens but usually by that time the mob caught up with me and killed me.

     

    What I want, is once I start moving, it cancels the attack that is essentially queued until it recharges.

     

    Hugs 

     

    Sue

     

    Anyone can explain to me, why the rooting is so mandatory? seems to me if I want to run and shoot as I can do in real life, just hit me with a 25% accuracy penalty and let us have a dynamic game as opposed to mail in turn base game play?

    • Thumbs Down 1
  15. The issue is that only my main can be in Chaos United (Everlasting) and it would be truly unpractical to store my stuff there, my 52 other alts have a common base where they share all their goodies. What I am looking for is for a way for all 53 to be in Chaos United and still have an independent salvage repository

     

    Sue

  16. There are times, when discretion is the better part of valor...

     

    I find myself at times fiercely fighting a mob, and I noticed they are owning me, and so I decide, while I have hit points, time to run.

     

    Unfortunately, since my system or server lags, I may have double clicked an attack, and so it goes off, I began to run, then go to a full stop and shoot again, which is exactly what I do not want done.

     

    Is it possible to let movement interrupt attack "chains" as it does trying to pop inspirations for example?

     

    This is not a request to interrupt the nefarious "rooting" associated when attacking, only that once I start moving, do not root me again to do an attack that is undesirable.

     

    Thank you

     

    Ps: Talking abut rooting, is there a way to reduce how long you are rooted? I understand the root prior to shoot, the rooting as you "pose-graphic" your shot, but why remain rooted once the shot left, why I do I have to be rooted to see if the shot hit, and still remain rooted to see the mob I hit do its dramatic posing after being struck? This could be alleviated some, is there a software issue for this?

     

    Sue

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