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MsSmart

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Everything posted by MsSmart

  1. Mmm... How about treat the Ghost ship as a GM, and as you attack it, it defends itself by sending ghosts at you with the ghosts being at your level and no more tougher than minion. The number of ghosts does not exceed 3 per player attacking it, also the ship can fire its Ghostly Cannons (negative energy) and do GM like damage accordingly. When you finally defeat teh Ghost ship you get merit rewards for it. Sue
  2. Hi: I tend to use my power trays extensively and consistently wind-up using 8 of them, if you use the triangle (^) symbol, it adds another row of 10 powers immediately over the first one, and if you press it second time, you get a third row, but can't go beyond 3. To get more rows, you click on the + symbol and can go all the way to 9 rows. The +6 rows acquired by the + symbol, are quite flexible, because you can place any of those single rows anywhere in your GUI be horizontally, or vertically and even is an "L" shaped manner. The problem with these bars is that they are larger, use a larger font, I think, and when you enter some maps. What I am asking for an upgrade is one of choice, let me use the ^ symbol to go all the way up to 9, or any variation of rows between the ^ and + may provide. Hugs Sue
  3. Can you make a personal base, that is account locked, thus alts can be members of an SG with use of their base, but still have a way to have their own base to essentially store stuff. The issue is while belonging to an SG and have use of the base, is the greatly limited storage space available to you, especially in very large SG groups. So any alt can be a member of an SG with base access rights, but still have their own home to put stuff at. Think of Batman, he has full access to the Justice League base, but still retains his Bat Cave. Notice an account locked base, only your alts in your account can use it, and as you create new alts, they automatically have access to the base. Perhaps though an account locked base, storage would allow you to store in there account locked items such as EMPs, hero merits, which are mailable to yourself. Hugs Sue
  4. Hi: I have noticed that when I play some of my sentinel, stalkers, and brutes that I tend to be some what less capable or survivable in some builds than others, and took a good look at those builds though MIDs to try to understand the problem. What I noticed is that there are 2 basic forms of defense, these being: Positional or Type Positional (Melee, Range, AOE) that are gained though particular secondaries power sets, are fine across the board of attacks. The problem is with the "type" defense, (Smash/lethal, Fire/Cold, Energy/Negative, and Psionic/Toxic) that are gained through a particular set of secondary power sets. The observation is these power sets gives lip service or all together ignores Psionic and Toxic type attacks, and since they do not get much for positional defenses; these classes have a tremendous protective gap. Small wonder when doing Positron folks get creamed by the toxic vomit, since they have virtually no defense to help avoid the attack, same goes with Rickti Psi Attacks, and the Hydra Toxic attacks which is greatly employed in APEX (sewers) and the cause of many players' alts demise. So my suggestion or request is to add Psionic and Toxic defense type attacks to the standard defenses of the secondary defensive power sets, to give a sense of balance to these builds. Please note, that some sets do provide toxic defense, but the amount of protection is virtually half of the protection garnered from other defensive powers within the set. Perhaps in the sets that gives Fire/Cold could also provide Toxic in the same magnitude; and the sets that provides Energy/Negative also provide Psionic in the same magnitude. At the end, they will still be handicapped because there are too few IO Sets that gives you any defense against Toxic and Psionic; but at least the gap is not as brutal. It also would be polite, to make sure all attacks are paired with positional and type attacks, there are several attacks particularly toxic and psionic that does not have related positional attributes, which in theory they should. Not sure what the justification was, if any, for this omission; which leaves positional defensive types wide open to these forms of attacks. Perhaps some of the much more experienced players, could advise me on how to make my builds less susceptible to this odd mechanic? Any constructive and practical advise is greatly appreciated. Thank you Sue
  5. Thank you for your very informative post, I went to Mids and tried the View Active Set button, and I learned something new about the rule of 5. I had always believe you could had more than 5 same size buffs, as long as they were not more than 5 of the same IO type, for example 2 Luck of the Gamblers gives 10%, so does 2 x Shield Walls, in my build I had 5 LOTG and 2 SW sets, and thought the rule of 5 was not broken by this arrangement, turns out the limit is on the bonus size, it seems thus I had 7 x 10% regen bonuses... Once more thank you so much Sue
  6. Hi: When I try to get an understanding of what IOs, IO sets, and powers contribution to my positional or type defenses, I simply click on the powers tab, followed by Combat Attributes tab, and then defense tab accordingly. The game then shows me the various positional and type defenses and how the used values were arrived at. This is a very useful feature in the game, but could be made more clearer. If you look at the composition it tells you specifically which IOs contributed to the value such as Steadfast Defense for 3%, it also tells you the powers contribution such as Weave for "x" percent, and then it becomes blurry. It tells me I got Ultimate/Large/Small increases instead of telling which set provided the benefit. The suggestion, a pure Quality of Life, is to instead of using the blurry nouns to actually list the IO set such as Gaussian's Synchronized Fire Control - 2.5% This way, I can better understand the relationship that IO sets has in the game, and be able to figure the Mids' source of the error after I make a build in Mids and my defense totals does not match in the actual game. Having this information, allows me to submit precise bug errors to the mid designers and assist in my humble way for a way to make this awesome tool even better. Hugs Sue
  7. I disapprove of auto-hit attacks or powers all together, for they affect character classes disproportionately. Most support types, and scrappers for example depend on high defenses, while brutes and tankers does not, so the auto hit is a very discriminating form of challenge and thus wrong. In the same vein, I disapproved with the auto kill powers as well. Its even worse when the auto hit is also auto kill such as Battle Maiden blue energy field that is spammed a bit too much. Hugs Sue
  8. Brawl, Boxing and Kick are pointless to use in an attack, their best use is as enhancement IO mules. Really wish they did real damage. Sue
  9. I like this suggestion, but only from a symmetry perspective... Some defensive sets have KB others don't, like say a fire tank who lacks them, a Stalker with Ninjutsu has no KB in their status protection set for example, I would support to see a more consistent approach to KB resistance. Also I believe some defensive sets have greater KB protections than others (when they have it all), should also be addressed. Only a suggestion, though, no big deal. There are work arounds, that sadly ties up an enhancement slot that other builds do not have to waste it on. Hugs, Sue
  10. Thank you, I do not farm...its kinda boring for me and I am not good at it wither, lol
  11. Hi: I enjoy putting PI +4/8 Council Mission groups together and have fun devasting them with other players, in an effort to help lowbies and folks trying to unlock incarnate slots gain levels towards their progression. The only wrinkle in the fun, are getting the council missions from the detective and the forced go talk in person with the detective (why a phone call will not do, beats me). As a result, I created an AE mission under @Sue "One for the council, all for the council" to address the wrinkle discussed above. I use an outdoor map, and call for the council enemy group to populate the map. I did not made any special mobs, just used the council mobs as they are. The AE mission, in to itself, works very well, but noted that the exp awarded is 50% of what you would have gotten in the "real world", is there something I need to do, to fix this issue? Any advice is greatly appreciated! Hugs Sue
  12. All All of us, at one time have issues storing stuff in our personal super group base, when so many of our alts are in different super groups, and thus passing materials in large volumes would be highly impractical between alts in different SGs, and mailing dozens of materials one at a time by email is at best tedious and very boring. So it occurs to me, could it be possible for AH to be kept up at the account level rather than the alt level? This would ease the moving of stuff across characters incredibly more practical, and other alts could buy stuff for the intended to use alt as well. But not being a programmer, how difficult would be to do this? Any ideas or suggestions? Sue
  13. In general this suggestion opens too much for risk to have bad inter-player relations, the data gained from it would be essentially useless or questionable at best since individual interpretation of what the data truly is will vary. Badges for this, not a good idea at all, for the challenge for accomplishment would vary based on the badge and the arch type, would rather not get stressed over this with my Defender trying to get these badges. I would prefer the very limited developer time be invested in something else than this. Hugs Sue
  14. Hugs I do craft, mostly to generate income as opposed to go farming. But I do not quite focus on the crafting as a stand alone effort, I do so slowly and methodically. I choose a number of recipes that has good trade value when crafted, then as I adventure, I pay attention to the salvage drops and store them at the base, I also only store those recipes I have plans to craft at some time. I typically when I have sufficient recipes and materials to make 20 enhancements, is when I get busy crafting, but only if the market is ripe for me to make them and sell them. As we all should know, the prices of any item in AH fluctuates, so despite that I am ready to go craft, it may be wiser to simply wait till the prices of materials I am missing drops from over-inflated prices, or the enhancement I plan to make is at the moment selling at a low price because there are too many for sale, so the wise thing to do is so simply wait for a better time. As a result the need to store everything I need related to crafting becomes important to me. I would like to store recipes, because since I am a senior citizen with memory issues who can get easily distracted, I have sold cherished recipes by mistake, being able to store them would save me from myself. Using other alts to store, is just as bad, cause eventually I will rotate through my alts and play them, and next thing I know, I sold the recipes on that alt after a mission! It's unkind and tough to be old. AH as storage is ok, but I have to remember which alt has them, I have over 40 alts by now, so that can be challenging for me who has bad memory. I tried writing it down, but I always manage to misplace my notes., it would be so cool, if AH was account wide and not character limited, it would e a great way to store and transfer across alts. So as a whole, I support a recipe storage bin Sue
  15. This is an interested thread... I use MIDS when I design my Dom and thus I know what I am getting into well before I even create one in the server. Because the system has an interesting status effect process (that is when an effect actually takes hold of the target) it is difficult to assess the performance of a Dom or Controller in combat, in general control powers work great when attacking minions and Lts, they are not as effective against bosses, and pointless with EBs, Arch villains and GMs when being the only control type in the group or alone. If you have three or more control types going at it, then bosses can be controlled rather speedily, and EBs can also be restricted in reasonable time, with regards to Arch villains and GMs the control point is moot. (I am sure there is going to be that one exceptional player, that will testify that they have no problem locking down anything in no time, and therefore everything is fine, but the normal player does not) If you think Dominators have it bad, try a controller, their abilities have no additional mag potency and they do not get Dominance. But on the other hand, lets look at the entire package; they have 1 set of powers dedicated towards control and a second that provides for damage and other auxiliary needs. When I looked at my spines dominator, I realized that the vast majority of the damaging powers provided light damage, which makes the dominator wimpy in that area, and often experience when fighting a boss that to eventually defeat it, it consumes most of my endurance, because I do so little damage and spend so much endurance doing it. You also add that the arch type has little to no powers to augment the class survivability, who is supposed to have control as their mechanism or way to survive and we already discussed that control really does not work that well for the user, and all the mobs have spam ranged status effects, some with area effects, to add insult over injury, with at times better than snipe range to accompany their status effect attacks (that is why it comes to no surprise to see the majority of the players going down in battle are support types) So you wind up with an Arch type (actually both Dom and Controller) with not reliable control abilities, no defensive abilities to survive with, mostly light damage, and no status effect protection (resistances are moot, they take you out anyways and with the spamming of the status effects they do, you stay out); and then you wonder why folks are looking for ways to make the arch type more effective? Do note that with the introduction of IOs and Incarnates, many of these horrid flaws in the arch type can be conquered, well that works until you do content that is of lower level than 45, then the arch type is fodder once more. Hugs Sue
  16. Wow there has been some awesome thoughts and suggestions here, thank you all... I play on Everlasting, so I truly can't discuss what happens on other servers, nor I intent to. What I notice in Everlasting is that about 20% of the Looking For Group is about folks asking to door sit on farms, another 20% is for joining DFBs, and 10% is just conversations, and the rest is genuine looking to form or join something of content. Part of my goal of Insta-50 is to eliminate the PL begging, and increase the TF and mission forming requests. From my personal side at 42 level 50 alts, my objective is to have all arch types and variations at hand, I am still short of my goal. So in general, as of lately, I have a second account with characters that specializes in leveling and badge support. So as I make a new alt, I PL her from 1 to 50 with my PL/Farmer, then unlock all the incarnates the same way. This takes me roughly 1 day, and now I begin to play her at heart. Upon my personal goals is to make sure that no alt is below Vet Level 50, with the exception of the current one at Vet 18, at this time all are at least Vet level 65. Also on my way to make my alts Vet 65, I have accumulated hundreds of emp merits, so when my new alt unlocks all her incarnates, moments later they are all T4d after I transfer the transcendants to her. This is why I am interested in content, especially those that awards merits. Another push for the PLg my new lowbies is that I am member of several groups in Everlasting that do Theme based ITFs, like all kin TFS, or all brute, etc. Sometimes some of us do not have that specific "flavor" so it is a race during the week to create and mature that character for the Saturday Morning ITF event, and thus the insta-50 would be quite appealing. As a whole, I would think those folks that are begging for farm door sitting, going at level 1 to PI radio missions, do the heck out of ToT, would eventually make a 50, unlock the incarnates and then actually play the content, otherwise why do this at all? So the real question, giving the auto-50 would it harm or benefit in the long run? I like the idea of the 1 free 50 a month, or perhaps you can only have a free 50 of the arch-type you already achieved, that is if I have a 50 scrapper, then I can make as many new scrapper variations I want and start them at 50, after all I use MIDS to design my alts, so they are going to be pretty good right from the beginning. Once more thank you for posting Sue
  17. It occurs to me, that too many players do not want to really crunch their way to the top, and as a result they are the eternal farm door sitters and PI mission lowbies taking the fast train to the top (at least they do something). So why not just have it, where if you have a 50 already, you can start any other new character at any level you want. I remember in Dark Age of Camelot, once you made a 50, you could, if wanted, begin any new character at any level up to 25. So maybe, we can cut to the chase, and allow players who have already made it to 50, to make another alt at any level between 1 and 50 as they wish. I know this is a bit extreme, but seeking opinions Sue
  18. You missed my original reason for the posting, my true complaint is the inability to form teams to do "other" content, unless spending over half an hour begging for players to join is totally acceptable and enjoyable. So if you can't start something, due to ToT, you may feel like, what the heck, might as well ToT. So you do "second best" of choice of what to do, and you consistently end up in a team were 5 out 8 are AFK, which seems like rubbing salt on a wound. For this week, I have avoided ToTs all together, just too burned out of them, and happily others are getting that way too, and teams to do other content are now being possible to form in a reasonable amount of time
  19. Hi: While ToT can be fun, yet all good things may have unintended consequences. Because ToT is an excellent place to PL your lowbie alts, and thus serve as pseudo-farm, a disproportionate percentage of the population rushes to PI/Grandville to ToT. Because the server population is frankly not that high, trying to do any content even the weekly is impractical, unless spending close to 45 min begging for folks to join you TF is considered by you as practical. But be as it may, there is not much that can be done about this, folks chose to do what they want to do. Even if its to shamelessly exploit an event to get PLd. Remember how many of us criticize players who are always asking to sit at a farm instead of playing? Well, ToT is those folk's dream come true. So the reality is while ToT is going on, it is likely to be the only game in town, unless you are willing to personally be begging everybody to join your TF for over half an hour or more. Given this, you join the ToT, what else is there besides not playing the game you missed for so many years and is back? So you endure the Pld crowd, but what really rubs salt on the wound, is that over 80% of those PLd folks, so used to by afk while door sitting, go AFK, they do not knockon doors nor throw a punch at baddies to help the others in the team get a share of exp. This is the issue, I am asking for suggestions or recommendations on how to mend. A potential solution, is only for ToT leagues, which can be detected by killing flag mobs (tot mobs), is to decrease the AFK timer of 15 min before you get disconnected to 5 min, and hope this will force these folks to be pro-active. Some raid leaders has asked other team leaders to check on their team and report who are those on extended AFK. But this suffers from another unintended consequence. There are not enough level 50s present consistently to lead the ToT groups, the PL greed is that bad. So when you find the level 50 is one of those going AFK you are in a dilemma. The controls of a league, only allows the league leader to boot folks. Maybe if any leader could boot folks from their own team, may help with the removal of AFK folks abusing the good will of others. Any suggestions that could help mitigate this issue? Hugs Sue Incidentally, I do not mind helping, but when I find 3 out the 5 in my group are AFK, and I can't get the League Leader to boot them, I leave the league and go watch tv...
  20. Just a suggestion... Give the MM a +1 Status effect protection per deployed pet, considering that the MM's mind is kind of in many different places controlling her pets, it would seem to be more difficult to apply status effects to her. A new control button: All attack my target, and as I change targets during the fight, they automatically switch Hugs I am sure you all may have more awesome ideas Sue
  21. The whole idea of my making a suggestion is to have a basis for others to work out of, such as your later suggestion which goes to the root of the problem I am seeking relief of, thankyou! Sue
  22. It would be nice... There are times, especially when I am suffering from server lag, that I may press the button several times for an attack in the heat of battle. Of course attacking, produces a very naughty form of self hold, I have to watch the wind up of the attack, then I see the attack go off, then I see the attack fly to target, then I see it hit the target, and then I see the target do something as a result of the attack, and after all that I finally get to move. I feel after my rifle fired (for instance), I should no longer be forced to watch all the animations and remain unable of moving and doing anything else. Wish the self paralysis would be cut short or go away, perhaps give me a -25% to hit penalty if I shoot while moving? But going back to my double tapping a power, so I eventually are released from attacking and the mobs swarm me, time to get out of dodge, and I begin to get away, when the attack activates, stops me dead and sets me up for a beating. Would be nice, if I am moving, to automatically cancel the attack and let me get away. Only a suggestion, but it would be so cool to be able to fight like in the marvel or dc movies, and be able to fight on the go. Hugs Sue
  23. I have suggested in the past, to let the players spread out across the zones and attack mobs simultaneously, rather than in one at time, this will make Numina go quicker and be less boring... Sue
  24. Hugs: After doing the various ITF difficulties, it occurred to me that there are several mechanics that are all together arbitrary, and should be revised in some fashion. Rommy teleports you to him, cool ability but what about folks using the IO Shield Wall Teleport Protection? The present setting, ignores it all together, and frankly that is not appropriate, folks invested in this IO with a purpose and in good faith, to have a mechanic that just ignores it, is not appropriate and should be adjusted to recognize those characters that did purchase this IO from those who did not. Perhaps, give Rommy a 50% fail chance? When the character is in range. Hostess stealing your body, another arbitrary attack that auto hits. I am not crazy about either player or mobs who has auto hit attacks to begin with. let the hostess have EB accuracy and use that instead of auto-hit, Also even the most powerful tank can't resist the damage from the event, really? is that appropriate when a tank can take on an AV, but not a hostess? This is out of balance, to be sincere. Also since you can't use inspirations, no chance to break free? Is that balanced? While I enjoy challenge like anyone else, I would prefer if it is done in a balanced manner that for one does not over burden the support class over the melee class, and secondly by not having arbitrary measures taken such as auto-hits, and auto-kills. Hugs Sue Ps: Page 4 is a really good piece of work, and much ahs been done to make the game more challenging: Thank you
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