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MsSmart

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Everything posted by MsSmart

  1. It certainly does not for me, it cost a very valuable IO slot with their beneficial benefits, to undo a game mechanic that is in many conditions perceived as a pest that is not of the player's making or choice. Sue
  2. Hi: I support the idea of an option, under Options/General .... Toggle KB to KD I think it was a poorly executed idea, while it was a good think for soloing blasters, it was the stupidest thing for melee folks, where there most powerful melee attack sent the mob away and thus saving its life, for the melee could not follow up, and by the time they get to their target, its already up, and because it is the computer, they get to attack first, talking about adding insult over injury. Then you have the PBAOE and range guys with knockback, terrible situation when working with groups, makes it nearly impossible for the tank to keep aggro for starters, and other PBAO or AOE folks who do not have KB are made useless because all the mobs are dispersed, very annoying. So I support this thread very much Sue
  3. Hi: There are often times for me, and would for others as well, that because we play at odd times due to work, family constraints, and what not, that we wind up having to use Oro missions for they are repeatable. The problem is they are treated like TFs and not missions, so while we are doing the Oro TF mission, a real TF group starts to form, well I am between a rock and a hard place; either I give up on joining the real TF or giving up all the work I did at the Oro arc; which frankly for a game that is supposed to be fun to the player, simply does not make sense or is acceptable. So why not just change the Oro missions, to be just that, missions and not TFs. So we can stop progression in the Oro arc, and do something real with other players? And if a friend logs in, and is looking to have some fun, why not let him join me? Why make Oro so unfriendly? As always, I appreciate insightful suggestions to this problem, over emotional; or the since I do not have that problem, thus there is no problem perspectives; or judgmental tutorials indicating that I should have not chosen to do an Oro arc... hugs Sue
  4. You think this is bad for melee? How about support types, who all they have, maybe, is some defense and even less resistances. I have never been a fan of the auto hit feature anywhere, it just goes against my grain of fair sportsmanship, same with auto kill, again its just arbitrary... Sue
  5. Hi: I do spend too much time at Icons designing the perfect outfit, only to have it totally obscured by the effects of defensive powers that have glows and what not or travel powers at time. I wish there was a choice at Icons to either let me choose a clear color, so they do not obscure my costume or a choice to not have any effects at all, but achieve the same effect. Obviously moving around or going into battle with my defensive powers down, so I am not obscured, would be a disastrous way to get around the obscuring. If you have any ideas on how to overcome the obscuring issue, please let me know below :<) Constructive and well described recommendations are always welcomed, for the provide me a real opportunity to learn :<) Hugs Sue
  6. I know there is a 5 minute timer, in between swapping incarnate abilities, would be nice to know, where in those 5 minutes I am. I would also like that if "I" am not fighting, despite that my team is fighting, I should be able to swap incarnate abilities as long as the 5 min timer from last use of the ability or combat that I took part has been met. Sue
  7. Hi: Could it be possible to have a "how long to go" reported when you attempt to swap incarnate abilities in the message "incarnate ability "name" has not been equipped because the cool down on equipping/un-equipping Incarnate abilities in that slot has not yet expired" While at it, if possible, when trying to equip an incarnate ability while inside a TF with a team, please do not have the actions of team members mess with the cool down timer, so one can swap while within TFs, granted there may be some inactivity in part of the alt V/R Sue
  8. Hi: I been developing a "Trainer" mission in AE for guild mates to train with and develop group tactics. Unfortunately, I can't give my mobs "Taunt" which is a key event to practice against. Can we add Taunt to the mobs power sets, please? Sue
  9. From what I can tell, the changes are going to be amazing, can't wait for the next patch! I do have a suggestion, when we get stuck fighting infinity mobs, I disagree with them not yielding nay experience, influence and salvage, because they can and do kill you! Instead of making a change to not reward the fight, simply stop making them infinity, say limit them to 16 mobs and its done, so there are no farming of them. I do have a question: During the previous patch, it was mentioned that if you did AE missions that were not Dev's Choice, you would suffer a 25% penalty to experience. Is that not going to happen now? There was nothing said about this in the present patch notes. Hugs Sue
  10. You have a partial point, but its all in the eye of the beholder, a lot has to do with the ole melee vs support designing practices, in general most support types buys this pool for the resistance and defense this pool provide, all other powers are practically unimportant. So from the support side, it makes sense in the case of the fighting pool to avoid kick or boxing, from the melee side, when you get to those that provides AOEs, and ranged attacks, melee types could skip the meaningless chaff powers and get what they need. It is not quite power creep, it is not having to buy trash that is indeed valuable to some arch types and pointless to others. It would be interesting if someone would define what actually or more accurate when power creep occurs, different people, like ice cream flavors, will have diverse opinions Sue
  11. Reading your positions, and ignoring the just plain negative "emotional" comments, it seems that perhaps: The devs could create a new keyboard command /stuckmob, which like for us when we get stuck in a map we can do /stuck and get moved to a valid location, the command would move a mob to a valid location. By having such a command, there is no such power creep, etc. Frankly, we all should being more constructive in our comments, than having some of you being just emotional which leads to no problem fixing. Sue
  12. Actually we need the PBAOE or Area teleport foe, to make sure the baddie does get moved out of thee wall... Sue
  13. From time to time, as we play, an attack will knock a key mob into a wall, and the team may not have sufficient PBAOE damage to kill it while in the wall, and thus the TF or mission gets stuck. When this happens, it is possible to hope that a GM will intervene, or folks just give up and thus ends the TF. It occurs to me, if the Pv2 vendor could sell teleport foe, then we could have a means to address the mobs tuck in the wall issue. Hugs Sue
  14. Somehow this anti-hurricane thread seems a bit absurd to me, if people get sick from hurricane, I am sure the water based effects and plenty of other power graphics would be just as torturous... I think, if you reduce your FX graphics drawing in the options menu, it may solve this problem, if you have this medical issue Sue
  15. Hi: I am sure, there are plenty of us that collect badges, and having some relative predictability when the Nemesis or Rikti invasions occur would be very helpful. There are many times I am in the middle of a TF when these very seldom events occur, and it is not like I can tell the folks in TF I am leading or be within, sorry folks the invasion that I been waiting for just popped up, "bye", and thus I wind up missing the opportunity. It occurs to me, why not add them to the zone event rotation (fire alarms, raids in sky, etc.) , so there is a higher frequency of when this events occur, and allows for players' different gaming times and availability. Only a suggestion to make the badgers life a bit easier Sue
  16. It's one of those, it would be nice... When I am buying IOs at AH, sometimes the IOs are at top and the recipes at the bottom with the attuned ones at the middle. At other times the recipes are at top, the IOs follow and the attuned ones at the bottom. What I am suggesting is a presentation consistency, such as recipes first, IOs next and attuned IOs last. Sue
  17. Kinetic melee attacks need fixing... Their damage seems to be at par with the other damage sets, until you experience the fastidious graphics the require. They look cool, but by the time you get the attack to go off, all your enemies got a few rounds of hits on you, and then you finally hit them for the same damage another power set quickly delivered. I don't mind Kinetic melee taking longer, but if it takes 3 times longer than the other sets to execute, then triple the damage it renders "or" reduce the graphic time to be relative to the base damage they do. Sue
  18. I can feel your pain, but the game does let you "spice it up" when you select the challenges during mission accept, just say no Pv2 powers, no travel, and what not, and the cake walk feel tends to go away. It may be interesting, if more handicaps/challenges could be added like mobs with double their resistances, mobs resistance debuff effects are doubled, double regen, and what not, can really change the feel for the game. I suggest that new challenges be focused on the melee, for the support already have the lion's share of the challenges focused on them, thus giving a support player all the challenge they would want, and at the same time, at last, giving the melee types the challenge they been clamoring for so long. Sue
  19. Hugs, only a QoL, ok, not an end of the world request Sometimes I get a bit loaded with salvage and want to sell, but there are no vendors nearby It would be nice if a temp vendor person could be summoned, like we can crafting tables and then anybody can sell stuff there. Hugs Sue
  20. I do not like the idea, because I am terrified by the implementation Look at how the players using defense as their means for defense gets cheated in a way, since all attacks "are supposed" to have a positional and a type of attack, but some are purposely broken to have only a type of attack and no positional, like many of the vomit attacks are purely acid or toxic and thus only the toxic defense comes into play and the positional defenses are altogether ignored, which makes the vast majority of the defense based players extremely vulnerable, since toxic and psionic defense is extremely hard to get. If you were to implement this for resistance, now your melee will wind-up having their most common positional resistances ignored or the type ignored. As I look at the system as is, tanks, brutes, scrapers etc. have type resistance, but no positional. Then you make baddies such as the Rikti and give them positional pure attacks and the melee will drop like flies as a result. Another problem is how the IOs going to be changed for melees, like in defense some IOs give positional and others type defenses, are you going redo the entire set of IOs to have positional and type resistances now? This would be devastating to the melee, for they will not be be to reach as high resistances as they do now. While the idea sounds fun, I am terrified at the implementation. Sue
  21. Hugs This is just a quality of living suggestion, not an end of the world suggestion... When I go to make my character's outfit, often times I already know what shoulders, belt, shoes or what not I want to give to my character, but the way the name of the costume parts in the costume piece selector seems to be a bit chaotic, it would be so nice if they were in alphabetical order, it would make it much easier to find that way. Hugs Sue
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