Jump to content

MsSmart

Members
  • Posts

    352
  • Joined

  • Last visited

Everything posted by MsSmart

  1. Agreed, it is mostly academic. I just like symmetry (personality disorder), but in Everlasting we do Hami 3 times a day and kill hami twice in each, accumulating emps is easy. Sue
  2. It would not be compulsory, it is always an individual's choice. The suggestion is a work around to the limitation and SG has in number of members. Of my 30 alts, only 1 is in Chaos United (CU) and the rest in my own personal SG so they have a place to store stuff, etc. The problem is CU does not have room for my 29 other alts (without booting that many other players to make room for me), and there is no way to display to others that despite they are in my personal SG, they are really members of CU. I used Everlasting, for I am in that server, I avoid making any statements on servers I do not play in, it would be wrong for me to assume that difficulties in Everlasting would be also true in other servers; this does not mean my suggestion can't or should not be done in other servers, but it may not make sense there, and I do not know. The idea incidentally came from me, a player, who is addressing a problem that Chaos United is addressing in Everlasting, so used real experience to base my request, as I said before I do not dare put words on folks on other servers. hugs Sue
  3. Not that I can't tell if you are in SG or not and which one. The problem is that I have for instance 30 alts, Chaos United does not have 30 slots just for me to have, so I have a single alt in CU, and 29 in my own SG so I can store stuff and craft, etc. While we have our own chat channel, which allows all 30 of my alts to communicate as if they were in CU, I can not display my true colors as a CU member with all my alts. So I was hoping that instead of saying Super Sue, "The Heroic", I could substitute Heroic with Chaos United, and thus other players would know my affiliation and if I misbehave for instance, they know what SG leader to complain to, or if they like how I support in play, to get them to join CU. The real problem, and this is frankly a work around, is the limitations of how many members you can have in an SG.
  4. I like the idea, simply for symmetry purposes alone. If you go under empyrean conversion, you can convert 1 empyrean into 20 threads, so conversely you should be able to revert it at the same rate. Truly it is only a convenience, not an exploit. Since 1 Empyrean could break down into 20 reward merits, I would like to see the same reverse such as 20 reward merits becomes 1 empyrean. That rate is also observed in Hami raids for instance you either get 80 reward merits or 4 empyreans. Hugs Sue
  5. In Everlasting I am a member of Chaos United,, we are a huge SG with 3 Chaos United groups CU, CU1, CU2... But we have so many players, that we only tend to have a single alt in the CU SG proper, we created a special chat channel to let all the alts communicate with CU and coalition. What I am after, is for a way to identify the many alts we all have as members of CU in my case, same truth would be so for other mega-SGs. It occurs to me, as you can select from pre-determined titles, if you could actually write your own, you could then you could write, like in my case, Chaos United. Just a suggestion, I have no idea how easy or difficult it would be Hugs Sue
  6. Its a minor request... Could it be possible in the character select screen, to include the vet level for those characters at level 50? Only reason I ask, I am trying to bring all 30 of my alts to the same vet level, and it would be more convenient if it was displayed in that screen. I do emphasize convenient. Hugs Sue
  7. Can you tell me more of the demorecord feature? please? Sue
  8. PvP mmm.... I love PvP, but for it to be fun, it truly needs to be sporting, and for that, it requires a true balance among the classes or arch types. The Arch type balance by design are awfully unbalanced from an individual perspective, for the concept of group interaction versus PvE is central to the design. Notice that the PvE engine does not have the AI to know to ignore the melee and suck it to the support, especially any healers. As a result the game works, you can play the defender with not even near the protections the melee has and still be a successful team member. The problem with PvP, is that the other team, knows the rule that when the opposition's support is down, the rest will follow. That means if you are defender, for instance, the bulls eye is on you, and the class is no way even close to be able to handle that, since their protections are sadly deficient. So when it goes to PvP it takes a real special type of player to want to play such an under dog class. If you going to give PvP a real boost, it would require a no kidding normalization between all the arch-types; which is a step beyond and most players would be so totally against for they like the status quo the enjoy. Think of a balance between dps and protection, the more dps the less protection; if enforced you approach arch-type balance. So for example a scraper has tremendous dps and very good protections; which by the dps versus protection rule it is out of balance. In my opinion, PvP is as good as it gets, without a major rebalance and design of the game, who most folks just don't want Sue
  9. This is just a QoL request, not a game breaker thing... How many times, you see a character go about, and you think, I been looking for those gloves, top, or whatever like forever and can't quite stumble on it... Would be nice, if I could click on that character, and then go to options and then click "identify costume"; afterwards it saves a costume file, named ident_001 for example. Later you can go to Icons, and go to the tailor and load the saved file, and then go thru the parts so you can learn how to get to them, and what was the name! After you can back-out and fix the costume they way you want. Hugs Sue
  10. Knockback and knockdown each has its uses. A soloing support class, would rather have knockback and keep the mobs away! While Melee types would rather knock them down, rather than chase them all over the map! So at the end, it should be an option, in the options menu to have the effect to knockdown and knockback. In real life, we can make such a choice when strike something by choosing the direction on how we hit something, so this is not like magic, just a courtesy from the devs to players. Sue
  11. I like the proposal The reprograming of a portal, should not be too hard, its technology, just think how long it takes to load an app on your phone. Lets be honest about this, in the old days, the need to have time sinks were a primary objective of developers. The need for such time sinks, is no longer valid, and that is why developers have worked so hard with the transportation system to make the inter travel between missions less boring. So having the same portal for all missions, is not much of a leap of faith here. Sue
  12. I thought by using I thought, it was leaving room for uncertainty, and not a statement of fact, for I truly do not know what the devs truly had on mind or true purpose, it seemed Srmalloy tends to concur with my thought, thus I am not alone with the chain of thought. I am curious, what is your belief?
  13. I don't get the need for the below -1, at least for the reason stated. If the game played by a somewhat experienced player, I truly can't see them not being able to complete a mission while being "solo" regardless of class. Now that said, perhaps having a mission in stupid-easy mode, would be convenient for badge hunters, who truly could care less for the mission story, all they want is the badge... Sue
  14. I would appreciate more constructive comments, if possible... Sue
  15. You believe or you know? I thought the original intent for unslotters was to allow you to remove an IO and replace for another one, you may think it was more advantageous.
  16. Mmm.... Not sure Procs need to be "nurfed" at all, when looked with a narrow view, they may appear over-powered, but if you look at them taking a few steps back, the perception will certainly change. In order to put that many Procs in a power, that means that many slots where not used for something and thus there is a definite trade that goes with it. For example, when I used on a few of my alts multi-proc powers; there are usually 2 things that goes down: Power Recharge and Defense, that is a lot to give up for a little more DPS. Some my alts had gone from 50s defense to the 35s, and their power recharge almost halved; these are very significant sacrifices for that modest gain in DPS. To help validate this, say you want to 3 proc a power, that means that slot s4,5 and 6 are procs. In most IO sets, the 4th combo gives you recharge time, the 5th and 6th are mostly defense and resistance to toxic and psionic. So by going to a single power to 3 proc, I already gave up 10% recharge, and 5% defense in four different defense types; that is a high price to pay to do more damage when the procs happen to work. I suggest before, going around nurfing anything, to please look at the big picture, before going crazy doing changes based in a very narrow perception. Hugs Sue
  17. Hi: This is a QoL, nothing to fall on your sword stuff, it is just a step forward to the new IO enhancement GUI There are times, I getting ready for a new alt, and I want to begin acquiring and prepping IOs to that end. When I get an IO, I have two choices: Boost them up to +5 or Catalyst them to make them to attune them. The suggestion, is just like I can do an enhancement conversion, perhaps I can have a new choice under enhancements in the enhancement tab in your tray, to give this three choices:: 1) Manage, 2) Modify 3) Enhance When you click Enhance, it opens a new GUI (same way modify does), and just like modify you drag from your inventory the IO to be enhanced to the upper part. On the side you have the choice to apply 1) Catalyst, 2) Boost+1, 3) Boost+5; also shown are you stocks of Catalysts and +1 boosters. The GUI does not care the entering state of the IO, if had a catalyst already and you click +1 boost, you will lose the Catalyst (you should have been more careful, if this was not what you wanted), in the same vein you could have an IO already boosted by 2, and you click boost +5, you will still pay 5 +1 boosters and the GUI will behave as if the IO had none (Once more be careful with your choices), lastly if the original IO was IO boost +3 and you click Catalyst, the IO will be attuned and any boosters that it may had, will be lost. By doing this a player can pre-enhance IOs for alts, without having to install and then remove with an enhancement unslotter, and also be able to change a boosted IO to attuned and reverse as well. Just a QoL to make alt IO slotting more comfortable, also this has the benefit of removing influence off the game since the catalysts or boosters being destroyed during the exchange process are lost and usually valued as much as 1M influence each in AH. Hugs Sue
  18. Hunts in my opinion are anti-climatic in a interesting story arc, it is more feel breaking if the target of the hunt is rare, like carnival of shadows who do not even have a real area its theirs. Get a mission, hunt, defeat 40 carnival, and you are in boredom town, since they may appear somewhere occupied by a Rickti, Nemesis or Malta. So when a hunt is called for in a TF or Arc, it would be nice if the hunt itself, is not fastidious as in finding the darn mob type. I would also like to see in some missions or Tfs, where you have to go to fight the mob, such as kill Crey in Crey's Folley, just get the darn numbner of them anywhere you can, and get it over.... I would suggest in a Numina, which is essentially a hunt all over, to allow things being defeated in any order and simultaneous, so while some are defeating trolls, and others are defeating warriors, etc., all at the same time and tallying them in parallel as opposed to wait for someone to be cleared and advanced to the next one. Just something to make Numina less of a drag... Hugs Sue
  19. It's a QoL suggestion... I was thinking we could go to the Pv2 Vendor, and spend $1M influence and gain the ability to summon a vendor we can sell our salvage, inspirations, and enhancements to or be able to buy inspirations from just as a regular vendor can. Same mechanic as in summoning a crafting table, where any one could use the vendor, its on location for awhile, not sure how long a crafting table lasts, and then it dissipates and have a similar recharge time as well. As I said, only a convenience Hugs Sue
  20. I don't, once is enough. And I would appreciate your being more polite. Thank you Sue
  21. Was thinking... Why not have an MM that attacks by using swarms of insects, instead of singular pets. You could have a swarm of ants which are ground only and three groups of them, followed by a swarm of Wasps (aerial) being two groups, and a single group of Bombardier Beatles. The ants are essentially lethal attacks but ignore 50% of lethal resistance, the wasp is lethal & toxic (poison), the Beatles are Fire & Toxic. It has two pet enhancements. The first is Rage, where their ACC and DMG is increased while being resistant to fear (they are really mad); the second is re-enforcement, where they replenish themselves, simulates the chemical odor they emit when dead to bring more angry insects to attack, which could be treated the same way freaks rez themselves. The MM gets 3 attacks, two are ranged and one is a PBAOE. One ranged attack is an Acid blast (toxic), the second is a Web attack (hold), the PBAOE has the same benefits as steamy mist, but instead of steam is a swarm of bugs that makes seeing the MM virtually impossible. Hugs Sue
  22. Mmm.... I like to see IOs such as ATOs, and Winters being able to be earned or gained besides the merit award system. Being that the intent of those IOs are to be special rewards, that would complicate the stew pot. I suggest to treat these, somewhat similar to incarnate salvage, and at the end of the weekly TFs an additional choice be given to the player to receive merits or a choice of ATO/Winter IO, by being the weekly, you could only opt for them once a week per character. Hugs Sue
  23. Greycat: There is wisdom in your words, but only to an extent, where play style can mostly overcome the obvious weaknesses and vulnerabilities that the support types have, but in truth it is only to a limited extent (I will give you that this extent is the lion's share of the load). I do disagree wholeheartedly to dismiss the value of a good IO based build as you indicated, it is unwise to dismiss the benefits of them, just because you don't use them, it does not mean they are without value, all it means you do not use them. I will be glad to meet you in Everlasting with any of your support alts, with any of mine, and lets see how we both perform, given you do not do builds, while I very carefully put my builds together by choosing IOs for functionality (thank heavens for MIDS), frankly I am looking to be taught something out of it, to which ultimately would help me become a better character designer and player. But to be fair, what is your definition of survivability? How many times in a TF you die, and you still feel your survivability is just fine? We could be differing here, and thus our point of reference on what is needed could easily converge. My definition, since I am supposed to be heroic, regardless of class is not be defeated at all in a TF in a +4/8 environment, lets use as a reference ITF. Between my play and IO sets, unless I am distracted or become complacent none of my classes or alts dies ever, and that includes controllers, defenders, and what not. Of course, outside of my tanks, you are not going to see me rush any cluster of mobs either, ha ha ha (but now we are getting to proper play style), but getting hit from behind by an ambush is no fear on my part by the way, I can survive it, while I move to get behind the tanks and let them draw enemy focus away from me. I do appreciate and concur that the niche class character play style is not quite the ultimate expression of best performance or even fun, and a blend of abilities, that is diversity is more productive and really fun. But in my view that's were the IO focused build shines, for they truly empower the player to stretch out and diversify and why the request to make defense for support types easier to acquire; lets be frank the IO sets are truly framed to help tankers the most right out of the gate, would it not be fair, to give that courtesy of focused IO sets to each class type as well? But the offer is there, come to Everlasting, and look me up, all my characters has Sue as part of their name, my real life name by the way, and lets get together and have some fun! Teach me some of your practices, let me see you in action and learn from observation, and maybe just maybe I could share some new wisdom with you as well in fair exchange, so you get something out of it too! Besides us both having fun! Looking forward to meet you and becoming friends! Hugs Sue
  24. I concede that a massive change to huge number of IO types where you reverse defense with resistances, could be perhaps hurt the balance. But if we limit the type of IOs that the reversal of resistance and defense with regards to how many combos in a set is required, would like provide the utility I seek for the support types. I would think Defensive set of IOs with reversed Resistance with Defense, would not be unbalanced, since Defense IO slotting powers are few for support, in general short of weave and leadership, you may get one or two more additional opportunities to slot them. I can see "pure" buff and status effect sets, that is powers that purely does a status effect (hold, immob, etc) or buff (regen, recharge, etc) would have versions where the resistance improvements based on numbers of IOs in the set with defensive improvements. Note that powers that does something else and has a status effect as a side would not get these reversed IO improvement sets. Grey Cat: The reason you don't see support dying like flies, is because the player does pay much more attention in order to survive than a melee for obvious reasons, besides that, its the IO builds that makes the difference, a huge difference! But the price of this survivability you see so well and comment about, does come at a price, that is their support quality is modest at best. What I seek is to find ways to improve in that support quality. My first stab of improving the quality of support was by making it easier for support to Franken-slot their characters with out compromising their survivability, and to do that, if the defense improvements came before the resistance improvements in some IO sets, it would then, go a long way to accomplish my goal of having better quality of support through Franken-slotting. Now a little context: I have tankers, really ultra survivable tankers (some I am yet to see an AV or bunches of mobs hurt them), yet despite of being super tankers they have reasonably descent DPS because I can Franken-slot ( you would think the price of being invulnerable, would be really bad DPS). Since I can, why do I say I can Franken-slot them very easily? Because a huge number of IOs give me regeneration or recovery with the first 2 IOs, and the 3rd and 4th IOs loads me up with resistances; little wonder my tankers get to be so good so easily. Scrapers don't have it so easy, for they are mostly defense dependent for survival, and unlike support, they get lots of defensive IO slotting opportunities, yet a little help with the reversed IO improvements will go a long way in helping them as well. As a question for my edification: I saw comments of issue with Blasters (DPS), having better defense (doubtfully they would get much out of this, since they get so few defensive powers to take advantage of the reversal), and potentially more DPS. Can someone describe, why is it so bad, for the "glass cannon" folks to have? How does it break anything? Please note, I am not saying it does not, all I am asking is for the how, what are the mechanics, I see this as a learning opportunity, so please help me learn and understand. Thank you Sue
×
×
  • Create New...