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MsSmart

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Everything posted by MsSmart

  1. 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?
  2. 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
  3. I would appreciate more constructive comments, if possible... Sue
  4. 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.
  5. 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
  6. 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
  7. 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
  8. 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
  9. I don't, once is enough. And I would appreciate your being more polite. Thank you Sue
  10. 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
  11. 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
  12. 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
  13. 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
  14. This is only a recommendation to assist support classes to have better means to provide support, as opposed to spending the majority of their IO slots in trying to figure how to survive first and then see what is left to help the team do better. The above statement, addresses the dilemma of all support classes, do I use my IO slots to be more survivable so I am more likely to be able to support (buff) my team mates albeit a bit mediocre; or do I remain highly susceptible to be spammed status effected, and killed since I am glass jawed natured but my buffs are out of this world? When designing these support alts, it is very much a bit of magic and science to it, what is the best compromise between dying real quickly and not being able to do my job, but while I can, wow are my buffs good or being extremely survivable but my buffs are nothing to be excited about. So this QoL is to make these difficult decisions less hard. If you look at the vast majority of IO sets, you will see that movement, regeneration of hits and end are usually given in the first two IO combos, by the third IO combo usually you see resistances bonuses, the fourth IO combo is usually improvements to damage, accuracy, and power recharge buffs, and lastly on the 5th and 6th IO you see specific and positional defense improvements which are very valuable to support type's survivability. Because support types have to use 5 and 6 IOs to get what they critically need for survival, they do not get to "Franken-Slot" as much as in my experience my melee types can; which has tremendous impact in your character's performance. By having on the 2 combo give specific defenses at 2.5% each for 4 different forms of specific attacks, and the 3rd combo give 2.5% to the three positional defense types, it will allow the support to use the remaining slots to intensify the effects of the powers used for support, that is my healer can heal you faster and with greater magnitude, and also be more resilient to the spam status effects and barrage of NPC AOEs, PBAOEs, etc. Same with other support classes that provides you buffs or de-buff the enemy. Also note that this recommendation would also provide great benefit for Scrapers type classes as well, which is always a good thing :<) Hugs Sue PS: I do not, repeat, do not, advocate to change existing IO sets! I am asking for new ones to be created over time, and not immediately, but perhaps release a couple of IO sets per game release, thus a slow steady improvement.
  15. I would like to see more incarnate trials like TIN MAGE and APEX be made, not after more of the biggies that requires leagues, since as of lately trying to form large teams in the game seems to be getting increasingly difficult. Also more solo incarnate missions, such as Burden of the Past, but not be tediously stupid. The walk thru a pointless maze in the first mission, is just plainly abusive and way too boring, please avoid time sinks like this in the future. Thank you Sue
  16. If I want to wear a hat or helmet, in general my lady supers go bald, with the exception of the cowboy like hat. Would be great if there were more hats with hair, or a way to set hair of choice and super-impose the hat or helmet over it would be even better. Sue
  17. I am old, and color textures that are near each other are lost to me, so being able to set the colors would be very beneficial for me, or ensuring at the code level that colors are truly different from each other would be just as good. Thank you Sue
  18. Perhaps, instead of having missions within missions, each mission should be stand alone Sue
  19. Would prefer to see the 2 giant robots in the third mission of ITF get activated and added to the fight... Sue
  20. Would be nice, if respec operated like MIDs, would help make it less error prone, and would make it less susceptible to issues such as not fully trained when respeccing Sue
  21. Thank you for your post! Your observation on why would a controller for instance be totally helpless to a control attack, while a melee who is hard to injure is totally immune, does defies logic and I agree with your perception. Yet in a cookie cutter way, I suppose that it was simpler for the developers to just make the melee types the all together bastions of soaking of whatever comes regardless if it is damage or an effect. And treated the whole affair in a binary manner with subtle variations in the melee side, such as a tank's status protection is greater to a scraper for example. My largest issue with the status protection bit, is that it was mostly treated in a binary fashion. While I totally agree that "support" types do not have as much need for very strong status effect protections such as those afforded to melee, I do disagree with their total lack of status effect protections. Consider this, a pathetic LT mob has status protection while a controller/defender/etc. Has zero magnitude protection, this does not truly pass the good sense test. So I have advocated, in the past, for an innate or a means to give support some status effect protection, key word: Some. The real discussion is how much? My Rad Tank gets 13, My Invulnerability Brute gets 10, My Ninjitsu Scraper 10 as well, so what makes sense for a support type? Obviously zero, is the wrong answer. I can observe that a scrapper who is not generally intended to be the big time taunt only has 3 less magnitude protection, so would a support who does area effect (think of a kin) would need protection because the nature of their power is asking for mob attention, would 3 less than a scraper make sense for a magnitude 7 status effect protection? but many other support types do not attract as much attention, but they do, life is not truly binary. Maybe instead of the 23% less than the Scraper gets from the tank, lets make it 46% which still leaves us at a MAG 7 protection! Or perhaps we go a bit in the arbitrary side and say only half of what a Scraper gets, that would be 5 magnitude protection. The next real problem to tackle, is how you give say those 5 mag protection points to the support, for instance a storm defender's steamy mist would be an ideal candidate, it affects the character itself, but anyone else within the mist also benefits, think of how much that would indeed help stalkers with AV effects! While MAG 5 is not good enough versus AV affects, but it is against single minions, etc. Do remember that multiple status effects do stack, so if the support is dumb enough to get a large group of mobs interested in her, well she gets toasted. Hugs Sue
  22. Hi this is a simple Quality of Life suggestion. The proposed expansions, do not have to be done in one sitting, they can be gradually added. Also it would be awesome, if teams or leagues could have a leader talk to Null the Gull, and be sent to the various environment zones, like some kind of Null based LFG. There are accolades and badges that requires special environmental situations that are not always available year around, such as the Elusive Mind accolade which requires a Rikti Invasion to be underway, or the badges from knocking doors while wearing a costume to get the tip to do a mission, etc. It would be nice, if one could visit the ole seagull, and have him transport you to a Null the Gull zone that provides the special environment; for example it sends you to a Halloween town, with active doors and contacts to do the Halloween tip missions. Or it sends you to a zone constantly under Rikti Attack. As I said, only a suggestion from a badge collector Sue
  23. Would be happy to, but when I play my squoshies, I hardly ever die, but then I am a veteran from the live days, have awesome IOd builds, etc. The issue is not all players are as experienced say as you, and their builds are not as sharp as yours. That is why, I make suggestions to help the newbies; folks like you have such mastery of the game, that a lot of the deadlyness of the challenge can be avoided by knowing what to do. The only time, I do die, is because I am testing my build to determine her limits. But I do suggest go do an ITF with just your average mix of folks, and observe who is doing the face planting; it is a binary proposition melee vs support, so just track as you go during the ITF. Sue
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