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MsSmart
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Everything posted by MsSmart
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Hi: This is only a request for future development, not a do or die thing. The concept is an expansion of an MSR event, instead of being immediately ported to the Vanguard post at the end of the MSR, you are given a choice to retire to the vanguard post (default choice) or to penetrate the ship. Anyone who clicks penetrate ship (stays in league mode) and is transported inside the ship. You battle with your allies through a maze of corridors which leads to alien dimensional transport portal and for say 20 minutes you are ported to the Rikti home world! You can treat the home world in a similar manner as a mayhem mission, you can go to their world and trash it! While you do it, waves of their own security forces obviously rally out to deal with the intruders (same way as it's done during the regular MSR. Once the 30 min is over, you are ported out of their world and placed in the Vanguard base as it is done in a normal MSR.
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Hi: I read that in the latest release MM's could take an EoE and their henchmen would enjoy the benefits as well; which is great. But my question, why limit it to just EoEs? Why not let the effect of any inspiration affect the pets? This way the MM can help their pets be more accurate, heal via inspiration, augment damage, etc. Taking this a step further, why limit this ability to MMs only? The average person loves their pets, and go to through considerable effort to keep them happy and healthy. Lastly I am not positive if Lore pets benefit from EoEs as henchmen, there is no records to say one way or another. But as suggested above, any player could take an inspiration and affect their support staff, and thus the Lores would be included. Hugs Sue
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Hi: I had suggested in another thread to have the Rickti Invasion year round in a schedule similar to GMs in selected locations... Upon thinking this a bit more, why not have the Rikti continuously invade RWZ (well they already did or are in the process), it would make the zone more dynamic, and more immersive. The zone already has a cruiser patrolling, so it can be made to carpet bomb along it's path and thus, make it possible for players to acquire the destroy 25 unexploded bombs badge. The entire zone is "invaded" already or strongly contested so killing mobs there counts towards the 100 Rikti killed badge, and lastly the 10 heavies needed for the badge, can be already found around the crashed ship thus making the badge accessible as well. Sue
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That would come handy, yet if I have to choose, I prefer the PBAOE effect mechanism is a much quicker way to dispense buffs. Both upgrades, would be fantastic as well. The reason I prefer PBAOEs is that since many mob's Status Effect attacks are area ones as well, having an area solution would make sense, also it takes less clicks to execute which in a tough battle can make a difference. Sue
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Cause statistically take a look at the arch types that does most of the dying, and hence, they need help. A simple observable, having alts on both sides of the fence, I can see the need. As a melee, I need my support boosting me, while boosted, watch me tear thru the baddies, but they are no good to me if they are dead or in la la land due to status effects. From a support perspective, say healer, the tanks today are so well built by design that they really do not require much help at all, I have several tanks than when properly IOd, I am essentially invulnerable for the vast majority of the situations. Now must of my buff customers and heal customers are blasters and scraper types, why because their main defense is defense, and too many mobs have defense de-buff (imagine the tanks moaning if the attacks were mainly resistance de-buff) so my buffs and heals are truly needed in tough battles, of course being a support, the term glass jaw is quite appropriate, so a great portion of my time is spent just trying to survive the AOE status effects being spammed, area damage attacks, the mandatory rear ambush, etc. I know that if I am going to make a difference via support, I got to be alive and not status effect neutralized. The major problem is I can't carry enough break frees and heals for myself since often I can't help myself to stay active an entire mission, and the inspirations I happen to need almost never drop. So with a little thought, it comes obvious who needs the most help, in order for them to do their job. Sue
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I love the idea, being an emp myself... It is much more convenient to have as many support powers be a PBAOE, thus it allows you get a good number of players, those players who need your buffs, heals, etc. Would know to cruise nearby you, and this way you can focus more on your focused heals on those melee getting their hinds handed to them, besides staying alive, since most healers are rather soft. A dead healer or neutralized healer is of little consequence to their team as a Stormy, I really wish O2 was a a PBAOE so as many as possible could benefit from the ability as possible, and be a better second line healer/supporter. Sue
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Hi: I been waiting for this week for along time, since i had 20 level 50 alts trying to get the elusive mind accolade... When the Rikti in their schedule attack, they attack as many as 4 different zones at a time, with just a few minutes between each commenced attack. What I am asking instead of shut gunning the attacks, spread them out. Lets have one attack, let them leave the zone, then moments later the next zone is attacked, and so forth. This way players can form leagues, even during low turn out hours, and be able to get the badges required to get the accolade, also regardless of what time you logged on, you will have a chance to get into a Rikti attack and start working towards the badges. Lastly in consideration for those players who can only play during low turn out hours, having leagues of 14 or more to get the heavies to spawn is rather harsh, could you have them spawn with a team of 8 instead as the minimum requirement, and let the duration of the attacks be sufficient for a team of 8 to get the 10 heavies? Only a suggestion, also it would be good if the Rikti attacked more often and not once a year during Rikti Invasion week, not saying to stop the Rikti week, but have also, above and beyond, Rikti invasions during the day at different zones at a spawn rate similar to GMs, for example for blue side the ideal Rikti "GM" spawn sites would be Talos and PI and have them be attacked in a GM like schedule each day. Hugs Sue
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IO Enhancement Boosting and Attuning reversability
MsSmart replied to MsSmart's topic in Suggestions & Feedback
I believe, I made quite clear the intent and motivation. I truly do not get your negativity. -
Love it! Sue
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You may have a point there, perhaps you can make the two incompatible; so you can only slot a duration reduction or augmentation in any given IO
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IO Enhancement Boosting and Attuning reversability
MsSmart replied to MsSmart's topic in Suggestions & Feedback
Oh no, not what I said... what I suggested the moment you slide a booster +1 on the attuned IO, it becomes a +1 IO enhancement, you still need to slide 4 more to make it +5 Sue -
You drop the caps that affects both, the support will drop like flies. I disagree that the melee would suffer the most, only when farming would they be within a tidal wave of mobs, and yes dropping the caps would be the end of the farmers. But the support types, are still subject of AOES, PBAOES, and the melee do not and can not keep all mobs taunted (I play a 5 slotted taunting tank and keeping the aggroe is really difficult), so the concept of the heroic melee in the middle of the storm is getting solely beat up, while the support are on the beach sipping a pina colada is not accurate. My observation is that universal "pseudo" nerfs, usually is heavy handed on the support types. That is why, I kewep suggesting for challenge aimed at melee, and not support.
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IO Enhancement Boosting and Attuning reversability
MsSmart replied to MsSmart's topic in Suggestions & Feedback
Not sure about the catalyst.... You use a catalyst to attune in the first place, and then you suggest to spend nearly 2M to undo the 2M you spent to attune it? Does not seem right to me... I think the ability to over-write it by placing a booster at top of the attune should be sufficient; you just lost 2M just by doing that! At this time, I could have an IO boosted to +5 and can select it, click on catalyst, and bingo the +5 boosted IO becomes an Attuned IO; because this is already possible, I am asking for the reverse to be true too. Hugs Sue -
I could not agree more, that is why I suggested this band aid
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Every time I port from say Atlas to RWZ, I am facing to the most useless position (of to the side of the hospital), when I exit vanguard to enter RWZ or coming from RWZ to Vanguard, I always looking at the side, and never to the stairs leading into vanguard to towards the door to enter RWZ. I know this falls in the realm of petty, but it would be a nice QoL, if portals ported folks with a reasonable facing when ported. Hugs Sue
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At this time we have enhancements that make powers recharge faster, which has its advantages, but a different enhancement that increases the duration of the effect may also have some rather unique tactical advantages of its own. This could make a difference for those classes who have buttons that are for powers that are very important, for example think of the button that Scrappers must consistently press in order to keep their status effect protections up, and when they press it again, they get stuck with idiotic graphics in the middle of combat, I believe the new game update may provide some relief to this, but not positive if it is a partial or total. There are other powers whose effects lasting longer could be beneficial such as summon storm, and especially buffs! What do you all think? Sue
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I disagree with you to an extent, there is two forms of looking at a class; that is solo and in groups. While in groups the support types (get the name, support) do better, but the fact is they do most of the dying in a tough situation. Melee, lets be honest, I play them too, they have it made, playing them solo or in groups has nowhere the challenge support experience. That is why, I continuously ask for challenge to be balanced, and not at the great expense of support classes. Sue
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New Notoriety Option: No Enhancement Set Bonuses
MsSmart replied to Blackfeather's topic in Suggestions & Feedback
Sweetie: Interesting points, but perhaps they are fallible... Game built on SOs. originally, but then the devs realized the game was broken and way to unbalanced, especially the support types had no way to survive and to them the die all the time, staus effect murdered all the time, got old and boring. As a result these classes began to experience less and less folks wanting to play them. Lets face it, we play this game, because we want to feel super, be the star! And not a wuss, who a minion can easily murder and is relegated to be a assistant to somebody else, and never a super in their own rights. The devs so this, and acknowledged it, and even said so in posting of their own, but they were stuck in a fixed infrastructure. So what they did, the created the IO system, to begin leveling the playing field. And the IOs went a very long way towards accomplishing it. But it was not enough, so enter the incarnate system in a last ditch attempt to level the playing field, and to a great extent they did. As the so many challenge oriented postings, I have come across, what is truly needed is to level the playing field with regards to what classes receive what challenge. Sadly most of the recommendations I keep seeing, continue to place a very, very disproportionate effect on support while the melee suffers a minimal repercussion. So let me throw some minor changes that can give melee the challenge, they truly need... 1) Replace 50% of the defense de-buff creatures with resistance de-buff creatures 2) Replace 50% of the creatures that are anti-fly, with anti-jump 3) Have Carnies, Rikti, and other upper level material groups' status effect ignore melee status protections, they can use clarion to avert their fate, or do as they say to support: use break frees. 4) It can be noted that IO sets have their first 3 are normally very much melee oriented, while the last 3 are support oriented. Why not take half of the IO sets and reverse the benefits, so the first 3 benefits the support (positional defense boosters for example) and the last 3 benefit melee (resist boosters) The last change, I will concede is extreme, but should be considered for future sets. Hugs Sue 4) -
Increasing Difficulty without Undoing Things
MsSmart replied to Steampunkette's topic in Suggestions & Feedback
Sweetie: Having bunches of 50s, and all classes a covered, with full IOs and T4s, I like, as I said before, the idea of more challenge. That said, just about every suggestion made, impacts support classes far more than melee classes; and frankly support classes already have all the challenge they want and then some. Why not recommend, melee oriented challenges, and leave the support classes alone? This way the melee can experience challenge, the challenge they keep asking for and richly need. For example, instead of the anti-support lets de-buff defense, why not de-buff resistance, why not have creature attacks that normally ignore, guess what - defense, ignore resistance instead. how about having status effects that ignores melee protections? They can, as usually told to support, carry break frees. Instead of the anti-fly attacks (which focuses on ranged), how about anti-jump? (which would focus mostly melee). Why not redo the IOs a bit, instead of the support goodies being in the 4,5,6th set, be instead on the first 3; and the melee sets be reversed as well, so they get to enjoy the ridiculous level of challenge it takes to optimize. I know some of these suggestions are down right scary to the melee community and they would obviously would not want their status quo broken, but they are the ones that are asking for more challenge, so why not give it to them and spare the overly abused support classes? Sue -
Sweetie: I love change and specially challenge, that is what makes the game tick and stay exciting. That said, as a player, who has level 50s that are fully IOd and T4'd across all classes, I can tell you that challenge is hardly uniform, and the vast majority of the challenge in any mission or TF is aimed at the support folks and not at the melee type characters. I often see players, who mostly play melee (for obvious reasons), want more challenge, and frankly I can't blame them. But what I seldom, if ever see, are changes that focuses on the melee character (whoa re crying for challenge) and leaves the already abused support types alone for a change. Your suggestion while benign at first glance, would really have a much greater burden on the support types, and thus I truly can't support your suggestion. I also fail to see all the character's are the same argument, do you realize how hard it is for support to IO to get decent defenses, and resistances are out of the question, and thanks to incarnate powers such as clarion, the mob "I win" button (spammed status effects) has finally been neutralized. These are some of the things that melee builds do not have to worry about, it comes natural (given) to their builds, even the IOs place in the first few sets of them (first 3) all the melee could want, while it is the last 3 usually the 6th that gives the support what they needed. Perhaps you could further describe, what is the all look the same? hugs Sue
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As I have learned more and more of the game, the concept of taking your level 50 IO and making them better by attunement or level boosting has opened all forms of wonderful choices. I am so happy they are making the boosting part so less clunky, that is awesome. When I was playing around with the GUI, I noticed I could take an IO with a +1 booster already slotted into it, and could get it replaced with an attunement enhancement, that is an awesome choice! But when I wanted to replace an IO who has been attuned to be boosted instead, I could not find a way to do so. Is there a way to actually do this? But if not, could we see sometime in the future a way to redo an attuned IO to become a boosted IO? Please? Thank you Sue
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I am trying to be able to set different scenarios that poses different challenges, and thus have teams and folks develop strategy and tactics. I have found in combat that when the enemy uses taunt, it really can make a mess out of team operations. The inspiration for my wish to make a good trainer, is Positron 1! Where everybody fights their shades, and then observed what happens! This little scenario in Positron 1 is absolutely a fabulous way to learn group tactics and specially strategy. It was during one of these encounters, that I experienced a shade that used taunt, and boy if that threw a wrench into our plans. So in the case of taunt, I want to reproduce what the taunt did in the shade encounter in Positron 1, this is a trainer after all and not a farm meant for folks to solo and brag about, so I do want taunt, de-buffs, and what not, the game has them and uses them on you in regular PVE scenarios and TFs; if this is going to be a useful trainer. Thus far you can try AE Arc 38784, which is thus far my trainer, it is meant to be ran at +4/8 to ensure the EBs spawn. But because of the power limitations on the AE NPCs' power sets, I can't quite reproduce actual scenario and TF situations in current game. I hope this explains my rationale Hugs Sue
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I was trying to make a good team trainer at AE, and noticed that some of the new class powers are not included, and then some key powers for some classes are not included either, for example as hard as I tried for a tanker, could not find Taunt! It would be nice, if AE was to get a refresh and brought up to date with present releases. Hugs Sue
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Grateful I am that and more, so happy for this game and awesome bunch of folks that makes our community and to have it back when it was lost; frankly my heart says Grateful. Sue
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This is a topic that I find myself troubled over, and this is why: While I like the idea of more costume choices, I abhor having players and pets looking like the enemy group we are fighting! When I play a support type, its the OMG enemy at melee range right on me panic moment (I am sure the player who did this, it was their intent solely to produce my reaction) and instead of healing and buffing a player, I am ducking and evading to survive what would probably be a lethal attack. When I play melee, I have to run to get next to the mob and deal justice, and I especially pay attention to any threats to my support, and find out it was a player or player pet! (Oh yeah so funny, not!). So the problem, doing costume like the enemies is counter-productive to the team. Sue