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Parabola

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Everything posted by Parabola

  1. The really interesting experiment would be if the ae farming community was sectioned off onto a different server with a completely isolated instance of the market*. The influence farming has on the market gets bandied around as both a reason to restrict farming and a reason to allow it - I would love to be able to actually run the experiment. * I know this is probably not technically possible.
  2. They are never going to do this because making the squishies safer under those circumstances wouldn't lead to better gameplay. Everything becomes very static in a fight if one character has perfect control over aggro, in the same way it would if one controller could perfectly control every mob. A static fight is fun for the character that gets to feel powerful but boring for everyone else. All characters have tools for personal survivability, all are designed to be able to handle a bit of overflow aggro. This game is based around combat that is a bit more dynamic than the traditional mmo trinity and that is a big part of its appeal. Handling those moments when extra mobs turn up is when the team game really comes alive, otherwise it's just 'follow the tank, buff the tank, blow up mobs, rinse and repeat'.
  3. Spent a fairly annoying hour or so this afternoon parking all my sub 50 characters in pocket d for the fast log offs. Going to echo the calls for better sorting tools on the character frontscreen to make keeping track of everything easier. Quick question - if I have a character who has dinged 50 but hasn't yet trained up are they counted as a 50 for the purposes of name retention?
  4. Just noticed that Genetic Contamination (Bio) is flagged as a Melee attack rather than an AOE. All other damage auras are flagged as AOE attacks so this looks to be an outlier.
  5. I fear there is reasonable chance of players going on a 'creating work for a gm' type rampage when they find a name has been taken. They will know someone is out there with 'their name' and we all know how reasonable humans are when they feel something has been taken from them.
  6. If there was no difference between fire farm enemies and council then AE farms would be populated with council. But they aren't. Anyway, I don't care about this anywhere near as much as you clearly do so I'll leave you to it. Peace.
  7. Apart from only fighting enemies custom designed to have no buffs, debuffs, mez or damage resistances, and who exclusively use a uniform damage type? Even council, as weak as they are, manage some variety in the threat they pose.
  8. Back on live I had a character who I really struggled to name and who wasn't all that important to me so I generated two random words and stuck them together; Kidney Bench was born. I grew kind of fond of Kidney over the time I played him, he certainly acted as a conversation starter. In many respects that name gave him far more personality than a 'Captain Heroic' derivative would have.
  9. As reluctant as I am to get involved in this dumpster fire there are a lot of comments here along the lines that there is no difference between AE farming and regular mission farming the way it used to be. The devs have previously stated that this is measurably untrue in that AE farm maps place a disproportionate load on the servers. This is to do with the density of active enemies I believe. Whether this is still the case and is a contributing factor to these changes we'll have to wait and see.
  10. For me the question isn't whether the new sonic blast is less powerful at team support than the old version, that much is obvious from the numbers. The real question is whether the old version was too focused on team support, too much of an outlier to the other blast sets. I feel it was and that it can afford to lose some of that to make it function better in its primary purpose; as a blast set. It will still be the go to support focused blast set because -res at any magnitude is always useful.
  11. A few. Some are ideas that are waiting for me to find the time, others are concepts that require at's/sets that I consider to be underperforming and are awaiting buffs. As I said before some of those are names that I have previously played to a much higher level but then decided 'this really should have been something else' and rerolled (sometimes many times over). I'm very likely to spend a bit time powerlevelling these characters so I don't have to log into them as often (ironically by dusting off my alt account fire farmer that I otherwise never use). But for me the journey is the game. 1 to 50. I often lose interest at 50 and almost certainly do if I ever fully incarnate. So any character powerlevelled to get around this policy is always going to be rerolled back to 1 when the time comes to play them for real. The thing I particularly don't like about the implementation of this policy is that it will change how I play. I know I am going to feel pressured into sticking with characters to get them to the higher level thresholds whether I really want to play that character or not. I like dipping in and out of characters, some I'll play for a concentrated period of time, others don't hold my attention. That doesn't mean I don't like the concept or don't care about the name. This just feels bad to me.
  12. I know where I'm parking all my name camping characters then (joke).
  13. My take is that the set was probably too much of an outlier in both directions previously. No other blast set provided anything like as much support making it the almost uncontested go to for those defenders who had no interest in anything but support. And we all know how weak it was for anyone who actually wanted to blast. This change seems to be designed to normalise the set somewhat. It now seems to do reasonably well on the damage front at the cost of no longer being quite so far ahead of the pack in support. That's a reasonable trade off to my mind. I still can't see it losing its crown as the go to support set because of this.
  14. That had more to do with the ridiculous amounts of inf many people were sitting on before the market was introduced. They had been playing lv50's for years with nothing to spend it on and then they all wanted the best stuff at the same time with supply starting at zero. It was always going to go the way it did. I would be astonished if a reduction in ae farming caused inflation now and if it does I'm sure the devs will be monitoring it and adjust accordingly.
  15. I am the same. I also reroll quite a bit and get distracted easily so I have quite a few lowbie characters who are using names I've actually had for ages. I would be furious if I lost any of them! So, as this policy stands I'm going to have to cycle through my 80 or so non lv50 characters, some of them fairly often. Or I can pl, but to me that ruins the character and when I actually want to play it for real I'm going to have to reroll it again anyway. I get the intent and benefit of the policy but this is a massive waste of my time, and frankly it's going to be a bit stressful. There has to be a better way of doing this.
  16. I've not tested but my read is that the intention is for Shiver to be used as the alpha mitigation as you run in and then Arctic Air and Ice Slick can take over. That way you would only need Shiver once per spawn.
  17. Not sure if intentional or not but this power is granting only the scaling defence per target for tox/psi and not the base value (tested on brute). This is the power analysis after hitting one target: The power description also reflects this so it may be deliberate or both may have been missed? This got me all excited that the amount of defence might be meaningful and we could campaign for wet ice to allow defence sets to be slotted but I see it's the same 1% (tanker value). Boo!
  18. I believe the illustration is more about the left being dragged rightwards by the right defining where they stand as being the centre and the whole landscape shifting with them. Whether you agree with this or not of course very much depends on where you are viewing from yourself. The entire problem revolves around the fact that most people consider themselves to be in the centre no matter how extreme their outlook. I find myself reminding people that if it looks to you as if everyone else is on the left or right then that may say more about where you are than where they all are. If you are standing on the north pole every direction is south.
  19. Take it from someone who now has more vet levels on their bio/stone than either of their supposed main characters, this is a superb pairing. The synergy is incredible with both sets complimenting each other perfectly (top tip: ff procs). It isn't going to be the toughest or even the most damaging tank in the game but in terms of fun and engagement I've never played anything better. The aesthetics are something of a challenge though, I've gone down the route of using the full bio fx (for the first time) and matching them as far as I could to lava themed stone attacks.
  20. A slightly different option that I would find useful on those characters I am trying to do 'at level' content with, is a button that would allow you to gain xp (at whatever rate you have set) but only to 1 short of dinging the next level. A more fancy version would allow you to set a target level so that you could gain xp normally until you get to 1xp short of that particular level. The number of times I have accidentally blown past the #4 or #9 level I was intending to park at to complete content... I doubt such a thing would be possible or even particularly worth doing but it struck me as a nice idea.
  21. This I'm afraid I can't support. Building characters to exemp well across as broad a range of levels as possible is something of an obsession for me. And I consider exemping and experiencing content at the levels for which it was designed to be a fundamental part of the character of this game. Scaling mobs to 50 also wouldn't simply be a case of lifting a level cap and giving them more hp. Low level mobs have limited powers and limited types of powers. Scaling to 50 would involve adding in new high level versions of those mobs, in effect creating entirely new enemy groups. Not impossible but to my mind certainly not worth it.
  22. No, the idea is for the command /altjoin [character name], which would add you to the sg if the character was an alt of yours and the leader of an sg. /Altinvite already checks that the specified character is one of your alts (or at least I assume it does, I've never actually tried to altinvite someone else's character) so that part should already exist in the code. As for the other stuff, gatekeeping the devs time when we have no real idea how complicated changes may be is pointless. I am sure they are perfectly capable of doing this for themselves from a position of actual knowledge. This command would have a small qol benefit, we should leave the devs to decide if it's worth doing or not.
  23. I think the highlighted part is being missed. This seems a reasonable idea to me.
  24. ToF actually performs decently with procs as long as they are the right ones. The taoe and taunt procs are good, the fear and tohit debuff procs not so good. My usual slotting is the winter acc/dam and acc/dam/end and then four procs.
  25. Soul drain?
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