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High_Beam

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Everything posted by High_Beam

  1. Man these kind of posts are on the rise.
  2. God love Cassandra. Her biography is a fun read btw.
  3. Yeah, one thing is for sure, something has to be done to improve the visual indicators that a target is immobilized or held. I get that it was probably brighter in close beta before it was toned down for the eye people. Maybe if occasionally it threw off a specifically colored spark (like a single firework, red for immob or whateva and blue for Hold (again or whateva). EDIT Okay maybe there is a rendering issue on my end, because now I an seeing the swriling body ring on those that are held. Immobilize is still super faint.
  4. The White zone is for loading and unloading of personal baggage.
  5. Sentinels too. In the case of Sentinels, its really good as a cone vie a PBAoE because you are often not up close. Its bread and butter and allows me to clear and fire.
  6. I didn't mean to associate AoI with endurance consumption, I know it runs like Oppressive Gloom, I mean that overall with the set it wasn't having real endurance issues.
  7. Please note I am not using the Stealth power. It messes with my theme and its absence inst causing me any issues (probably take as a mule at a higher level). So I just did another round of play testing with the Psi/Psi Sentinel this time at 25, 28 and 30 respectively, but the 30 not yet kitted out beyond what I referenced earlier. OMG, the set really starts to shine at this point. With the stacking psyche and running firing PK Barrier whenever its up I was damn near tanking +4 Freakshow mobs of 4-6 in Brickstown, even picked up some unplanned adds and survives, haven't faceplanted yet since level 25. Starting to see how punching way above my weight class works with broader Set IO slotting. Still iffy on the help of AoI, but it am running it with almost no endurance problems. Smash is 51.4%, Lethal 41.6, Energy 33.2 still two slotted with just resist SO as well as the two +res in CJ. WIll need to think on how (if any) additional slotting will be processed on the Armor powers. This is turning into a fun Sentinel.
  8. Okay additional testing with a new PSI/PSI Sentinel. Ran about an hour of street hunting against even level to +3 incrementally at 12, 15, 17 and 20 in Steel Canyon and Talos. Fascists (5th Column), Outcasts (elemental damage types), Tsoo and Warriors. Have a full ATO set (Opportunity Strikes) in Mental Blast, Panacea and Miracle in Health, PerfShift in second slot of Stamina. 4 Attacks in the chain, Devour and Precog taken as soon as available, two def in Wall, 2 _Res Globals in Combat Jumping. But not a full kit, I never do that till level 30. Its average and at times painful (frequently at half health or lower) until you get Devour Psyche, once you have that, you can start upping the mob numbers slightly and more consistently dealing with +2 or +3 being onsie-twosies. 38.5 Smash resis, 28.3 Lethal, 25.2 fire and 33.8 Energy. Stayed far more healthy in those fights with that. I am testing as a Sentinel because when I first tried it on a standard IO bumped to 40 tank and then brute I found it to be . . . not enjoyable to play; I should not have been getting hammered as badly as I was, I am not talking +4/8 content I am talking +2 Mobs of around 6. But on a Sentinel, this set makes you a more survivable Blaster; you aren't getting defense, you aren't getting resist to defense debuff so lean into what it has, that's what my motto here is. I have Several other Sentinels, one is fire/fire and I can soft tank and survive higher mob density, the other is DP/EA which is defense armor and very survivable. My Beam/Rad runs well. All of these do run better than Psionic at least as it stands build wise. The more frantic play so far is more akin to the Beamer,
  9. Bottom line up front so far, its perfect for Sentinels, not enough survivalbility by Sentinel standards to delude yourself into tanking. Stay at range, most likely survive. Sloppy testing of a Psi/Psi Sentinel with Some set IOs at level 30 street hunting In Bricks yields a need to juke and jump quite a bit waiting for the drains to recharge. Once you have a few stacks up then it gets better. Still working out the mechanics of most of the powers to better slot so I rolled up another and only bumped them to level 20 with select sets (commonly accepted norms; Panacea. Perf Shift, etc). On the surface, not gonna even bother trying to shore up defense beyond the standard Steadfast/Glad Armor at some point and instead focus on capping Resistance and finger crossing health. I wish that Psionic Wall want that tube animation, I would prefer a skin glow but hey, minor quibble there.
  10. I like this group. Good challenge for high level. Its great seeing them use trip mines and such. Well done.
  11. I shall run them again. Thanks. I don't mind a good conversation or longone; I have enjoyed the other work you've done (Braun and Stribbling especially) but there it just seemed a little overwhelming, thats all.
  12. Look. I am going to say this to get it off my chest just this once then move on. Every second I spend in Kallisti Wharf, testing the enemies, the missions and everything else, the more I hate whats been done. The mobs are ludicrous in size for size sake only and the spawns are everywhere, just polluting the joint. The villain group revamps just don't fit; the only cats that we should be seeing there are UPA, BWI, Crey, Malta. The absence of Longbow, like em or not is contrary to all previously established story. The BWI are a good enemy but they are new; not a revamp which is why they work. The name Altruitsts is terrible; might as well called them Stevia since they sound like n artificial sweetener or some new met for some disease. The whole explanation for why this OCP wanna be police (BWI) force rolled in absolutely pisses me off. The Warriors look even more clownish than they do on live after the last revamp; effing torn tuxedos, really. The Skulls so don't belong there, effing Goldbrickers do not belong there. They just dumped a bunch of power proliferated groups and said, sure, that's content. Not enough NPC civilians really make it so noticeable. I mean come on, eleven Warriors doing jumping jacks in the wide open. I did notice the lack of massive mob spawns around the more popular Halloween door farm areas 🙂 If the intent was to make it some sort of "here is where New Praetoria starts" deal then do that, which means don't dirty the place up. Wanna play the corporate machinations angle cool, then get the clown shoes out of the picture and stick with a clean veneer where the dirt is hidden, the effing Crey would not tolerate any of the bulk of the Mooks you have shoehorned in the zone. To use a common internet term, its been enshittified. @BasiliskXVIIICorrected my understanding of that. To use a Navy Chief's term, its been torn up by the chop chain. Okay I've said my peace. I love the devs and love the hard work they put in and will still play on Homecoming happily because it still stirs a passion in me. I know they have passion too and these changes are part of that and since I do not have the talent to do any better, I can only express my feelings based on my play and then say thank you when all is said and done.
  13. Mission - Embarrass the Altruists - They are targetable, but don't attack even after you select the hostile dialog. Is that by design? Mission - Set bombs in warehouse - If you talk the full dialogue tree to whats his nut (spoiler avoidance) before setting all bombs the optional task to warn him remains. Clicking all bombs afterwards is mission complete. I second the way-point exit in the last mission. Also noted the continually cowering hostages. There are just too many long dialogue options to make heads or tails of. It became just a pile of noise clicking till something happened. Is there supposed to be some alternate result depending on the selection. If so perhaps a little bit of paring down and cleaning up. Pro's - Its new content Con's - Convoluted dialogue trees. Certain enemies felt out of place (Devouring Earth for certain). Anti-Climactic end.
  14. Do the shield generators they deploy count for the badge like the Sky Raiders ones?
  15. Okay additional feedback on the upgraded skulls. Please please if you you are still gonna call em buckshot and slugger and slammer then stop with the dark noir negative energy attacks and instead improve their weapons because they are all popping off like Bone Daddy's and Death Dolls which makes them just sloppy reskins. If you are gonna do that then make them newer costumes like the Priestesses and such and not call them Sluggers and Slammers, call them something like undertakers or since they wanna lean into Slavic pantheons, Banniks (sp). to @Velvet Violet, I hear what you are saying and will of course have a degree of "benefit of the doubt" factored in but if your explanation is additional story content at lower levels then you should have waited with this and done that, it breaks the flow of a character leveling up; exposed to the enemy, continuing to fight them, them becoming a arch or nemesis of sorts, and then the further up the food chain they progress they find out bigger and broader. Not, "wow these guys got powerful, I guess I need to call Mender Lazarus and go back to when the change happened." I am doing the Arc right now (just finished mission 2) so I will feedback over there. And please, don't take this as disrespecting your or others hard work but you asked for constructive feedback and I am trying to give that.
  16. I hear you. I use the mod installer for a lot of things (Demon summons is great, heavy guns) but I want symphonic sounds with Symphonic Control (the add-in of classical music is... is not enjoyed by me). maybe someday. I have failed in my efforts to try and do it myself because I am not the best at codey things.
  17. Hahahah! So did Symphonic Control when it came to Brainstorm. A Beam can dream I suppose.
  18. For me, it needs to be more sparkly. Not the bright white but the wonderful colors.
  19. Man, I just ran a few street hunt mobs with my various controllers. What a difference it makes with my Phantasm and Singularity and especially Fire Imps (OMG those little bastards are finally on a leash!). A world of difference. Haven't tested it on Reverb but then again, reverb really did a good job of seeming to know who I wanted regulated (with the power of music). Also haven't tested with Jack yet. But man, this is straight up a top notch improvement to game play and enjoyment. The ability for me to focus their attacks gives lets me catch up a little to Dom damage. It is why I play a lot of doms because of that shortfall so now controllers get something unique to them, and doesn't displace Doms from their place as better damage dealing trollers. Please don't change it
  20. Man, love the Advanced Shotgun. Tnanskf or the adds there, Arsenal and a few others gonna be getting new kit.
  21. Cool. Honestly cant complain about this, its a pure QoL add. Machine needs a little de-rusting though.
  22. So, things I liked. I liked the new Skull types, Death Knight (name isn't great though), Volkhv Priestesses are cool as are some of the others. If you are going to lean into the Slavic deities and thematic laid down my the Petrovics then call them Banniks or something. But I digress. My problem is they don't belong there, they are way over level range with no explanation for their massive jump in power. I get the statement that there is a movement in story for them but there is no real reason for what amounts to a 30+ level skip. And if you follow the Lords of Death Arc, it makes even less sense their becoming more powerful. now if they were bumped up to a follow-on zone from KR like say . . . Skyway and given their new power models, there is some sense, their relationship with Atta and the Trolls relating tot he sale of Superadine would make sense their being there. But KW? It makes zero sense (like several of the other villain groups). I haven't had a chance yet to test the story arcs but it is really irrelevant in this case because of the over leveling. But As I said, the addition of new enemy types in the Skulls is nice. Most are cool and an interesting fight so thumbs up there.
  23. So, I just did a fly through and spawn attack pass of KW. Factoring out the argument from some about politicization (or not) I don't like the idea of there being a bad precinct as an excuse. That needs to be shit canned right away and replaced with one of a dozen different more game lore compatible excuses. There are Crey crawling all over and they wanted the Paragon Protectors to be a for hire force. Hero Corps (Rebecca Foss's group) originally was to be capes for hire till they got pushback. The concept of a district possibly outsourcing some policing functions to a corporation like we have with the prison system in RL and in some cities (San Francisco used to have Police Specials, trained but not part of the PD) is believable. PPD has always relied upon capes to help fill the gaps and the biggies. But yeah, I am not onboard with the bad precinct line. You really should re-evaluate the story line, my two cents there. Also, to be honest, there is a lot of garbage mob padding here. The fact that someone said this was the zone to deploy several upgraded enemy groups is a bad call. Explain the jump in Skulls skill from essentially King's Row 13-15 to Level 45. I am not saying that the upgrade is bad (Soul Harvesters, Volkhv Priestesses and such) but there is no lore or logical reason for them to move up in power like that, especially considering they are and continue to be tools of the Family (Lords of Death Arc) The Freakshow and Freaklok again should be more in level sync with the Fiendish Lab and Graveyard Shift arcs which was mid 20s and 30s respectively. And don't get me started with the Warriors, cause the level 50s keep spawning with some torn tux shit that looks terrible (terrible costume revamp on that faction as a whole; ruined them). They don't fit and there's way too many of them there. These mobs should have been inserted into the more appropriate zones to their presence, You have this new bad guy group and higher level Crey here, plus some Praetoria refugee stuff. Why did you need to pad? But here is some constructive feedback that doesn't involve tossing your hard work. Lower the enemy mob density and increase the civilians density. There were zero people in the University or outside and practically zero in Hospital. You have this shiny zone, that you are starting to fill so fill it with people first before you fill it with more purse snatchers than purses to snatch. I should see people milling about those outdoor cafes by the water front. On to other things in KW. The adding of music and such is Nice. Thumbs up there. The Skull Rave music from the Lords of Death Second Arc is freaking awesome. Its actually on my iPod. There are several locations with large loops of pedestrians, 347.2 55.0 2176 is one where they loop at the stairs at either end of the loop.
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