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Projector

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  1. Again, standing right here. 😉
  2. Damn man...I'm right here
  3. Idea: Add the ability to ping a spot either directly on the map or visually on screen for other players on your team/league. Make this setting DISABLED by default, like so many other settings are, such as showing target distance. It could also be a "Only Accept Leader Ping" or "League Lead Only" or "Team Lead Only" option to minimize trolling. Reason: For coordinated content, such as MoKeyes or hardmode content, the pace of the fights and the need to communicate actually makes some of the harder content of the game pretty inaccessible to people who are uncomfortable using Discord or who outright refuse. I know this is a player-driven move, but I have encountered a lot of frustration when I want to help other players earn badges or complete/learn content that very few, if any, leaders are willing to lead outside of voice chat. Putting coordinates in chat is also a frustrating experience because it also requires you to go into the content separately to even get the coordinates in the first place, which admittedly, is much more frustrating for iTrials. Just calling directions or calling out where to go is entirely too confusing/unreliable. If I say "go left," but a player happens to be facing the opposite direction to me, then there is confusion. If I say "Go East," well the compass in the nav bar is VERY small and people often forget it's even there, and in addition, many players don't play with their map open because they play on smaller screens and need the real estate. I'll give you an example that happened to me the other night while leading a 4Star Lady Grey. During the K'ong fight, we ended up in an unlucky enough position that each of the four Assault Suits blew up in each of the four corners of the room, leaving behind neural fields that made fighting in the corners impossible. So I had to tell my team that instead of fighting in the corners, the middle of each side would be the new "corner" until the neural fields faded. This was an easy adjustment to make in voice, but without voice chat, there really isn't that much time to type custom instructions to the team while fulfilling my role as a lead and actually doing my job. What would have been amazing would have been if I could literally just mark a waypoint on everyone's screen/map and it would be very easy to communicate where I need the team to go next. Likewise for MoKeyes. I spent months brainstorming and tinkering a MoKeyes strategy that would work reliably for a full league of players for an SG I'm a part of. I landed on a strategy that relied on 6 players incanning out of the Obliteration Beam crosshair, but just back and forth between two pre-determined spots: AM's spawn location in the middle and forward from there in between the first and third regen stations. Eight attempts later, and people were still struggling to understand what the two spots were, and the second we would incan, they would be all turned around and would be confused. This happened both when trying to have the whole league move themselves, or when teaching new incanners. I even tried getting the coordinates in a separate run for the two points I wanted incans to aim for, and then typed macros that told the player "AIM HERE: COORDINATES" and they still wouldn't get it. In fact, the majority of the times this method has been successful is when we had a Tac Arrow Blaster with Oil Slick Arrow or I brought my Nature with Lifegiving Spores, so we were able to lay down a visual patch in the spot we wanted incanners to aim for. It was essentially a makeshift location ping. These are two niche instances, and I totally recognize that! I also think that the playerbase will find many many positive use cases for this, and I could see it being a wonderful edition to the game. I don't know how possible something like this would be, and I'm sure that it will somehow break DFB or cause level 1 Hellions to one-shot through Barrier, but I do know that there may be additional hardmode content in the future, and I know how frustrating trying to give directions in this game can be for content that does require some level of coordination. Being able to mark a location for another player would be incredible, and having it be a setting that is defaulted to "off" would absolutely make it opt-in would minimize trolling.
  4. I hear you. To be clear, I wasn't trying to accurately describe your attitude, I was explaining how your post was coming across to some players. Wanted you to be aware of that was all. What shard are you on? I am on Excel and I will say that throughout ToT it was VERY difficult to get other events going, and I know of several TFs, iTrials, MSRs, and Hamis that all ended up being cancelled bc there weren't enough players available. That sucked and I really wish that event was shorter, like 1-2 weeks instead of the whole month. Hopefully, that will alleviate things a bit. But, if you are on any other shard, yeah, it's going to be difficult to do it. Also, I lead a lot of content, and I tailored all of my builds to include things like a hold, TP Target, Combat TP, Fold Space, Incan, and debuffs like Melt Armor where possible in order to help my teams/leagues as much as possible. Precisely bc I never want to be in the position where I can't complete something, I do everything I can to ensure I can put the team on my back as much as possible when I need to. I've had to make some sacrifices in build choices/optimization, but as a leader, I'm usually typing or spamming macros anyway, so as long as I can carry out the core portion of my role while doing so, I don't mind. I would highly recommend that approach if you are someone who leads content regularly (which, if you do, THANK YOU! We need more). And I can tell you that if you take one Hold from an epic/patron pool and you grab the origin hold power, you will be able to hold the greens on your own, albeit it will take a little bit. While you're at it, pick up the GEAS and Vanguard Medal accolades. They REALLY help with holds and recharge, speeding up the process significantly. If you don't want to, log in a toon on Excel and I will literally get you everything you need for those any time. Feel free to add my global in game @Project0r and if you have trouble finding a team or need an 8th for something, I'll happily transfer a toon over and help out if I am free! Regardless of how you choose to proceed, I'm glad that the devs were so quick to implement your second concept idea by including origin temps at the START vendor that they implemented it before you even suggested it! So I guess the matter is resolved? Good work, us!
  5. I love my Stj/Stone Stalker. It's a lot of fun! I would agree with most of what Betty suggested, but I played around with a few different things. I'm visual, so I hope you don't mind I downloaded your build and made some edits! It looks like you were prioritizing Melee/S/L Def, so I tried to keep that, but did switch some other things around: Project0r Version Stalker (Street Justice - Electric Armor)5.mbd Swapped the set out in TP to two range IOs (which I would boost to +5). Since you aren't running Super Speed, this range will feel REALLY good, especially across zones or when teleporting to teammates in mission maps. For example, in LRSF, if you get the access code to unlock the door to Ms Liberty, these two range IOs will allow you to TP back to your teammates from the room with the glowie. 😄 I did make a couple of slot changes to get you some additional max HP. Without accolades, you were down at ~1,300 with a possible max being 2088. If you do get the Accolades, with the changes I made you'll be at 1688 (Without the passive accolades, this build puts you at 1443). I think Max HP gets way overlooked in most builds, since the hits are guaranteed to come at some point no matter how much defense/res you build. Also the Power Transfer set's Chance to Heal is almost always better than flat regen buffs, and stacking them as much as possible can make a big difference in how quickly you regen, even though it obviously won't show in the regen numbers. Power Transfer also does have better set bonuses, so I swapped it into Power Sink. If you are willing to give up a slot somewhere else, say the 6th Ragnarok in Spinning Strike, you could get one more Power Transfer Proc in Stamina. Given your plan to aggressively use Power Sink, you will gain around 180 HP each time all three proc. Leaving it at only 2 would still be around 120hp each time they proc Imo, I would suggest procing something. For example, you could leave the Hecatomb in CU, and proc Assassin's Strike, leaving just the Acc/Dam and the Hide Proc from the ATO set. For the increased number of proc options, I chose to proc out CU, plus who doesn't love more psi damage? This does knock down CU's recharge from ~6 to ~9 seconds, so you may have a slight gap, but that can usually be made up with Placate. Speaking of Placate, throwing two boosted recharge IOs made it virtually equivalent, being 17.02 now whereas before you had 5 slots in it and the recharge was 16.96. Functionally, this shouldn't feel any different. Personally, on my build I have just about everything proc'd that can and I have zero issues with damage output. That being said, Stone Armor is a lot less reliant on set bonuses to get adequate survivability, so that's a little skewed. Basically, I did sacrifice some recharge, but I do think you'll see a little more survivability, while also allowing you to put out some serious damage. An extra almost 400 HP is nothing to scoff at, especially when it means you don't have to give up any defense and only a little resist. Betty most likely knows more than me on all of this, so I'm happy to defer to them and I look forward to having my suggestions torn apart 😄
  6. I totally understand the spirit of your suggestion, and I'm glad you're thinking about the game differently. I don't want to discourage this kind of thinking, and I also want to applaud that you included suggestions, not just a complaint about the content while offering nothing in terms of a solution. Onto your actual complaint and suggestion: 1. Having content that does have some barrier to entry in regard to preparation is a good thing. If you enter into missions unprepared, you will get your ass kicked. That would be true of real-life heroes/villains, as well, I imagine.. So those players with modest or bad builds? Imo, they should encounter content that potentially makes them rethink their build and consider ways to iterate on it. It challenges players to get better, and as you've stated, the content is beatable without those ATs and there are workarounds. In fact, your second concept is already true: everyone can go and get a hold from START vendor in Pocket D mid-TF and still be able to complete it when dealing with the Green mitos. You just have to revoke your current AT-specific temp power first, then it will allow you to pick from any of them. The Taser Dart is the one with a chance to hold. There are other creative ways of dealing with Hami, too: Gravity Control's wormhole will move Hami out of the goo and Fold Space can, too. You'll be able to fight Hami completely away from the Mitos, if you so desire! Second, "spirit of not requiring specific classes and builds" is a personal preference, but doesn't seem to be a part of this game's design philosophy, nor the Homecoming team's. "It's not right that I should be forced to either bring a healer, build for def/resistances, or include a heal. So, I think the enemies shouldn't ever do damage." See the problem? If you make it so no mechanics play to any certain ATs strengths, it's also even less of a reason to bring less powerful ATs. Already, Controllers, Dominators, and Masterminds see significantly less play, especially in higher level content. So removing mechanics that play to their strengths (MMs excluded in this case) would just means those players feel even more excluded. What your suggestion reads as, to me and I would imagine at least a few others, is more akin to, "I want to never have to actively think about what I am doing, and just be able to attack and defeat things mindlessly. So make success guaranteed and make the win automatic."
  7. Hey friends! I'm back with another hardmode guide! This one is for the 4star ITF, which can get very chaotic even for experienced teams! This guide covers the speedy approach to the Task Force with explanations of how to actually navigate each mission and why it's done that way in faster runs (such as avoiding Hostless encounters, maximizing Lore uptime, etc.). This is not the only way to approach a 4Star ITF. Please feel free to do any strategy you like. The only things that matter in 4Star content is that you are able to complete the task force and that you had fun/feel accomplished at the end. Builds don't matter and speed does not matter as long as everyone is having a good time. This is a game, after all! So if you do not want to do this approach, feel free to create your own, do it as a Kill-Most, etc. Just make sure your team is aware of what approach you are taking and that you give clear instructions as you go! Incan Locations/Instructions Helpful Binds/Targeting Macros I will be doing Aeon next! Please let me know what other content you would like to see, if you have any questions, and how I can help you be successful. Also, if anyone knows a more efficient way to stay alive on Brainstorm beyond just spamming Burnout >Barrier, please let me know 😄
  8. Respectfully, that is irrelevant. If a leader is leading something and you don't like how they are leading, that doesn't give you or anyone else the right to do whatever you want. If I am leading a Hami in Abyss with the Hami rush method (ignoring mitos) and part of the league starts attacking mitos and ignores Hami, then those players are in the wrong. Period. Game rules or not, you (general you, not specifically you) are joining something someone else is leading. You want something done your way, then go lead your own SNS on Sunday nights and bring all the Kronos titans you want. But intentionally doing something that the leader has asked you to stop makes you the problem, not them asking you to stop.
  9. Hey OP, I'm sorry you've had a rough experience with Corruptors! I do think you are right that you are missing the big picture. Hopefully this will help. As a result, this is unfortunately a very unfair comparison between Blasters and Corruptors, and it's flawed because it's using an incomplete picture to compare two ATs that have entirely different ways of accessing damage. They have fundamentally different approaches to DPS. Blasters just pump out very high raw damage numbers. Everything they do is about those raw numbers, and their only built-in ways to increase those numbers are with Build Up and Aim. Corruptors, however, find their damage in other ways, specifically through buffs and debuffs via their secondary set. Scourge is also a huge part of this and cannot be overlooked because if Corruptors had blaster damage numbers and got double damage after an enemy drops below 50% health, they'd be absolutely broken. The problem is that you are comparing the two ATs using only the factor that is a Blaster's biggest strength while ignoring the Corruptor's strengths, which inherently makes Corruptors look weak because with your criteria, Blasters get two offensive power sets to contribute to their damage, while, in terms raw damage numbers from offensive powers, Corruptors only have one offensive power set. This example should hopefully show what I mean: As a blaster, if I hit Build Up, Aim, and eat a bunch of Red Insps, I can cap my damage output at 400%. On my own, that is all I will ever be able to do. That's the ceiling. (I recognize that procs can bypass this ceiling a little bit, but that's a nonfactor since corruptors have access to the same procs). As a Corruptor, I can do the same thing via Aim in the primary set and chewing a bunch of reds, or if I'm Kinetics, I can cap my own damage just with fulcrum shift and enough enemies. My damage won't be as high as a Blaster until I start throwing out debuffs. The most effective way to bypass the damage cap is via debuff. I can cap my own and my team's damage output while also throwing out debuffs which make all of our attacks more likely to hit, lower their resistance, lower their regen, etc. AFAIK, debuffs are the only reliable way around the damage cap limitation. If your team needs more DPS, the correct answer isn't always "bring a blaster." The Blaster can only contribute their own individual DPS output to the team, but if you bring a Corruptor that not only can cap their own damage, but can also increase the damage output potential of 7 other players on their team? That one blaster's contribution is a lot smaller. One Blaster doing 50% more damage is worth less than all 8 team members each doing 300% more damage 😄 Also, before anyone brings up that Defenders have generally higher buff/debuff/heal values but the Scourge mechanic is ALSO what pushes Corruptors higher than Defenders, because while Defenders have better debuff values on their powers, the difference in those values is not enough to overcome the increased damage output Corruptors have via Scourge and higher base damage values. In other words, say a Defender can lower a target's resistance by 40%, whereas a Corruptor using the same power can only lower it by 30%. If the Corruptor is actually attacking, the damage it does, especially when Scourge kicks in, will more than make up for that gap in debuff value. Bonus points for anything that increases your team's to-hit chance, because your raw damage values mean nothing if you don't hit anything. This is going to be greatly oversimplified: Let's say an attack does 100 damage, but the enemy is 40% resistant to that attack's damage type. You fire it twice. One hit/one miss = 60 damage. Two hits = 120 damage. Zero hits = 0 damage. Repeat with the same values, but increase your damage by 400% and fire the same attack twice. (This is the limit of a Blaster). One hit/one miss = 240 damage. Two hits = 480 damage. Zero hits = 0 damage. Repeat with the same damage bonus, but -res debuffs make the enemy only 20% resistant to that damage type. (This would be the "limit" for a Corruptor, but the Corruptor has the added benefit of making this the "limit" for their entire team, too). One hit/one miss = 320 damage. Two hits = 640 damage. Zero hits = 0 damage. (Note: I sometimes suck at math, and may be slightly off in how resist affects the damage output here, but I am confident the base assertion is still true, was just trying to give some tangible values to the concepts I was explaining.) You can also test pretty much everything I've said in this post in a farm, and I'd be happy to do it myself, record it, and share it here, if you'd like! I suggest doing it in a farm since the Tank's gauntlet/taunt will keep enemies from scattering/aggroing onto the Corr or Blaster. Round 1: Go with a tank and a fire/fire blaster or an ice/fire blaster, herd two mobs together and see how long it takes to kill both mobs by attacking only with the blaster and whatever taunt/damage auras the tank has. Round 2: Repeat, but swap the blaster for a ice/ or fire/kin Corruptor. Round 3: Repeat, but swap /Kin for /Cold. Round 4: Bring all four, but don't let the corruptors attack, only let them use their buffs/debuffs and have the blaster and tank fight. I guarantee you rounds 2, 3, and 4 will all be faster times than the tank and blaster combo. Not only that, they will also be safer and have better sustain thanks to cold and kin buffs. Anyway, I hope this is helpful and gives you a better idea of the bigger picture in terms of damage output between ATs.
  10. Either you are joking, to which I would say, "Well played," or you are teaming with some of the worst corruptors either build-wise or skill-wise. Kinetics heal is one of, if not the best in the game, and if people aren't getting healed, it's because they are out of position. A well-played /kin makes almost everything in the game a cake walk, relatively speaking. Both /cold and /kin raise the overall DPS of their team by either lowering stats of the enemy via debuffs or by literally increasing the damage % bonus via powers like Fulcrum Shift. Not only that, but they increase the resource sustain (end) for their team, so their team can fight for longer periods of time, too. I genuinely have no clue why your experience has been so bad, but if you play on Excelsior, I'll be happy to show you otherwise. Or I'll happily transfer to your shard and I will run with you. I'm in the midst of a private 4star event that is encouraging different types of 4star runs throughout the next 2 months. This would be considered the hardest content in the game, aside from specific challenges like Really Hard Way or MoKeyes. Of the 55 4star runs that have been done and tracked over just the last 2 weeks, Corruptors are the most used at 175 used, Defenders are #2 at 102 used, and Blasters are number 3 at 43 used. Put another way, after only two weeks, 40% of the toons brought have been Corruptors. Corruptors are easily the strongest AT in the game in team environments, with one well-played corruptor enabling your team to just shred through content. This gets even more insane when you discover that the Scourge mechanic effectively triples Blizzard's damage instead of doubling it.
  11. Honestly, I don't know of many people doing it with any regularity, though I wouldn't classify myself as regular, either. lol Stendhal is the first one that comes to mind! He is a lot of fun to play with, very skilled at the game, and if you haven't seen entertainment until you've seen him farm on his water blaster 😄 Channel Link. I don't know if people realize that @Laucianna makes videos, but here is her channel. Lot of cool perspectives from the biggest Kheldian advocate PLUS one of the best leaders in the game, hands down.
  12. The short version is he wasn't happy playing the game anymore. I don't want to really give specifics on the public forum because that wouldn't really be in the spirit of this post and would detract from it.
  13. Told him it was pointless to give me all of his stuff as I was just going to hang onto it just in case he decides to come back. So, all of it is sitting in my AH storage lol.
  14. Dang, you and @Glacier Peak gonna make me cry. Thank you for the kind words, that actually means a lot. I've spent a lot of time learning as much as I could and have tried to share some of that information whenever possible. It's hard to find time to edit and post new videos, but I do have a couple of ideas kicking around, and once I have some extra time and energy, I will put them together. Most are walkthroughs/narrations of the content itself, and one is an updated "how to tank Omega Kong" that has a LOT of information that I either didn't know for the first one or that I just forgot to include. Regarding your toons, just say when. We can easily get you the 'bonk and badges for them! Also, I can unfortunately confirm that LB3K has quit homecoming. He had I know this because he gave me all of his main's enhancements before he uninstalled.
  15. Really glad to hear someone else say this. It's very validating. People genuinely do not know how to evaluate their own performance in a run or see how they contributed. I have run into this quite often, and it's really frustrating because it does often cause me more stress trying to form because I have to undo that false narrative while also unfortunately, usually outing that player as being carried. This is actually why I think playing an Ice/Cold Corruptor is one of the best ways to learn advanced mode. Not just because it teaches target priority, but also because you can most viscerally feel and experience the results of your powers immediately. I watch Kong just MELT when I hit a double heat loss on him and Dragon, regardless of any other debuffs. I watch AVs suddenly start ticking down faster after I apply a benumb or throw out another sleet. Perhaps no other AT or powerset combo has felt as impactful on fights. You can really feel it, which means you are also aware of when you aren't doing your job. You realize that an AV's health isn't going down, then you look at your power tray and see everything off of cooldown. lol
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