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Ultimo

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Everything posted by Ultimo

  1. That could be... It was a while ago, I don't recall now.
  2. Ya, it's often multiple enemies. The other night, my War Mace Brute jumped into a group of bad guys in Steel. He's L39, so they were all many levels below him. There were several cold using guys, including a boss, several lieutenants and minions... I didn't count, it was a sizable group. They had his attacks up to 40 seconds, according to the countdown on the button. I honestly didn't watch to see if it was actually 40 seconds. I suppose it might go UP to that, then return to normal after a few seconds when the debuff wears off? Maybe? Not sure. Still, I don't recall having anything like this much trouble in the past.
  3. Well, to be fair, if everything is on cooldown for 30 seconds or more, I can no longer DO anything, so there's no way to fight back. There's also no counter I know of, at least to the -recharge. In the past, I've never needed to find some rare IO or special base buff, or anything else, because the effect wasn't outright crippling. That's why I wondered if something changed, because I don't remember it being this way. But, I could be wrong. Maybe it HAS always been this way, and I'm just not remembering it. Would a breakfree inspiration clear it?
  4. I admit, I come to the forums with complaints quite often, so I wanted to come with the opposite when it's appropriate. Tonight, I took one of my few Scrappers out for a bit of a bash, he's L20, Kinetic Melee and Energy Aura. While wandering the streets, I found myself in a fight with a Chi Master. What a fun fight to watch, both of them doing the histrionic waving of arms, it was just hilarious. What a fun fight!
  5. There are extremes because what I'm seeing is pretty extreme. I've had my attacks slowed to 30 or 40 seconds to recharge. Powers I'm used to taking 3 seconds are taking 10-20 seconds. I'm finding my endurance drained from full to 0 in two shots, from MINIONS. That's pretty extreme. I don't remember it being like that, which is why I'm asking if there was a change.
  6. The same sort of thing happened to me on the ESO forums. I said something snarky (ironically), then offered an apology, even though it really wasn't all that bad, and I HAD been provoked... and despite that they decided to give ME a warning. I inquired about it and they doubled down, so I haven't posted there again for around 4 years. I can't abide injustice. That's why I think they overstepped the bounds, and I understand Snarky's response. I saw that thread, and didn't see anything worthy of a warning. Good lord, I've been frequently lambasted on this forum myself, and saw nothing even close to that in the thread in question. I'm sorry it came to this. I hope he'll reconsider. Either way, I understand his outrage.
  7. So, lately I've been noticing a MASSIVE increase in the effect of these secondary effects. An enemy with ice powers can hit me once, and ALL my powers suddenly take 40+ seconds to recharge. There's literally no way to fight back, because my powers are forever on cooldown. Am I imagining this, or was there a change recently? If there was, it needs to be changed back, or at least toned down. Right now, it's basically impossible to fight some of these guys.
  8. I believe you'll find that was meant as a joke. I'm sure he said so somewhere in the thread, you might not have seen it.
  9. Having been the target of many insulting posts in the past, I didn't see you post anything I thought was insulting. That said, I get that you don't like knockback. Personally, I love it. It's typical of comic books. Your suggestion would mean BOTH of us could be happy, so I don't see any problem with it. You could turn off knockback and enjoy the game, I could leave it on, and enjoy the game.
  10. What if, instead of Null doing a global thing, they altered the enhancement that changes knockback to knockdown, so it does double duty. That is, it makes the change, but also functions as an accuracy enhancement, or a damage enhancement. That way, someone can slot it where they might otherwise slot something else.
  11. I'd be very much against this, as this affects EVERYONE. If you don't like knockback, that's fine. The suggestion that it be made an option on Null the Gull means you don't have to have it. Some of us LOVE our knockback, for various reasons, both practical and cosmetic. Don't spoil it for everyone else.
  12. As with most things in the game, there are those who prefer things as they are, so making a change as significant as this needs to be optional. I agree that it seems unfair to force someone to "waste" a slot for a knockback to knockdown enhancement, so making it an option on Null the Gull seems like a reasonable compromise.
  13. See, the thing for me is, knockback is kind of a definitive aspect of fights in comic books, especially when the characters are super strong. The problem with knockback in the game is that knocking a foe away is actually counterproductive for most super strong characters, since they also have defensive toggles that improve defenses depending on how many enemies are in melee range. This makes knockback undesirable in most cases. What I would like to see is for knockback to be made USEFUL. The simplest method is to have it do some damage. More knockback should do more damage. I mean, if I fall down where I am, I'll say ouch. If I fall down after flying 30 feet through the air, I'm going to say more than that, it's going to hurt a lot more.
  14. I gave him Street Justice and Willpower, seemed the most in character. However, Scrappers are generally sturdier than Stalkers... but being a little squishier might also be in character for him. He's essentially a normal person, after all.
  15. So, I've created a character whose inspiration is Rorschach (also the Question, but more Rorschach). I've made him a Scrapper, but I wondered about making him a Stalker. I thought I'd poll the audience and see what people think? Would you make him a Scrapper or a Stalker, and why?
  16. THAT could work. Good call!
  17. Part of the problem is that characters I create as EBs sometimes appear as allies, and in that form they completely trivialize the mission. But if I make them Bosses, they're completely trivial themselves, when they appear as enemies. I don't want to have to have TWO versions of every character... and that doesn't help if one of them is confused or somesuch. It's also not a matter of one particular mission, this is an issue that arises in many stories I've tried to create. It's just so hard to make an enemy that's a challenge for any class. I mean, my Tankers can usually handle an Elite Boss, because they can withstand a bit of damage, but a Defender or Controller is going to get obliterated. If I make the enemy a Boss, the Tanker can still tank the damage, but isn't going to immediately wipe out the enemy, Controllers are a bit hampered by the immunity to controls, but they can at least survive getting hit a few times... but anyone with even reasonable dps, like a Scrapper or Blaster, is going to wipe out the Boss with ease. It's just so hard to find a balance point. The ideal would be a rank that's part Boss, part Elite Boss... with Boss damage output, but Elite Boss defenses. No such thing exists, of course... My usual recourse is to limit the powers I give to Elite Bosses, but that makes them rather thin and uninteresting to fight. I mean, who wants to fight an enemy with ONE attack, maybe two?
  18. Ya, it's a frustration. I could use the Winter Lord map, it's a Croatoa map with the Winter Lord cave... but it's snowy. Guadalcanal wasn't known for its arctic weather...
  19. I understand that, I'm just saying I'm not against your suggestion either. I feel like we're arguing the same thing from different directions. Let me just assume we're in agreement!
  20. There ARE objects around the various zones that at least react to stuff going on around them (eg. trees shed leaves, mailboxes toss letters around, garbage cans discharge garbage). Given that this is so, perhaps they could add some other objects that react similarly, throwing debris or changing to have some other textures imitating damage. It's something I've suggested before, actually, for Super Strength, which just doesn't feel all that super. It's the presentation. If you watch any fight between super strong foes, there's ALWAYS a ton of collateral damage. Adding some of that to Super Strength attacks might make them seem more super... and making "destructible" objects in the zones that react to damage happening near them might be a good way to do that.
  21. At the risk of yet another storm of nastyness, I feel the need to post about this issue again. Once again, I'm trying to make enemies for AE missions, and as usual, I'm having great difficulty making them playable. They're either way too squishy with appropriate damage, or way too strong with appropriate durability. There seems to be no middle ground. In addition, and I've commented about this before too, allied NPCs don't seem to scale down as enemy NPCs do. For example, if I put an enemy built as an EB in a mission, he'll usually appear as a Boss (with appropriate damage, but too squishy). If I include an allied NPC in the mission who is built as an EB, he appears as an EB, which trivializes the enemies (since EB damage is so over the top). I'm not sure what else to do about this. Any suggestions?
  22. That's doable, but takes a lot of work and is very finicky. I think just having a wall we can put in place in one move is preferable. Of course, there's nothing stopping you doing it the way you've done in your picture, but an easier option would still be welcome.
  23. The problem with that is trying to balance a second wall on top of the first one, to complete the wall. That's been a huge part of the problem I've been having, all the walls in the base only go half way up. Perhaps the best solution is to offer both types, half height and full height. As for the width, the problem with that is they have to clip through the wall to be placed, and if there's a space on the other side of the section, it sticks out there. That is, it's more than two blocks wide. Having the suggested sections be only one block wide means if you needed to, you could put two side by side to fill a double wide corridor or room.
  24. So, I have an arc set during WW2. Each mission is its own thing, and they're not really related. The arc starts in North Africa, then goes to Sicily, then to Europe, Berlin, and then finally Guadalcanal in the Pacific. The problem is, I just don't like that last mission, and I can't think of what to do with it. Right now, the "story" of the last mission is that you're being sent to Guadalcanal to locate the Stalwart Star, an American super-soldier you met in an earlier mission. He's gone missing, and you need to find him. What has happened is that he stumbled into a temporal incursion by Ouroboros, who has come back in time to stop the Rikti from giving alien technology to the Japanese. So, you need to find the Mender in the zone, then go around and destroy the Rikti tech. Simple enough... but it just feels tedious. So, I've come here to see if anyone has any suggestions, what might I do with a story in the Pacific. Ideally, there should be SOME kind of super-badguy for the hero to face off with, there's been at least one in each of the other missions. One thing that might help is a map that has a cave system in it. That is, ideally, the map would be like a jungle, but with a door somewhere that leads to tunnels. I seem to remember there being such a map that goes from a wooded area into ordinary caves, but that turn into Rikti tech. A map like that might be ideal for the mission I described above, but I can't find which map it was, or if there IS any similar map. Any suggestions?
  25. Right. The panel should extend from the low floor to the high ceiling, have a doorway, but no broken hole, and should be wide enough to extend from one wall to the other. It would also be useful to have wall sections that DON'T have a door in them.
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