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codyecho

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  1. not 'less effort' but more choice where the def/res can be obtained. Let me express this a different way: If placing enhancements in a power can't be done in a vacuum without the consideration of survival - no wonder so many players get it 'wrong'. I understand that slotting powers in-and-of-itself is a minigame due to the sheer number of variables involved (team vs solo - melee vs ranged AT - content being ran - ect), however I am only suggesting players have more flexibility in how they achieve certain soft caps for survivability without sacrificing the slots for procs or + dam/ +acc/ +power effect bonus -based on which sets give what bonus. Please ask for more clarification if I am not expressing my opinion clearly.
  2. I want to thank everyone for the time and consideration for the replies to my question. 1) If anyone is interested (for the fun of the exercise) in perhaps switching gears and sharing what a great team of mixed ATs would look like where def/res minmax could be a secondary consideration - having a bubble and a sonic on the team would seem to soft cap the entire group without any 'wasted slotting for def'. 2) IMO much of the enhancement slotting 'bloat/waste' is the result of the enhancement set design. I don't know how much freedom the current Devs have in adjusting the enchantment set bonuses but perhaps the solution might be to increase set bonus diversification, i.e. primary and secondaries power enhancements more potent for def/res buffs. I desire joy and happiness for you and yours.
  3. Hello fellow heroes and villains, I've been thinking a lot about the balance between maintaining defense/resistance minimums and the number of abilities we can effectively use while participating in Task Forces (TFs), especially when it comes to clearing trash mobs. I'd love to get your insights and spark a discussion on this topic. Key Points for Discussion: Defense/Resistance Minimums: Many players prioritize hitting specific defense or resistance benchmarks to ensure survivability during challenging content. These minimums can be crucial for surviving against tough enemies and bosses, but how do they impact our ability to efficiently clear trash mobs? Ability Usage: In TFs, the speed and efficiency of clearing trash mobs can significantly impact the overall completion time. Balancing the need for survivability with the desire to maximize our damage-dealing abilities can be tricky. Trade-Offs: Is it worth sacrificing some defense/resistance to gain more offensive power and faster clears? How do different builds and archetypes manage this balance? Group Dynamics: How does the composition of a team affect the need for individual defense/resistance minimums? Are there situations where having higher damage output trumps the need for defensive stats? I'd love to hear your thoughts and experiences on this matter. How do you strike the right balance between defense/resistance and offensive abilities in your builds? Have you noticed any significant differences in TF performance based on your approach? Looking forward to your insights and a lively discussion! Quill Windwalker
  4. A more linear story progress and leveling experience. It would be interesting if the player was given a selection of 'X' number of contact options - perhaps in the training scenario - where it was obvious which villain group each contact was fighting or in opposition to. It would be very helpful if the game would give you a recommendation on which villain groups you would be strong/weak against based on your power set(s). Then during the training scenario, the instance quest would have those villain minions. Or perhaps there could be more variety of villain types scattered through out the training scenario map and the contact would give you the quest 'go capture X and go capture Y' based on who you would be strong (X) and weak (Y) against so the player could experience the difference. Then the player could be given a bread crumb quest to who to speak to, once the training scenario was complete. It took me a while during live to figure out I did not necessarily need to do every quest and fight every villain group. It would be nice to experience the story from start to finish of one villain group ending in a task force to defeat the Super Villain. In short, an in game tool to help the player focus his/her attention on one particular villain group while leveling for the sake of the story narrative. Thanks you very much for bringing back this game!
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