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Everything posted by BZRKR
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I have nothing against your idea. However, I kind of like the aggro cap where it is, because against full sized spawns there are plenty of enemies for each member of the team to deal with. As a Tanker, I have the ones I can aggro and try to consolidate. The rest are for the other Tanker, or the Brutes, or the Controllers or Defenders, or that Mastermind over there. I like being able to have so many enemies to jump into that there is still an element of danger even if I perform my job flawlessly. However, it would be a lie to say that my reaction to the Aggro cap being raised wouldn't be a big smile and maybe some giggling.
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Communication is key. When the Team is forming up, consider asking "Who has the Team Transporter power?". Then, you can say something like "For missions in other zones, or more than a mile away, we will alternate using Team Transporter starting at the top of the list and working our way down.". And finally say "If you don't want to use the Team Transporter because you are leveling up or buying stuff, that's cool, just catch up when you can.". Wait for a majority of the team (or everyone) to respond, and do any further organization as required. Then, if people zip off on their own, you can proceed with confidence that they will catch up eventually or perhaps drop team. If they bitch, remind them that the ground rules have been set and that if they don't like them, they can have a nice day elsewhere.
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Thank you to all the GM's for all you do!
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WooHoo! Thank you for all of the hard work! Let's zap some Rikti!
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"Putting clients DAMAGE first by putting employees PROCS first, immediately after prioritizing fiscal responsibility GLOBAL RECHARGE toward exceeding by empowering our employees YOUR CHARACTER to put clients PROCS (and themselves AREA FACTOR) first, in a diverse and respectful environment of only those that come PROC first, first." (Apologies to Bopper, Sir Myshkin, The Sebben & Sebben Law Firm, and everyone else.)
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You're not wrong. I concede that it "can" have a bunch of attacks early on. My experience comes from building a Tanker, so I need armor toggles early on too. This does not invalidate what you said, but in order to cram everything into my build, I have 2 Titan Weapon attacks until level 28, which wouldn't be a problem because one would normally fill that attack chain with P2W stuff. In fact, the only AoE I have at lower levels is Defensive sweep, so I guess I don't see these advanatges that you are refering to. However, I have my Taunt and my Heals, so I can still do my job, but it's awkward. That's all I'm saying. I'm okay with it being awkward, because of how awesome it gets later on. My main concern is that IF the dev team was going to go under the hood for major surgery, they would also look at things like this. Basically, if the advantages are going to be trimmed back, then the disadvantages should be too. I don't want the set to be transformed into something really bad (energy melee) just because it once was good. If that's unreasonable, then I would like the Devs to let us know what the "correct" melee sets to use, so that we don't take another character past 99 vet levels just to see it drastically changed for the worse.
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What you say is absolutely true. However, a compelling part of Zeraphia's argument is at low levels when you don't have 4 attacks, and/or don't have the recharge to use the attacks you do have. When you are always doing a slow attack followed by a fast attack, followed by Momentum running out, followed by a slow attack... well it feelsbadman™ Whenever they get around to adjusting Titan Weapons, one thing I hope they look at is the Taunt animation, especially the redraw part of it. Compared to other sets, it feels like Titan Weapon takes longer to taunt, and it's such a super great animation that I wouldn't want it to go away.
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Does zooming out help any?
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Based on the info here https://paragonwiki.com/wiki/Enhancement_Sets and here https://paragonwiki.com/wiki/Hamidon_Origin_Enhancements#Nucleolus_Exposure, I believe that: SprCmmoft = Superior Command of the Mastermind TchofLadG = Touch of Lady Grey GssSynFr = Gaussian's Synchronized Fire-Control HO:Nucle = Hamidon Origin: Nucleolus Exposure SlbAll = Soulbound Allegiance ExpStr = Explosive Strike Hope this helps!
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Nice! As always, more content is more 🙂 I always thought the story arcs that Alan Desslock gives (where you put yourself on the "Destined Ones" list and then go be a "regular" Villain left a lot "off screen". Some content that includes dodging duties and your superiors in order to go "moonlight" as a Destined One, as well as the kinds of special operations you describe would be great. In particular, missions where you are sent on operations by your Arachnos unit, but have to keep a low profile to avoid being discovered would be interesting. Maybe your unit is sent to apprehend one of your other contacts for interrogation. Do you silence your contact to keep them from exposing your non-Arachnos activities, or do you turn on your unit and have to deflect suspicion as a "sole survivor"?
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If I have the slots, I like to 2-slot Taunt and put in a Perfect Zinger: Chance for Psi and a Perfect Zinger Taunt/Rech/Range. The set bonus for 2-slots is a little bit of Toxic/Psi resist, which is nice, and the range helps a little when pulling herds into the bowl during Mothership raids. After the most recent round of Tanker changes, I think you'll find that having one or more taunt auras and throwing plenty of AoE attacks will keep the attention of enemies just fine.
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On the Invasions idea: What if the zones/ invader types/ how many Lt's Bosses and (possibly EB's) spawned were dependent on how many "points" were scored during the mini-Trial in the same vein as the "ratings" points from the Mr. G villain of the month missions? Make the "top score" tuned to what a full team of maxed-out incarnates can do (thus providing more difficult content for the highest end builds). Afterwards, the "Choose Your Invasion!" could let players (the team leader?) "spend" the points scored to pick lower level zones to invade or select higher level villain groups to pull the invaders from or select stronger individual invaders, with the "Elite Bosses with Mez powers attack Atlas Park" being a very hard to reach perfect score. Most of the time, Invasions would be a choice of "Fast, Good, Pretty - Pick two"
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Heh, I was thinking about what was hard, without running it through the "just because we can, doesn't mean we should" filter 🙂
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Well, okay. I guess nothing like this has been brought up because it's a bad idea.
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Delay in attack effects with specific power combination
BZRKR replied to srmalloy's topic in Bug Reports
I have a Rad/TW tanker, and I see the delay on Whirling Smash without using Power Sink. I have assumed it was just an issue with Whirling Smash. -
I think the difficulty is just right. You can make it harder, you can take it easy. After a long day at work, you can go to the Rikti buffet in the RWZ. However, one suggestion I haven't seen in this topic so far to increase difficulty in certain zones like Dark Astoria or the Hazard zones is this: 1. Make all (or some) hazard zones free for all PVP. 2. Introduce (cool sounding sexyschmexy) badges for: Defeating 333 of each AT in any Free For All PVP zone Defeating 1000 opponents in any Free For All PVP zone Completing 333 missions in any Free For All PVP zone Getting those badges should be pretty hard, especially if your chosen badger character isn't optimal for PVP. Maybe this kind of thing would promote dual builds?
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issue 26 Patch Notes for April 1st, 2020
BZRKR replied to The Curator's topic in Patch Notes Discussion
I love the brawl rebalance and want it turned on 24/7/365 please! I was really really happy to get in on a Nemesis invasion and would love for them to be a one day a year thing, just to keep it rare, but not totally unattainable. I don't understand why some folks had such a violent reaction to the baby, I blew air out my nose when I saw it, and then ignored it until it was gone. Of course, I never had a door issue, with mine, and when I was running my Thugs mastermind, it frankly disappeared into the background. However, that has nothing to do with the validity of other player's opinions, and hopefully the Devs will give all of this feedback the appropriate consideration when planning future events. As always, thanks to the Homecoming team for all their hard work! -
Restrict Judgment powers during regular play.
BZRKR replied to Darkneblade's topic in Suggestions & Feedback
No thank you to further restrictions. If you feel like you are being "carried" by your team, and don't like that feeling, try going solo or a smaller team. There are several difficulty adjustment tools in game, and adding a "No Incarnate Powers" to the Flashback/ TF menu certainly sounds like a good compromise. Just add badges for doing it :) I thought that Dark Astoria and the Incarnate Trials were specifically Incarnate-level content. For those saying that there is none, do these things not count? I would hope that as the HC team moves along the path they seem to be on, there might be new Incarnate content. I know I'd like to see another Incarnate level zone like Dark Astoria. Patience is key. -
I recommend that you do the Invention Tutorial in the University if you haven't already. The University locations are in Steel Canyon, Croatoa, Founder's Falls, and Cap au Diable. Look for the Admissions Officer in Paragon City or the Dean in the Rogue Isles. https://paragonwiki.com/wiki/University IO sets are spread throughout the level ranges. To get an idea of what's out there, either look in the Auction House (type /ah almost anywhere but inside a mission or base) or here https://paragonwiki.com/wiki/Enhancement_Sets
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Willpower won't tempt you to interrupt your momentum-enhanced attack chain, and has two good candidates for skippable powers: Resurgence and Strength of Will, which will make it easier to take more Titan Weapon attacks. Either way, have fun! The sound that Arc of Destruction makes when it hits a whole crowd is like a truckload of washing machines dumped on a concrete slab.
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What can be done to control or suppress where "bonus powers" appear? Mainly this is an issue when I tried using an Origin Power Pool and the "bonus power" appeared on a new power bar attached to my topmost power bar (and overlapped my target and inspiration windows). Another time this happens is when you step onto a Shadowed Path in First Ward and the shunt power pops up. I have searched the forums here and have not found an existing thread that talked about this, but is there a way to make these bonus powers appear in a different place in my UI, ideally one of my choosing? Thanks!
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I like the "red side" quite a bit. At the time that City of Villains was released, it was my favorite side, and remained so until I stopped playing (I think I drifted away right before "Going Rogue" went live. At least, I don't remember making a Praetorian character until Homecoming). I always thought that the twisty, garbage-strewn, back alley and claustrophobic feel of the Rogue Isles was more "realistic" than the comparatively neat and orderly ninety degrees grid layout of the city zones in Paragon City. (There are spectacular exceptions to this, but I mean the Galaxy City>King's Row>Steel Canyon zones that most of my Heroes got very familiar with. Also, I really liked how you could see every stereotypical Dilbertesque "No one of us is as dumb as all of us" corrupt ruling party trope in how the structures in the Rogue Isles are piled up on top of each other. One look at how the Arachnos bases are just stabbed into the landscape with their weird sections of catwalks and walls and you know that you are in a place where environmental concerns are ignored and unfettered mad science is the norm. It looks different and cool and the same as where you live, except now you have superpowers. Of course you don't mind robbing a bank for a guy who hangs out on the docks. Wheee! Anyway, I think the Rogue Isles aren't designed to be universally appealing. I think they are a work of art designed to feel like a place where villains are in control. And one of the things about art is that not everyone likes it. Well, it isn't "just" a city with Villains in it. Arachnos is everywhere in the Rogue Isles because Lord Recluse isn't just a powerful Villain, he's the Ruler, the The Guy in Charge of the Biggest Gang™
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Titan Weapon is like a roller coaster: click*click*click*click*click*click*click*click*WHOOSHWHOOSHWHOOSHWHOOSH!!! Definitely works well on a Tank where you can survive the initial windup.
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Something that I learned tonight is that you can *Taunt* the bomb grates to get the same aggro bump as brawling them. This has the advantage of range and it does less damage to the grates. Also, on Indomitable we have noticed that if the Tanks pull enough Rikti into the bowl that the overlapping mez becomes a problem, then the raid leader will pull the tanks back into the bowl to help kill what we pulled, and we get more merits!