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Jiro Ito

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  1. moar ae options!
  2. Pinot Noir Smashing Pumpkins Pwn Shop More to come...clearing out the roster.
  3. I have noticed that sometimes when my team has completed a mission and some people exit while others are still inside, I can speak to the contact and force the remaining team members out of the mission so we can continue. I noticed last night during an Aeon SF that I could not do this, and wondered if whatever code it is that allows me to force team members out of a mission on a TinPex, for example, could be applied to all task forces and strike forces? This would be very helpful when a teammate has to go afk for a real life responsibility so it does not hold up the rest of the team. Kicking a pal during a task force is a last resort, but unfortunately one I have had to do in the past when the rest of the team is waiting. Or is there some other method to do this already available in the game?
  4. I don't think AE likes two weapon-wielding sets, possibly due to some AI issue with redraw.
  5. I enjoyed it very much, and as I don't usually get to play every single day, I was glad it ran for 2 weeks. I was able to level up some characters I would not normally have time to play (warshade, soldier, etc). Shout out to the Torchbearer leaders including Fire Ken, Calamity-something, and there were more I can't recall. It did make it tough to form teams for regular content, but it was only 2 weeks so no big deal.
  6. Could the Advanced Enemy Power Customization be expanded to give us access to pool powers like Sorcery, Experimentation, the Patron pools, etc? The abilities are not game-breakingly powerful and would give us some cool flavor options for custom baddies. I'd love to have a wizard using Sorcery, or a water enemy using Mako's patron pool. Since the customization disables xp earned, I don't see how it could be exploited.
  7. hey if you're asking me, give it something unique to all melee sets - stacking mag 2 fears and mag 2 confuses. "Why is this guy coming at me, an Archvillain on par with a god, with a pair of nightsticks? Suddenly I am confused and worried."
  8. I'd be down for a new set of dual-wielding, smashing-damage clubs, especially if the combo mechanic were removed.
  9. this is a good point, and not just as far as procs but you also run into the Rule of 5 faster, and run out of purple sets, and winter AOs, etc etc etc.
  10. Disagree, I think debuffs are pretty great. Rolling a team of 8 corrupters on a hardmode sf is easy and fun.
  11. Some of this already exists in the task force and ouroborus settings, where you can buff enemies, debuff players, disable enhancement bonuses, etc. My regular team will often buff enemies to give ourselves an additional challenge. Hardmode settings will also give enemies more defense and tohit/perception, without debuffing players.
  12. I did Dr. Q once early when I came back to Homecoming to get the badge, and again yesterday in time for the WST rollover when asked by some friends. I can comfortably wait another 4 years before doing it again. Maybe longer.
  13. i love my invuln/katana guy. i don't focus much on damage as i team exclusively, and he's got lots of different ways to survive the hardest content. the taunt animation is awesome.
  14. lol "differently abled heroes" what a great line It's amazing the reaction we still have to large-scale nerfs like ED and SWG's CU and NGE...it speaks to how people feel about the time they invest into a game, only to see it discarded for the sake of balance. Maybe there's a lesson future-gamemakers can take away from that.
  15. Here's a quick visual example from Mids, of a Corrupter's Whirpool 6-slotted with Artillery. The Damage bonus is 95.11%, which is reduced by ED from what it actually would be, 100.7%. The more you overdrive an aspect, the more severe the reduction. 3% of my damage enhancement and 6% of my recharge enhancement are wasted by slotting this way. Why do it then? Because in this case I am stacking Ranged Defense bonuses provided by 6-slotting the Artillery set.
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