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Triumphant

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Everything posted by Triumphant

  1. Okay, that's encouraging. Thanks for the tips! 👍
  2. Just wondering if there are any groups (Hero, Villain, or in-between) that use discord for voice chat and also for RP. I'd like to RP combats but using the keyboard to rp while fighting at the same time is apparently beyond my skillset. 😛
  3. Fun is just another way of saying "enjoyable". I play games as a mode of recreation because I enjoy playing games (i.e. because it is "fun"). Fun isn't a dirty word, in and of itself. I think you've hit upon the real problem here, though, and that is when people say that MY definition of "fun" is the correct one and anyone that disagrees is simply wrong, stupid, crazy, weird (insert whatever adjective here). Anyone who plays this game regularly, thinks it is "fun". The things that we find fun about that game may vary, though, and we will probably all disagree, to a greater or lesser extent, about those elements of the game that detract from that fun, or what elements might be adjusted or added to make it more fun.
  4. I'm a spry 49 years of age. I used to feel like that meant I was getting pretty long in the tooth but, after reading the rest of these replies, I'm feeling pretty good about it now. So, thanks! 😁👍
  5. Fascinating. Thanks for that bit of historical information. On the surface, it seemed ridiculous to me that the ancients would have bothered with what I've always considered to be nothing more than modern aesthetics, but this actually makes perfect sense.
  6. It really depends on my character concept. Mercenary types that aren't overtly malevolent, become Rogues. Heroes that don't want their hands tied by rules and believe in fighting villains on their own terms will be vigilantes.
  7. Those are all fair questions, I suppose. I guess I don't view things like the KB to KD in force feedback as worth wasting an IO slot on. I do get that keeping the mobs grouped together for AOE's instead of having them bounce around all over is an advantage, it just bugs me a little to have to buy and slot an IO for each power if I want to do that. I don't know, maybe I'm just a little raw about it because I really like energy blast/manipulation and those two sets have lots of KB? When I would want to toggle the power off isn't for me, you see. It's for when I join a pickup group and the majority of the group doesn't like KB effects, I might want to turn it off as a courtesy to everyone else for a while. It irks me to have to buy and slot IO's when I'm doing this for someone else's play enjoyment, rather than my own (Again, I love knockback. Yes, I do have to chase the mobs around, but the effect of the visuals is so satisfying I find this entirely worth the effort). Ideally, having the toggle be by power would be most satisfying, but I would settle for a single switch that would toggle it off on all the powers at once. And yes, I'm cool with the Team Leader having the ability to toggle it off. If I ask for an invite to their team, I feel it's reasonable for the team leader to have the freedom to set the ground rules. Anyway, just some thoughts. I'm not like super aggravated by the IO requirement and if it doesn't ever change, I still love KB and will continue to play sets that have that effect, as it simply makes the battles feel more like comic book super brawls to me. I don't actually know if anything I just wrote made sense. I had insomnia last night and didn't get any sleep whatever, so feel free to ignore this reply if the content is gibberish. 😛
  8. I love knockback but I also think players should have the option to toggle it on and off. Watching mobs ricochet off of walls, floors, and ceilings is one of the coolest things about this game, but not everyone agrees with me about that. More choice = better. Well, that's my opinion, anyway.
  9. Well, I don't know about that. I play more Blueside than Redside, but I'm not offended by one guy's opinion. On the other hand, I know there are plenty of AE babies (I confess the name makes me chuckle, and I have done my share of AE door-sitting, believe me) that hang out Redside, so I take the comment with a grain of salt. There are less of them than there are on Blueside, but that's only because there are comparatively fewer players on Redside. The ratio of the AE babies feels about the same to me. Typically, I play villains/redside when I want to let my inner misanthrope out of the bag to run riot. If you do that in the real world, you get thrown in jail. Not so great. 🤷‍♂️ Better to indulge myself this way in a fantasy game. 😉 I've played most of the story arcs in this game (both red and blue). I don't find redside to be significantly more challenging than blue. JMO.
  10. Yeah, I can't agree with you here, sorry. When you run an AE arc, a prompt comes up with a comment box and a star system rating. If you submit an AE mish for public consumption, you are tacitly agreeing to have that mission critiqued. Honestly, if you can't handle honest, constructive (CONSTRUCTIVE, being the key word here) criticism, don't put yourself out there. Constructive criticism does not mean complimentary, by the way. Sometimes it is the opposite, even if phrased in a diplomatic way.
  11. #1 is a pretty good suggestion, actually, if I can find players willing to team with that limitation. Not wild about #2, as I'm more of an RP'er that also enjoys challenging combat on teams. I find Hamidon and Rikti Raids both incredibly boring. Rote, easy, no strategy apart from "attack the things in this order". I wish there were more SF/TF designed like Imperious Task Force (though, perhaps not quite so LONG. lol). ITF's are a good mix of interesting foes with different capabilities, tough enough and in sufficient quantities that a team of very powerful characters can have a good time and be reasonably challenged, with everyone having something fun/interesting to do. Anyway, thanks for the suggestions. I really DO like #1 quite a lot. Not sure if I can find other interested parties, but it seems like a viable way of dealing with the problem if I can work it out. 👍
  12. I don't get it, either. Perhaps they have the exact play environment that they desire and they're afraid that if players try something new, they might enjoy it, and that it will cause a shift in preference that will alter the play environment in a way that they find unsatisfying? I wish people could be more open-minded and less paranoid, and not have knee-jerk reactions to a simple suggestion, but this is perhaps too much to wish for from the human species in the 21st century. 🤷‍♂️
  13. My personal experience has been this... Solo Play: Challenging from lvl 1 to Incarnate, because I can dial notoriety and number of enemies up and down until I hit the "sweet" spot. Almost every archetype is fun to play. Team Play: At lower levels it's not bad, if a bit frenzied. At high levels, melee toons will often only get a hit or two in (and this is after combat teleporting directly to the target) before powerful ranged characters nuke all the mobs. I find this to be pointless and incredibly boring. My solution: I only play blasters now, so I actually get to have some fun during team play. Am I satisfied with this solution?: Not really. What to do about it?: I have no idea. 🤷‍♂️
  14. I play all of them, but my favorite morality/alignment to play is Rogue, which I guess is technically Villain, and the one I play the most. I tend to view it more in D&D terms as more neutrally aligned than evil, though- and tend to play it as such.
  15. An approximately 4 in 10 chance every minute is pretty good if you've got a power loaded up with 5 different procs (for my rad/sr sentinel, Neutron Bomb is my choice for this). If you've got more than one proc-bomb going, it can be surprisingly effective. But if people are really obsessed with doing the "most" damage above all things, they need to play a Blaster or Stalker or Scrapper. I want to do a decent amount of damage, but doing the "most" damage is not a priority for me. I'm more concerned with building my hero/villain to represent the character concept that I'm going for. I also tend to view Sentinels as a support class that supports in a pure combat role, so I'm expecting tanks and blasters to have most of the AOE issues covered in group combat and the Scrappers and Stalkers to zero in on the heavy hitters to bring them down. My job as a sentinel is to lend combat strength to whichever of these needs the most support, be alert for when squishier toons need to be defended, and otherwise just blast and batter down foes as opportunity provides. Of course, the reality is, combat in CoX is almost always less tactical and more frenetic and chaotic than that, but I do my level best to perform the above-mentioned functions and I enjoy doing them.
  16. He wanted to play a melee oriented Sentinel. I thought his disappointment was in that it didn't feel like a melee character (i.e. more close-in punchy, like Superman/hulk, etc.). I also wish to play Sentinel that has a more "punchy/brawling" feel to it, so I was sharing my plan to make my own character play that way. Sentinels are a ranged combat class, so they will never be high performing as a melee toon. Besides this, they are also weaker than the other ranged combat classes (blaster/dominator/corruptor), even if they are a little tougher and more forgiving to level up. If he was asking how to turn the Sentinel into a power build, I apologize, b/c my advice is not useful in that regard. I don't pursue power builds because I find the game so easy- even played at +4/8- that power builds are redundant (and even boring) unless you want to play those crazy 801 AE missions people make.
  17. I would ditch irradiate and take second wind or moment of glory, instead. If you want to get in their face and melee, you need more melee attacks. I would ditch mind probe, psychic shockwave, and link minds. Take Air superiority from flight pool, Cross punch from fighting pool, and Knockout blow from leviathan patron pool, instead. This is similar to the build I'm shooting for with my Radiation/Super Reflexes Sentinel.
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