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Triumphant

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Everything posted by Triumphant

  1. I also recommend City of Data for more detailed information on powers. I find it very useful.
  2. Skipping the crashing T9's typically allows me to pick a power that will (in most cases) actually be more helpful for avoiding the death than the T9 is. But really, death is nothing more than a minor inconvenience in this game, with no real negative consequences. It's often less annoying to just die, respawn at the hospital (or a your base) and then get back into it, than to wait to recover from the power crash. A few of the T9's provide a more moderate buff with less dramatic crash effects. Most of these are pretty cool, and I usually take (and use) them.
  3. Then here's my advice to you. Learn to enjoy playing at x6, or x4, or adjust your level setting (or both) until play is challenging, but not frustrating for you. The game has difficulty settings for a reason. You aren't being forced to play at any particular difficulty level. I change my # of foes and character level settings frequently, depending on the type of AT I'm running, how well-slotted it is, and the level I'm playing at. You can too.
  4. You're not supposed to take ALL the aggro. Other AT's have to learn to pull their weight. That means that they do stuff other than just polish off the mobs that are glommed onto the tank, like shooting fish in a barrel. I would think it incredibly boring if I never had to worry about drawing aggro as a controller, defender, or whatever. I just want the tank to hold enough aggro that I can reliably deal with some spillover. If the tank his properly doing their job, and I'm playing attention, then I can do this. The Tanker has been significantly buffed in recent days. So much so, that players frequently complain that they are now over-powered in comparison to Brutes (while I don't really agree with this assessment, myself, it is none-the-less commonly discussed in the current meta). I play Brutes, Scrappers and Sentinels WAY MORE than I play tanks, though. So experienced tankers are really best positioned to reply to your questions here.
  5. What Tidge says about creating Targeting binds (I use Macros, myself) is important for dealing with Malta Sappers. They can be incredibly frustrating. They seem to have a massive attack bonus that allows them to reliably hit even very high positional defense (SR, etc.) a surprising amount of the time. The trick it to target them outside of their aggro range and then use something like combat teleport or jaunt to swiftly close and ambush them. If you can hit them with a combination high damage attack that has stun or disorient, this is very helpful. They're always going to be something of a pain though, frankly. It only takes one unlucky RNG miss on an ambush (and a corresponding hit by the Sapper) to trigger cascade failure and put you in the mud.
  6. Casting Reynolds as Jordan was the primary sin of this movie, really. Hal needs a more serious mein which, Reynolds (as amazing as he is in things like Deadpool) just doesn't have. Mark Strong was absolutely brilliant as Sinestro, though. And I loved seeing all the different members of the Corps (Abin Sur, Kilowog, and the more esoteric and bizarre GL's). It's still a guilty pleasure for me. I view largely as a test bed for how cool a GL movie can look visually (I'm probably in the minority here, but I felt the special effects were pretty great). I would honestly prefer a GL Corps sci-fi/super hero genre TV series to a movie, though.
  7. Also, considering the physical weirdness of them, compared to modern humans, the "Future" Earth might be equally bizarre. It could still be interesting to launch a counter attack from the past against alien earth of the future. Or some such.
  8. Well, we all have opinions. And we all have the tendency to believe that our opinions are closer to factual reality and everyone else's opinions are further from it. At the end of the day, they're all just opinions.
  9. I still feel like most of the farmers I see in Pocket-D AE are still Brutes, though (though, yes- I see a few tanks and some other AT's mixed in there on occasion). If Brutes are so terribly nerfed, then why wouldn't all the farmers be switching to tanks? It's not like they can't dual-box AFK farm them to 50 in like an hour. And thanks to having billions of infl, they can slot them with purples right out of the gate. 🤷‍♂️ I feel like (in pve, at least) Brutes are pretty well-balanced as a sort of damage/toughness mix that fits pretty well in between scrappers and tankers. I've got a T3 incarnate Savage/SR brute as one of my mains, and it's right up there with my favorite tanks and scrappers as far as my personal preferences for playing the game go. Having said all of the above, I will admit I am not an expert AT builder or number cruncher, so I'm approaching this topic exclusively from the perspective of a fairly casual player with mediocre skill.
  10. I don't object to it. I DO object to it, if we don't get a ridable stick-horse to go with it. Don't half a$$ it, mang. Just sayin'. 🤷‍♂️
  11. Well, some people enjoy knockback as a form of attack mitigation, not purely for it's visual effect. Of course, Greycat may have other reasons besides this. Regardless, some people will object because knockback is part of their play tactics/style. Which, of course, is a totally legitimate reason to object to limiting the effect to triggering on mob deaths only.
  12. The Superspeed power, itself, is fine IMO. I do think that Flurry is an incredibly lame implementation of a superspeed punching power, though. It's utterly skippable in almost every respect. As for wall-running, I actually do like his animation suggestions, except for the fact that I don't think it's possible to code for it. Unless I'm misremembering, running up walls and on water have both been suggested before, and it isn't possible due to issues with the game code (much as web-swinging and wall-crawling travel powers aren't possible for the same reason)
  13. C'mon, the posters forum name is Major_Decoy. How can you give a thumbs down for this reply? 😁
  14. This really says it for me, too. You could possibly apply this to any MMO or even pen and paper RPG that I've ever played. Apart from that, when I want to imagine myself as a comic book super hero in a video game, this is really the only game besides Freedom Force that has ever properly scratched that itch for me.
  15. It should be added now (assuming I submitted correctly). Sorry. I meant to do this earlier, I just kept getting sidetracked.
  16. Ah, yes. That must be it. I just didn't have all 10 slots anchored to teleport points. I did not get to tour every square inch of this massive ship, due to having to log and tend to some house chores, so I missed the captain's quarters and ready room. I'll certainly return to explore some more when time allows, though. 😎👍
  17. There's a ton to see in this one! I really love your custom air-hockey and ping-pong tables on the reck deck! I'm also impressed with how you are able to put your zone teleporters so close together without getting the anchors to cross-pollinate. I've never been able to figure out how to prevent that, so I tend to space my teleporters relatively far apart. Looks like you also have plenty of room for expansion. Several decks looked like they had access points for crew quarters or some such. Will be cool to see what you do with these! 😎
  18. My wife and I watched the 1st four episodes last night and plan to watch the rest of it over the weekend. We both enjoyed it quite a lot. Definitely not my favorite series of all time, or anything, but I can say that it (to me, at least) does the game justice in portraying the setting pretty accurately and it's got good actors, fun action sequences, and moments of humor as well. It's also quite gory, as one would expect from a show true to the source material. I'm totally fine with that, but folks that haven't played the game might be a bit shocked by it.
  19. I play a TON of Sentinels. You will never make a Sentinel that is mainly a competent melee toon, because the Sentinel is a ranged combat AT. However, like you, I want to play Sentinel characters that engage in melee some portion of the time. For this purpose, I like to take Air Superiority from the flight pool and Knockout blow from Leviathan mastery. These are both fun melee attacks that can be decently useful. Air superiority hits and knocks down the target almost every time, making it a solid attack mitigation power, in this regard. Knockout Blow is slow to fire and recharge, but looks very cool and does respectable damage. Beyond this, you just have to look at epic pools that give you the most melee attacks. I don't know that there's all that much to choose from here. Certainly not enough that you're ever going to run a Sentinel primarily as a melee attacker. If that's your bag, you just need to pick a scrapper or brute, IMO. Now, if you want a solid mix of rng and melee, you're probably looking at either a Blaster or Dominator.
  20. I'm not sure there are any pitfalls, necessarily, except for the extra work involved. As far as I know, you could theoretically build all the way up or down or across, within the build space, though there's a maximum number of objects you can have in a base, so you're going to run up against that, eventually. The size and shape of the rooms set limitations on the build space too, of course.
  21. *Starts to write a reply about the SS power Hand Clap. Realizes the post is actually about Thunderclap. Slinks off in shame*
  22. RP'ers will always have a good reason to join a supergroup. If you're not an RP'er, there are probably still plenty of reasons you might find to join one. Other people may never want to belong to a SG, and that's okay too. I'm not against the idea of being able to belong to more than one at a time. The pessimist in me wonders if it might not be a herculean task to code for, though.
  23. DPS difference on a Brute definitely seems to be greater on a Brute than a Blaster (Water blast, being the sole exception, it seems).
  24. I think the Dev's should do whatever is best for the game. I have no experience at building proc-focused characters (although, certainly, I do have characters that use some procs- some damage, some not). Because of that, I honestly can't say whether or not they need to be nerfed. But, if they need it, I say nerf 'em. Whenever you change anything in the game, whatever it may be, it's always going to frustrate someone that liked it the way it was before. But that's just one more reason why changes should be approached with careful, cautious consideration. The other thing to consider is this: As long as you back up your base-code, if a change ever proves to be too unpopular, you can always revert to a previous build.
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