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SupaFreak

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Everything posted by SupaFreak

  1. I was fortunate enough to catch @Laucianna in-game one night when I was touring the Arcane/Fantasy competition with a character I no longer played that was transferred to Excelsior. Had a brief conversation and told her that I felt hers was the one to beat in the category (and maybe overall). Looks like I was right (at least in the Arcane/Fantasy category). Elysian Temple is what prompted me to do 20+ hours of upgrades/modifications to ours in hopes of standing a sliver of a chance against it. Such a beautiful base and her passion and creativity is well deserving of the win for the category. Doesn't hurt that she was also super friendly. Congrats goes out to all the winners, though. I actually had a personal list of each category and my quick tour scoring, and the winners were all either my top pick or in top 3. Some were so close, I would've had to flip a coin or spend a lot more time analyzing their bases to decide. So, kudos also goes out to the judges for all the time dedicated and creativity they took in. I absolutely toured each base (at least briefly), and I can honestly say the competition was amazing. All participants should be proud of their creations at this point and encouraged to build upon their solid foundations. Knowing what I know about base building now (+ the new tools given by HC)... part of me has wanted to start over from the hybrid base we created back in the early HC years... but I ultimately decided to just expand upon our foundation to get what we have today. EDIT ADDITION I personally feel ours is somewhat retro High School in a new age College world and I'm extremely honored to have been given the Spirit award for Torchbearer.
  2. Not because I actually believe it will help any, but maybe someone out there likes 1 or more of the ideas and decides to use it in future... In worship/resurrection room, our Inspiration bin is upside down and clickable at the base of the floating flame things (x2). In storage room, only the light grey lockbox shows - which is our access to Salvage Bins (x8) And last but not least, at the entry and 2 per teleporter bays in main room the glowing Magenta Crystals each house a Pillar of Ice and Flame (12 total). In all honesty, I would dread being the judges for this contest because there is soooo much to see and take in within each creator's base. A lot of which some of them have seen before. Like, I didn't realize someone else did an Eden Crystal cavern until after I did mine (referring to Rat City base in which I watched video of afterwards).
  3. Since Friday it's been practically overhauling about 40% of the base's interior rooms, adding some details elsewhere, added lighting where it was needed and fine-tooth combing everything for overlap flickering (floral from years ago), spacing errors, alignment errors, and anything that just wasn't up to snuff.
  4. After taking at least 60 second tours of all other 94(?) entries... I'd like to report Everlasting for a possible murder in progress because they are absolutely killing it with their entries! That's not saying they'll win any or all categories but overall, they have a lot at the cream of the crop. And that's not taking anything away from my Torchbearer or other servers... just saying Everlasting came to represent! I personally had to go back and do roughly 20+ hours of improvements to my base since Friday evening to feel like I have a sliver of a chance of being competitive. Dacy, Easter Bunny and judges... if you haven't realized by now... you have your work cut out for you! Best of luck to all entries and judges can probably forget about working, gaming or sleeping during the judging period.,
  5. Good to know. Thank you. Thank you. I will say I am familiar with Dryad base both from last contest and current (?). I've occasionally popped in a few of the bases that have entered this year's contest. It has put me into a surge of inspired creativity as of late seeing some of the fantastic designs out there. Not saying we will switch category or not... just curious if we could. I still personally say it's an Arcane base with Nature elements and not the other way around.
  6. Few things. 1) I'm looking over the categories and wondering... did I enter our base into the right category? I'd say it's about 40% Arcane / 60% Nature but had a few people comment that it feels like something that could exist as a location in City of Heroes (Realism?) I went with Arcane (not so much Fantasy) because that's the environment where there's functionality and purpose. 2) With the deadline for submissions right around the corner, are we locked in our category or able to reconsider our category until the deadline? Thanks in advance for: A) A reply B) Dacy, Easter Bunny and the gang for organizing the event. C) Any and all judges that will be giving their time in these contests. D) The community members for contributing to the game with your submissions.
  7. Supergroup: The Eternal Guardians Passcode: NOV-3012 (Torchbearer) Base Name: Zynavia (zen-aye-vee-ah) translates to "Sanctum of Eternity" Lore notes and old screenshots are archived here on page 5. Base Design Notes: Primary focus was on ease of travel and not having Fly necessary to get around. We wish the Entry Teleporter didn't have collision on the center forcing us to move the Base Entry forward, but we love the look of it too much to change it. Initially the personal rooms were going to be for our local friends and storage but they dropped out of the game early on. We still kept the layout and decided to utilize the ability to have personalized lighting in those areas for more character vs creating a wide open base. Navigation Notes: There are no longer teleport points to access any area within the base. Entry Point Loremaster and Quartermaster are here and ready to help. Hidden in the obelisks are crafting stations and ATMs for your convenience. The crystals near entry portal each house a Pillar of Ice and Flame. The blue crystals to the left of entry (pictured top right) will take you to Paragon City zones and hazard zones. The red crystal to your right will take you Rogue Isle zones, the others to Co-Op, Praetorian and Shadow Shard zones Screenshot Tour? Sure thing. I hid it in the Spoiler as to not cause excessive scrolling for those not interested in viewing at this time.
  8. Your character name: [Menokai] Your Global handle: @SupaFreak Are you the owner: [Yes] Are you the builder: [Yes] Your base’s name: [The Eternal Guardians] aka "Zynavia" = the lore name we created for the location that revived our Live characters here. The shard it is located on: [Torchbearer] The passcode for entry: [Nov-3012] *hey... that's when the live servers shut down, jerk!* The category your base is entering under: [Arcane/Fantasy] Contributing builders’ names or Global handles: [@Nymloir] Any additional information you wish the judges to know beforehand: [Changes since last contest entry listed below] I do not expect any previous judges or visitors to remember the old layout. This list is strictly to indicate how much has changed. Entry "platform" is fully functional with 6 zone teleporters, 2 pillars of ice and flame, 4 invention tables and 4 ATMs. *Check crystals and obelisks* Teleporters are intentionally not labeled for aesthetic purposes. "Once you know, you know" is our motto. Hero city and hazard zones left / everything else right. Thanks to updates, characters will no longer hit the invisible ceiling due to Open Sky Passthrough. It should be impossible to go under the base as well thanks to Collision Walls. Previously hidden empty cave off the path to the left past the dual waterfalls is no longer hidden. It now houses a small burial site. Interior NPCs facing something typically indicate there is something functional in front of them. New set of stairs just inside at the end of left path leads up to meditation clearing over left waterfall. Storage room now combined with main teleporter room. Old resurrection room is now crystal storage room off primary storage room that leads up to cabin at top of mountain. *Ancient mining shaft?* Resurrection room now combined with "worship" room. Old "power" room moved to old storage room with more visuals of magical energy generation. Old "power" room is now a sauna-type room with ancient bathrooms. All 8 "personal" rooms received sufficient modifications - most with at least 1 complicated item build. Added rock ledge pathways around some of mountaintops to give the ability for non-flyers to wander safely around a good chunk of the area. Replaced all interior ramps with steps > combined with Collision Walls so there's no need to jump. Raised and re-decorated the lake so that it logically feeds the connecting waterfall. Accessible via fallen rocks on right path to non-flyers. Added large cavern under the lake accessed via hidden cave entrance near fallen rocks. The Arcane Teleporter used at the entrance as you know has a collision effect on the center. We gladly accept deductions for our choice for Entry Portal not being aligned in center. There's no other item or combination of items to give us the golden look we desire. Updated screenshots and info found here in the Show Off! topic.
  9. The following is a bit of a gimmicky idea I've had for a while that provides a possibility on how to add a massively diverse Signature Power options to all characters without (I hope) overpowering characters that stands apart from all other Powers, in that it is connected heavily to Inspirations. I envision Signature Powers to be relatively mid-strength (Tier 4 Primary) but can be pretty powerful (Tier 8 primary) if used in conjunction with Inspirations related to them. The system I describe below will hopefully be easy for new players to comprehend yet complex enough that veterans will enjoy thoroughly. New Inherent: Signature Power Provided at Level 1 upon player creation and share no relevance to your Origin or Archetype choices. All players are given the same default Signature Power: Self-Preservation to start (power example given below). You may visit a special new Signature Trainer located near a S.T.A.R.T. vendor to change your Signature Power at any time for free. The golden power icon for Signature Power is the same for any Signature Power you choose. Your Signature Power is unaffected by any other sources, be they Buffs, DeBuffs, Set Bonuses, etc. Signature Enhancements New Enhancement Set Category: (Signature Power) Inherent: Signature Power comes with a default of 6 slots that are inherently locked and cannot be reduced or used elsewhere through Respec. Signature Enhancements only provide Set Bonuses to your other powers and do not modify the abilities of your Signature Power. Unlike normal Enhancement Sets, you are able to choose from 63 Signature Enhancements for your 6 slots in Signature Power. You are not required to put any Signature Enhancements into your Signature Power if you wish not to. Set Bonuses start at 1 Signature Enhancement slotted instead of the normal 2 required. Signature Enhancement Recipe (x63) Options Beginning at level 7, Uncommon Recipe drops from enemies that sell to vendors for 1,000 Influence. Always present option at Crafting Tables. Signature Enhancement Categories There are 3 categories of Enhancements: Signature: Tenacity encompasses your physical form. Signature: Vitality encompasses your well-being. Signature: Focus encompasses your mental acuity. Signature Enhancement Rankings Each category has rankings of I, II, and III from which Unique enhancements can be crafted. You may only slot one Enhancement from Tenacity I, one from Tenacity II, one from Tenacity III, etc. *Creator's Note: I feel going the route of giving roman numeral rankings vs unique names is easier to comprehend and makes this Signature system suggestion as a whole much easier to follow and understand. Signature Enhancement Crafting Signature Power Enhancements require Inspirations of various types and level to craft based on their Ranking. Rank I requires 3 Small Inspirations to craft and may be slotted starting at level 10. Rank II requires 3 Medium Inspirations to craft and may be slotted starting at level 25. Rank III requires 3 Large Inspirations to craft and may be slotted starting at level 40. *Creator's Note: The level requirements listed above coincide with when Inspiration trays expand in size. *Creator's Note: I'm indifferent to adding INF cost to crafting. Could care less if added to it as long as it's in close proximity of cost to similar Set Enhancement crafting costs. Signature Enhancement Altering Signature Enhancements cannot be combined with Enhancement Catalysts or Enhancement Boosters. You may use Enhancement Converters on Signature Enhancements to randomize the Set Bonus you receive. Set Bonus Display Order No matter what order you slot the Signature Enhancements into Signature Power, the following order will be how the Set Bonus is displayed. (Top) Tenacity I - Vitality I - Focus I - Tenacity II -Vitality II -Focus II - Tenacity III - Vitality III - Focus III (Bottom) Signature Enhancement List You have 9 categories to choose from below but as stated above, you may only slot 1 from any given column in a category. There is no penalty for mixing and matching Signature Enhancements for your character's build. Choosing all 3 of a row in the same category will grant the equivalent of a single Very Rare Enhancement Set Bonus. Signature Enhancements are tradable on Auction House. Vendors will purchase Signature Enhancements for 500 Influence, no matter what ranking. (optional) You should find the Set Bonuses 100% on par with existing Set Bonuses provided in-game. Signature Tenacity Enhancements (21) Enhancement Icon (Gold) Tenacity I (10) UNIQUE Luck x1 Sturdy x1 Shielded x1 Tenacity II (25) UNIQUE Good Luck x1 Rugged x1 Guarded x1 Tenacity III (40) UNIQUE Phenomenal Luck x1 Robust x1 Protected x1 Resist 1.5% Resist (Smashing, Lethal) 2.5% Mez Resist (All) 2.25% Resist (Smashing, Lethal) 3.75% Mez Resist (All) 3% Resist (Smashing, Lethal) 5% Mez Resist (All) Resist 1.5% Resist (Fire, Cold) 2.5% Mez Resist (All) 2.25% Resist (Fire, Cold) 3.75% Mez Resist (All) 3% Resist (Fire, Cold) 5% Mez Resist (All) Resist 1.5% Resist (Energy, Negative) 2.5% Mez Resist (All) 2.25% Resist Energy, Negative) 3.75% Mez Resist (All) 3% Resist (Energy, Negative) 5% Mez Resist (All) Resist 1.5% Resist (Toxic, Psionic) 2.5% Mez Resist (All) 2.25% Resist (Toxic, Psionic) 3.75% Mez Resist (All) 3% Resist (Toxic, Psionic) 5% Mez Resist (All) ************************************* *********** *********** *********** Defense 1.88% Defense (Energy, Negative), 0.94% Defense (Ranged) 3.13% Defense (Energy, Negative), 1.56% Defense (Ranged) 5% Defense (Energy, Negative), 2.5% Defense (Ranged) Defense 1.88% Defense (Smashing, Lethal), 0.94% Defense (Melee) 3.13% Defense (Smashing, Lethal), 1.56% Defense (Melee) 5% Defense (Smashing, Lethal), 2.5% Defense (Melee) Defense 1.88% Defense (Fire, Cold), 0.94% Defense (AoE) 3.13% Defense (Fire, Cold), 1.56% Defense (AoE) 5% Defense (Fire, Cold), 2.5% Defense (AoE) Signature Vitality Enhancements (21) Enhancement Icon (Gold) Vitality I (10) UNIQUE Respite x1 Catch a Breath x1 Revitalize x1 Vitality II (25) UNIQUE Dramatic Improvement x1 Take a Breather x1 Rejuvenate x1 Vitality III (40) UNIQUE Resurgence x1 Second Wind x1 Invigorate x1 Health (0.75%) Hit Points (1.12%) Hit Points (1.5%) Hit Points Health 4% Regeneration 6% Regeneration 8% Regeneration ************************************* *********** *********** *********** Endurance Modification 0.9% Max Endurance 1.35% Max Endurance 1.8% Max Endurance Endurance Modification 1.88% Enhancement (Endurance Discount) 2.5% Enhancement (Endurance Discount) 3.75% Enhancement (Endurance Discount) Endurance Modification 1% Recovery 1.5% Recovery 2% Recovery ************************************* *********** *********** *********** Sprint 3% Movement Speed 4.5% Movement Speed 7.5% Movement Speed Sprint 10% ResEffect (Speed Running) 10% ResEffect (Speed Flying) 10% ResEffect (Recharge Time) 15% ResEffect (Speed Running) 15% ResEffect (Speed Flying) 15% ResEffect (Recharge Time) 20% ResEffect (Speed Running) 20% ResEffect (Speed Flying) 20% ResEffect (Recharge Time) Signature Focus Enhancements (21) Enhancement Icon (Gold) Focus I (10) UNIQUE Insight x1 Enrage x1 Keen x1 Focus II (25) UNIQUE Keen Insight x1 Focused Rage x1 Tactical x1 Focus III (40) UNIQUE Uncanny Insight x1 Righteous Rage x1 Precise x1 Accuracy +3% Enhancement (Accuracy) +5% Enhancement (Accuracy) +7% Enhancement (Accuracy) Damage 1% Damage Buff (All) 1.5% Damage Buff (All) 2% Damage Buff (All) Recharge 2.5% Enhancement (Recharge Time) 3.75% Enhancement (Recharge Time) 5% Enhancement (Recharge Time) Range 2% Enhancement (Range) 3% Enhancement (Range) 5% Enhancement (Range) ************************************* *********** *********** *********** Accurate Healing 2% Enhancement (Heal) 3% Enhancement (Heal) 4% Enhancement (Heal) Accurate Defense Debuff Knockback Protection (Mag 2) Knockback Protection (Mag 3) Knockback Protection (Mag 4) ToHit Buff Perception +20% (100 ft) Stealth +30 feet +3% To Hit Bonus Signature Powers Signature Powers and Inspirations Some Signature Powers benefit from usage of certain Inspiration types while active. Some Signature Powers benefit from absence of certain Inspiration types in your tray. Some Signature Powers benefit from both methods listed above. Example 1 Self-Preservation (default) Effect: +25% Heal on Self (Special) Cast Time: 0.73 seconds Endurance Cost: 14.56 Duration: 120 seconds (2 minutes) Special: While active, all healing received is increased by 5% Recharge: 600 seconds (10 minutes) *ACTIVE VISUAL: Gold Aura (customizable) Focus (2) +33% Heal on Self (Special) Special: -2% Heal strength for each rank of Health Inspiration present in tray to a minimum of 25%. Special: While active, all healing received is increased by 10% Focus (4) +50% Heal on Self (Special) Special: -4% Heal strength for each rank of Health Inspiration present in tray to a minimum of 25%. While active, all healing received is increased by 15% Focus (6) +100% Heal on Self (Special) Special: -8% Heal strength for each rank of Health Inspiration present in tray to a minimum of 25%. While active, all healing received is increased by 20% For reference only - not in power description - same formula used for other Inspiration strengths Health Inspiration Rank Rank 1: Revitalize & Rejuvenating Imbuement Rank 2: Respite & Rejuvenate & Health Imbuement Rank 3: Dramatic Improvement & Greater Health Imbuement Rank 4: Invigorate & Refreshing Imbuement Rank 6: Resurgence & Superior Health Imbuement Rank 8: Refresh Rank 10: Perfect Health In Example 1 above, having a single Perfect Health (Super) in your tray will 100% kill your Heal and reduce it to minimum strength no matter what rank of Focus, while a single Invigorate at Focus (6) will reduce your Heal from 100% to 68%. You will only receive the full benefit of the power if you are completely out of Health Inspirations. The healing you receive from other sources is unaffected by the penalty though. including using Health Inspirations for yourself for the duration of the power's buff. Combat Example: Blaster (50) with 1558.7 HPs Activate Signature Power: Self-Preservation (1 Dramatic Improvement active in Tray) Instant Heal for 68% of total HPs -> 1059.92 2 minute duration Healing Received bonus. Dramatic Improvement usage should go from 33% (514.37 HPs) to 39.6% (617.25 HPs) ---> (20% of 33 = 6.6 ---> 33+6.6 = 39.6%) in that timeframe. Example 2 Center of Attention Effect: +4 Threat to enemies in 15 foot radius. (Special) Special: While active, -2 Threat to Allies within 40 foot radius for each Defense or Resist Inspiration rank used. Cast Time: 1.67 seconds Duration: 120 seconds (2 minutes) Recharge: 600 seconds (10 minutes) *ACTIVE VISUAL: Gold Aura +Buff Gold Glow (others) - (customizable) Tenacity (2) Effect: +4 Threat to enemies in 20 foot radius. (Special) Special: While active, -2 Threat to Allies within 60 foot radius for each Defense or Resist Inspiration rank used. Tenacity (5) Effect: +4 Threat to enemies in 25 foot radius. (Special) Special: While active, -2 Threat to Allies within 80 foot radius for each Defense or Resist Inspiration rank used. Tenacity (6) Effect: +4 Threat to enemies in 30 foot radius. (Special) Special: While active, -2 Threat to Allies within 100 foot radius for each Defense or Resist Inspiration rank used. Example 3 Surge of Persistence Effect: +12.5% Endurance to self and Allies within 50 foot radius. (Special) Special: While active, all affected receive +3% bonus to all Resist inspirations. Cast Time: 1.67 seconds Duration: 120 seconds (2 minutes) Recharge: 600 seconds (10 minutes) *ACTIVE VISUAL: Gold Aura +Buff Gold Glow (others) - (customizable) Vitality (2) +Tenacity (1) Effect: +18.75% Endurance on self and Allies within 50 foot radius. (Special) Special: While active, all affected receive +5% bonus to all Resist inspirations. Vitality (4) +Tenacity (2) Effect: +25% Endurance on self and Allies within 50 foot radius. (Special) Special: While active, all affected receive +7% bonus to all Resist inspirations. Vitality (6) +Tenacity (3) Effect: +25% Endurance on self and Allies within 50 foot radius. (Special) Special: While active, all affected receive +10% bonus to all Resist inspirations. Example 4 Chest Beam Damage: 56.22 (Energy) Type: Ranged AoE Arc: 50 degrees Max Targets: 8 Accuracy: 86.6% Range: 70 feet Endurance Cost: 8.53 Cast Time: 1.17 seconds Recharge: 600 seconds (10 minutes) Special: 50% chance for 18.36 Fire damage on affected targets. *ACTIVE VISUAL: Gold beam emitted from center of chest - (customizable) Focus (2) Damage: 85.73 Max Targets: 16 Special: -2 Damage for each rank of Damage Inspiration present in tray to a minimum of 70.97. Special: +5% chance for Special + 3 ticks of additional 6.05 Fire damage on affected targets for each rank of Accuracy inspiration active. Focus (4) Damage: 109.6 Max Targets: 20 Special: -4 Damage for each rank of Damage Inspiration present in tray to a minimum of 70.97. Special: +5% chance for Special + 6 ticks of additional 6.05 Fire damage on affected targets for each rank of Accuracy inspiration active. Focus (6) Damage: 133.48 Max Targets: 30 Effect: -8 Damage for each rank of Damage Inspiration present in tray to a minimum of 70.97. Special: +5% chance for Special + 10 ticks of additional 6.05 Fire damage on affected targets for each rank of Accuracy inspiration active. I could go on and probably list 50 or more Power Examples, but... I've already put too much time into this presentation as is if it's a horrible idea, so going to leave it at this in hopes you get the jist of it. Any feedback and/or additional suggestions are welcome. Happy Hunting, Heroes and Villains!
  10. Just wanted to show screenshots of my weakest DPS Mastermind acquiring the 5 Tip & 25 Tip Badge count today for any doubters. That's 45 minutes for 21 Alignment + 2 Morality. Probably another 6 minutes to get the 4 leading up to Uncommitted.
  11. Okay, so I've been seeking to get the 3 new Badges in Issue 28 primarily because I'm seeking the "Between Realities" Accolade Power with many characters. At first, I just turned down the settings to +0 / x1 for speed and joined or ran some Tip teams. Unfortunately, I still found this to be massively time consuming and brainstormed on how I could reduce it from a 3+ hour endeavor per character. Then it hit me... Supergroup Base has Mission Computer and Oracle where we can purchase Tips for 1 Reward Merit. So, what if I found the quickest ones for each Morality and just did those over and over? Granted, it would cost me 27 Reward Merits (+2 for Morality) to get the badges, but I would make 80 back. So, I did the legwork on each Morality to find the fastest solution to my problem. RESULTS (level 50 Tips) It appears each Tip has 4-5 valid doors. Heroes/Vigilantes get more freedom because they can "Investigate" their Tips with a majority of them being in the zone they "Investigate" them from. It appears Villains/Rogues are forced to Port Oakes and Grandville. Not a good case to play Red-side there, developers that did that. HEROES & VIGILANTES So, playing it smart... Hero/Vigilante Tips were "Investigated" in an easy zone to navigate: Atlas Park. Both Hero & Vigilante door locations are same randomization with only 1 being a great distance away. Abandon Mission and "Investigate" until you get a door closer when that door appears if desired (could end up being more time consuming than just traveling there and doing it). HERO (2 Tips - @1.5 mins each) - both share some similar doors. "A Biting Wind" is always on a small cave map with both objectives in the same room. Defeat Boss Group + Destroy Object "Miss Thystle's Plea" is always on a small cave map but objectives may be spread out. Defeat Boss Group + Free Hostage (Frostfire) Morality Mission Choice - "The Usual Suspect" - Atlas Park - @2 mins Rescue Hostage (Front) - Defeat Boss (Ambush) - Defeat Boss (Ambush) 27 missions in around 45 minutes with proper SG TP power access, faster if duo+ with Collaborative Missions off. Most doors not too far from SG portal in Atlas Park. VIGILANTE (1 Tip - @1.5 mins) "A Biting Wind" is always on small cave map with both objectives in the same room. Defeat Boss Group + Destroy Object Morality Mission Choice - "The End Justifies the Means" - Atlas Park - @2 mins Rescue Hostage (Front) - Defeat Boss (Back) - Glowie (Back) 27 missions in around 45 minutes with proper SG TP power access, faster if duo+ with Collaborative Missions off. Most doors not too far from SG portal in Atlas Park. VILLAINS & ROGUES No choice in which zone you want to "Investigate" here, BUT... there fortunately is a blessing for Red-side here. All Tip and Moralities suggested below are in Grandville and in very close proximity to each other. No doors super close to SG portal, so utilize 4 SG TP powers or as mentioned, duo+ if you can. VILLAIN (1 Tip - @2 mins) - Alignment Doors appear to always be within 100 yds of the last. "Two Too Many Flamebeauxs" is always the same small Freakshow map with nothing spawning in back. - Defeat Boss x2 + Destroy Object x3 Morality Mission Choice - "My Other Selves" - Grandville - @3 mins Capture Hostage x2 (?) - Defeat Boss x3 - Talk To x3 27 missions in around 55 minutes with proper SG TP power access, faster if duo+ with Collaborative Missions off. ROGUE (2 Tip - @1.5 mins each) - Alignment Doors appear to always be within 100 yds of the last. Shared doors. "Two Too Many Flamebeauxs" is always the same small Freakshow map with nothing spawning in back. - Rescue x2 "Extremely Annoying Ring Tone" Med-Lg Map filled with Allies until Glowie clicked - Talk to (Front *sometimes tricky*) - Glowie - Defeat Boss (Ambush) Morality Mission Choice - "One Rogue's Work, Another Rogue's Pay" - Grandville - @3 mins Always same map - Glowie (Front) - Free Hostage x3 - Defeat Boss x2 27 missions in around 45 minutes with proper SG TP power access, faster if duo+ with Collaborative Missions off. CONCLUSION At this point, you're probably saying why isn't this posted with Guides or something? Why here in Suggestions/Feedback? Short Answer: this is the feedback. The HC team decided 25 Tip Missions is what they wanted to tie to getting the Badges / Accolade Power. Playing through 25 normally is extremely time consuming and not really a lot of fun (for me) if that's the focus. I found it quite tedious as well since you're not guaranteed a Tip drop upon completing a Tip Mission. Which means another team member or you've got to go out and farm some level 20+ mobs until you do get another Tip Mission. Alternatives that would make this more enjoyable to acquire through normal gameplay (for me): 1) Similar to Exploration Badges, award a Tip Mission upon completing a Tip Mission. Or at least @75% chance for Tip Mission to be awarded. Remember, our time is valuable too! 2) Reduce from 25 Alignment Tips to 20 Alignment Tips or increase to 30 if below Suggestions considered. Doing 25 often puts you midway through to next Morality. 20 would make more sense as far as feeling you've fully accomplished a task and not be left midway through doing another. Accolade Powers generally do require some time commitment; be it Task Forces, Strike Forces or Story Arcs and this Badge requirement is that for "Between Realities". Therefore, I have no issue with an hour+ of work/gameplay to acquire. 3) Award more credit to longer Alignment Tips. You know how you have those Defeat Badges that award more points for Lieutenants and Bosses? Yea, same thing here. If you're going to force me on a Large Map or make me Escort back to entrance with fights along the way, then reward me accordingly for not taking the easy Tip. This means award up to 3 counts for those Alignment missions on maps and scenarios mentioned above, 2 for ones not too small and not too large, and 1 for missions similar to the ones mentioned in my "feedback / guide" section. Yes, I'm aware this would make acquiring those 40 Reward Merits become much faster but not at a rate of greater than 80/hour. If you think that's too high, see my Feedback post here regarding Reward Merit Distribution through Story Arcs for pathways to acquiring more than that. 4) Possibly change wording from Tips to Points and allow Story Arc Alignment Points to award credit for Badge. HC team has put out some arcs that award Alignment Points. Maybe let those give credit towards this Badge line as well. In closing, I seriously want to thank the Homecoming Team for their efforts in keeping this community together and keeping us entertained with their massive improvements to the game that oh, so many of us love. That being said, I have to speak out about what I see as massive imbalances in the reward systems in the game. Leaving them be just bottlenecks us min/maxxers into playing certain content instead of being more flexible in our Reward-seeking endeavors. Reward Imbalances are basically just like children.... won't somebody please think of the children? 🤐
  12. 1) Lady Grey TF (regular) - allows everyone to go free Penny and for you to "Recall" back and Assemble the Team at the front door you "Mark"ed. 2) Moonfire TF - allows everyone to go free Dr. Todd and for you to "Recall" back and Assemble the Team at the front door you "Mark"ed. 3) Maps with elevators x3 - "Recall" right back to the center point if you used "Mark" 4) Maps such as Imperious TF (regular) on mission 2 that may have long branching paths to get you back to crossroads of the cave. 5) Useful for pulling mobs to a chokepoint in large rooms. 6) "Get out of Trouble - free" card when solo. (example: MM pets get wiped = go back and resummon / try again) 7) Miss Liberty TF - mission 2. "Mark" the entrance and "Recall" back after the AVs defeated while team Oroborus, etc. out 8 ) Dr. Kahn TF - mission 2. "Mark" entrance, go defeat some portals and "Recall" back to final portal + Invincible Reichsman 9) Numina TF - Boomtown - "Mark" by SG portal, go defeat the Council and "Recall" back to SG Portal.
  13. Finally got around to running this arc a few times with my Stalker and found my personal average time after several runs to be 8 minutes. (This is not using MT or TT) Want to thank you again for bringing up that fact that I did not even have this arc listed or tested prior to your reply.
  14. Thank you for taking the testers' feedback into consideration. Truly appreciate all you do at Homecoming!
  15. Much appreciated. Gonna look into that shortly.
  16. Feedback: Sheer Willpower (unlock) I personally don't understand the reasoning for why the requirements for Sheer Willpower for Heroes is vastly more time consuming than Stonehearted for Invader is for Villains. Anyone with Lord Schweinzer unlocked can unlock Invader for players in less than 30 mins. If the requirements for Sheer Willpower were just Force of Justice Accolade only, that's still way more time consuming but at least closer to balance on time investment. I'm guessing the goal here with the heavy Hero requirements is to get any Hero chasing the Accolade power to do the Strike Forces instead and switch back? That's what any character I'd want it on would do, but... It's not an Accolade power I'll be chasing with any character, so this is all irrelevant for me. Just feels like a strong-arm tactic for us to do more red-side content and it's really not enticing enough for me. Again, just my feedback. Added: However, if this were an Auto-Power instead of a Click Power that was an inherent boost to Mez Resist.... that's a different story. Feedback: Mark & Recall (unlock) I second the motion that badge requirements for this be strictly Gold-side. Added: This will be an Accolade Power I will be chasing with many characters, if not all.
  17. Updated to include Issue 28's new arc for Heroes 40-49. Pending no changes in structure or rewards, will not be updating when Live.
  18. As stated in my testing of Striga arcs for villains last update, this is strictly feedback from speed runs from an "action junkie". Feedback on story details not my forte. Seek elsewhere. Disclaimer: While I may not read the text contents of the mission, I greatly appreciate the time and effort put into these arcs by the author(s) for those that do enjoy that. Mission 1: Gotta agree with the feedback from others on this one. "Leave no witnesses" is slightly confusing combined with a Defeat Boss objective plus it clutters the Nav mission details more than needed. "Leave no witnesses" also sounds way more Vigilante than Hero. Suggest removing the Defeat Boss object and rewording to "Interrogate Crey Staff" or something along those lines. Optional (Sabotage) also not very Heroic sounding. Right off the bat, the arc with this wording feels very Vigilante. My feedback = change wording or make the arc Vigilante. Mission 2: Nothing special Mission 3: If it were me, I'd reword the Nav to read "Confront Trolls in Boomtown" or something along those lines. Upon receiving mission, I just hit LRT for Skyway thinking it could be anywhere... then I questioned what "local" may mean since no Trolls there went towards the count. Mission 4 - 5: Nothing special Return to Contact / Talk to NPC Mission 6: Very cool reskinning of existing map. Not a fan of the overly long "wait for NPC chat" delays before clicking glowies over the span of 3 floors then waiting for chatter again. But hey, I guess it's someone's bag out there... Mission 7: Yea, the wordplay of "Recover Heroes" when they're enemies is fine in my book. Fool me once, good for you.... fool me twice, duh is me. Mission 8: Nothing special. Cutscene and Talk to NPC Bleh ending. Conclusion: Not really a fun "action" arc at all. Story-wise, I have no idea. Has 1 cool map to look at if you have a "map touring" fetish. You also get a Badge if you have a *badge collecting* fetish. Again with the default 20 Merits for arc, no matter how long it takes ( yea, I'm your worst critic on that approach ). Did 2 runs so I could speed it a second time and clocked in at 24 mins... so not very rewarding compared to a good chunk of other arcs out there. Replay value for me... extremely low. I have a "reward to time spent ratio" fetish.
  19. Milestone 6 - All Story Arcs and Special Arcs are now Completed / Tracked Gave my Stalker a few months off, but decided to get this project wrapped up this weekend. Will update if new Arcs get added or Reward Merit distribution ever changes. PEACE!
  20. As a somewhat regular on Anyad's iMSRs, I gotta agree that the initial implementation of 35+ and Member of Vanguard was an overall better experience than what I experienced tonight on the new format. I'd personally prefer there be a "normal" and "advanced" versions of the instanced MSR - with the advanced being what it once was. My 3 cents... because I found an extra one on the way to this reply. PEACE!
  21. Pretty simple request for Chapter Tags on the Pillar of Ice and Flame for Flashbacks. Simple tag for the RWZ would probably be Vanguard (?). Thanx in advance.
  22. Been happening to me on certain missions since HC went Live but I just deal with it. Always happens on the Apex & Tin Mage TFs, that's for sure. Can't recall offhand what other missions or instances.
  23. Note the totals below do not include Special (Who Will Die / Pandora's Box) or Archived Arcs Level 50 Hero Villain Either Total Arcs 14 39 7 Total Merits 330 423 134 (+20) Avg. Merits per Arc 24 11 19 Approximate Minutes 376 604 112 Avg. Minutes per Arc 27 15 16 Avg. Merits per Minute & Hour 0.8 / 48 0.7 / 42 1.1 / 66 Total Door Missions 91 173 35 Avg. Doors per Arc 6.5 4.4 5 Avg. Merits per Door 3.6 2.4 3.8 Levels 1-50 Totals Hero Villain Praetor Either Total Arcs 99 153 65 8 Total Merits 1974 (+140) 1702 (+40) 441 151 (+20) Avg. Merits per Arc 20 11 7 19 Approximate Minutes 2110 2083 831 128 Avg. Minutes per Arc 21 14 13 16 Avg. Merits per Minute & Hour 0.9 / 54 0.8 / 48 0.5 / 30 1.1 / 66 Total Door Missions 481 558 240 39 Avg. Doors per Arc 4.9 3.6 3.7 4.9 Avg. Merits per Door 4.1 3.1 1.8 3.8
  24. Milestone 5 - 300 Story Arcs Completed / Tracked Actually hit the milestone last night but failed to realize it until this morning when I counted that I was at 303. Down to the final 66 which I'm sure will be complete by the end of the weekend at the rate I'm going. There's a lot of upcoming Villain Arcs I've never done before so looking forward to those. Other than that, I'll just say there's a lot of newer arcs I recently played that would awesome to do in a team setting but no way I'll be forming for them because of the dismal Merit count. Anyways, will post a final chart for 50 and Grand Total when complete. PEACE!
  25. Began tracking Hero arcs for level 50. Note that I will NOT be tracking Dark Astoria arcs because they do not award Merits and instead have an Incarnate Reward Table. Also note that I will not be tracking Personal Stories for they only award Badges which is not the focus of this endeavor. Unless Villains have outdated Arcs on Flashback, I believe I'm done with the Archived Arcs for now. If you're sure of a listed Arc that is no longer offered by contacts and needs moved to Archive category, please let me know. Thanks!
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