Jump to content

Pleonast

Members
  • Posts

    64
  • Joined

Everything posted by Pleonast

  1. I’d go so far as to say that anyone who sets a bomb that is not detonated remotely is doing it wrong. The “remote” part is superfluous. This is the Way.
  2. My one, and only, level-50 character is a Willpower/Kinetic-Melee Tanker. (In Live, my highest character was a 40-something Claws/Regeneration Scrapper. Never got to 50 then.) I spend about 99% of my play time on that WP/KM Tanker. It's probably worthwhile to share my thoughts, although they're certainly idiosyncratic. I suspect that anyone who plays KM almost exclusively is also an atypical player. My WP/KM Tanker was started in April 2019 when I discovered Homecoming. Why did I choose this combo? Two reasons: I wanted something steadier than the Regen scrapper. And I wanted something that fit my idea of Captain Marvel. Willpower seemed like the best fit thematically (and vaguely similar to Regen). And Kinetic Melee seemed better than Martial Arts (too much Smash) or Energy Melee (less range). I like the Smash/Energy type combo, and especially the straight-up ranged attack. I've taken all the powers in KM, except Power Siphon and Taunt. I'm about to remove Hasten in order to take Taunt. I just don't like the feel of click-buff/debuff powers. It makes the character too unreliable, with the fluctuation in effectiveness depending on the click being up or down. My typical attack chain is Smashing Blow -> Quick Strike -> Body Blow -> Quick Strike -> one of the other powers based on circumstances. I like the choice of a single-target melee, single-target range, cone, or AoE. (For an earlier comment about Burst not seeming to hit the expected targets--the affected targets are determined when Burst is clicked. Mobs moving in or out of range while you're animating does not change who could be hit. Repulsing Torrent works the same.) I don't have a good point of comparison to other Tanker secondaries, so I can't say it feels slow or weak. I run my missions at the default +0x1, I never die, and get missions done quickly enough to satisfy me. That's not a good basis for balancing, obviously. Any buff to KM would be welcome by me, of course. I'll never take Power Siphon unless it's a toggle power without a timed switch-off. Please don't balance the set around the assumption that any power in particular is being used (that is, lack of any one power shouldn't make the set useless).
  3. Can you find the pages for default keybinds for the current issue and page? How will we update those pages for the next issue?
  4. This is the main point, for me at least. Previously, we could easily export all the keybinds for a character. This made it easier to modify and share them. That’s not currently possible.
  5. Yep! Or, stand close to get a better bonus mob, if you prefer.
  6. I simply copy-paste from my password manager. Actually, no need to fight them. It’s not like they can hurt you. I know all the words, but I can’t make any sense of them.
  7. I was wondering why we need such a specific food-based power set. I’d rather see more generic food powers, and let us choose Hawaii vs Italian vs Ethiopian, etc.
  8. Yep, it’s not possible to find sufficient enhancements to fill all of one’s slots before out-leveling them. Nor, to collect enough influence to buy them. At least while only doing missions. It’s a continuing problem for new players that I hope is addressed. Currently, the only way to obtain sufficient influence is to sell stuff on the auction house. Or have your own high-level character send influence to your lower-level characters.
  9. Pithy answer: because it’d require players to PvP. The auction house is a competition against other players. But a better answer is it adds more complexity to the advancement loop of missions from contacts and leveling up. I keep talking about this loop because it (along with the combat loop) is what makes this game fun. Other game systems are fine, but shouldn’t be required.
  10. Ah, but if DO/SOs cost one-tenth their current prices?
  11. Great idea! I'd also add a link to the wiki on each power’s /info page. The catch may be that the wiki isn’t officially connected to the game itself.
  12. And this is my fear for the long-term of this game. We all know how MMOs used to be, but the gaming community has moved past that paradigm. Having a friction point on first-time levelers that almost all players skip after their first max-level is counter-productive to retaining new players.
  13. This. It’s the grind of the upper levels, where the game is balanced around characters having SOs and there’s not enough influence to buy them, that is the problem for players without a max-level to fund them.
  14. Everyone who has a level-50 character. We’re not talking about those players and this suggestion will have almost no impact on them. And I’m suggesting that the price of vendor trash be low enough that starting players can afford it.
  15. Agreed it’s not necessary. But it is a common friction point for new players coming into the game. One that the devs should eliminate to ease new players into the game.
  16. In this thread, by “established player” I mean a player who has at least one max-level character. Once a player has that, they almost always completely skip the “buy enhancements with inf earned from their contacts’ missions” advancement loop by just send inf to each alt as needed. Decreasing the prices of DOs and SOs has almost no effect on players with level 50s, because those enhancements are vendor trash.
  17. We're talking about reducing the price of DOs and SOs. These are not anywhere near max effectiveness. They are the most basic enhancements and go mostly unused.
  18. The idea of having all enhancement drops being a usable origin for the character receiving it would also greatly improve quality of life for new players. Long gone are the days when we were expected to grind particular groups in order to get the right kind of drops.
  19. Note to all, I’m not talking about slotting enhancements at lower levels, I’m talking about slotting enhancements by new players; players who do not have a high-level character who can fund new alts. It’s next to impossible to earn enough influence through your contacts’ missions to keep all your slots filled with valid DOs or SOs. The game is balanced around having your slots filled. It’s doable, especially for experienced players, but this topic is about players who are leveling up their first character. It’s unfair to expect them to have that expertise. They have extra friction that every one of us avoids on our alts, unless we’re doing some personal challenge.
  20. Is there an in-game way to get a list of the badges a character has and the current progress on the others? I feel like the whole badge mechanic is too opaque and dependent on careful reading of the wiki.
  21. The core advancement loop is 1. Talk to contacts. 2. Do missions. 3. Gain a new power or slots. New players expect to be able to fill those slots. The game is balanced around those slots being filled with DOs or SOs, depending on level. Whatever the mechanism to fill those slots, this loop should be straightforward for new players. I don’t think it currently is, and new players are hitting this pain point. Adding “you must do these other things to fill your basic gear” really breaks the core advancement loop for some players. Let them worry about once they’re max level. I think that reducing the price of DOs and SOs by 90% is simple way to let players unfunded by a max level character to access them easily with minimal disruption to the overall economy. But any other mechanism that stays within that core loop is helpful.
  22. That would work as well. But that way is probably a net influence source. New players basically spend all their influence until they reach max level. Letting them get more stuff for it doesn’t change the total economy much at all. Once a player reaches max level, all those basic enhancements are purely vendor trash. Increasing the drop rate increases the total influence income of the server.
  23. I’ve seen enough of posts like this one, to convince me there’s a problem. Maybe we need to improve the in-game guidance for new players to get influence. But the underlying problem is that basic enhancements (TO, DO, SO) are too expensive for new players who are unaware of the influence meta. Super cheap basic enhancements are not going to undercut the IO or IO set markets. They won’t make the game too easy, since they are the balance point at the appropriate levels. But they will make the game a lot more accessible to new players, especially ones more interested in heroing than marketing.
  24. I see your points, but I’m not talking about early levels. I’m talking about a new player who is at that the point in the leveling curve where the game is balanced around characters having SOs. And generally a new player (that is, one without a max-level character) will not be able to afford fully slotting out SOs. Sure, it’s still playable, but I’m not sure why we need a friction point around accumulating enough influence for basic enhancements. Every veteran player skips past that by funding their alts. Why? Because it is difficult to self-fund while leveling, and it’s so easy to just send a few million influence to each alt. We’re all avoiding the issue in a way a new player cannot. I think it’s an unnecessary pain point for players without a max-level character.
×
×
  • Create New...