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Lines

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Everything posted by Lines

  1. Personal benefit is a double edged sword. Say the exploit was, like, a rogue dialogue loop that repeatedly gave you merits, inf and XP. So you could level up by clicking through dialogue. It's personally beneficial in that I get the rewards, but in my head that equates to "You now have less game to play". The value of those rewards becomes meaningless. That would suck. It's gotta go.
  2. The orange ones are the morality missions, which change your alignment on completion. The yellow ones are alignment missions with just one option, which build your morality bar.
  3. White tips have two possible solutions, Hero/Vigilante or Villain/Rogue. Yellow tips have only Hero or Villain options.
  4. I think there's only a small band of content that has this effect, usually in the pre-incarnate 45-50 range. It also happens to be a regularly played band. To me, the differences between characters become very redundant and homogenous in that area. I tend to avoid it. I'd love to see [options for] that band to be given some bite to match its bark, and more opportunity for all characters to stretch their capabilities. Especially at that point, when our characters have reached the culmination of their development.
  5. Someone I was speaking to in game yesterday suggested a chat channel that only showed as a bubble, but not in the chat window. They were thinking for flavour macros and such. If that were a thing, it would be fun to see those with dynamic styling.
  6. I wonder if they could be included with the 'diablo style random boss encounter' idea that has come up a few times. I'd like to see them back in some capacity, for sure.
  7. Just gonna throw in, the Abandoned Sewer can absolutely kick my ass sometimes. It's also my favourite trial in the game, partly for that reason.
  8. There are a couple of options here: The first one even looks a little bit sandy... at a stretch. Edit: @MTeague beat me to it!
  9. I knew which mission you were going to talk about from the title. I seem to remember the whole 15 minutes having regular spawns come at the obelisks when Croatoa was first released. In fact, I remember it being really tough and kinda fun. But my memory is not something to be trusted. But whether it's broken or bad in the first place, it could do with a makeover.
  10. Slow news day, I guess.
  11. Flip a coin?
  12. Level 131? Guess you got a big grind ahead of you. Best get cracking!
  13. Sounds that way to me - which I'd love to see too! I think the branched goals of Summer Blockbuster could be a great model for other bits of content, especially if it were somehow more seamless. My guess is that Summer Blockbuster and the Haunted House were experiments by the original devs into exactly that. OP may also be asking for a reward or balance system based around smaller teams, but I don't know how that might shape out any different than it already does.
  14. The Praetorian counterparts are just called "mobs".
  15. Careful. You know the old saying. Cheetos never prosper.
  16. Sky Devouring Freakloks!
  17. I like the ideas that are coming up, but my feeling is that the inherent needs to be resolved first so that we can know what exactly the character of the AT is. I think the AT requires incremental development. The inherent could link to the secondary effects, of course!
  18. It only looks one-handed compared to Troo. Look at him, that guy is HUGE. 😍
  19. Find me a sane person around here.
  20. It's perfectly sufficient, for sure, on any of the ATs it's available on.
  21. Because it's a farming build, and farming is a slightly different thing in terms of balance. Farming is just about finding the most efficient combination of build and content. As it stands, Fire/Spines in a Fire AE farm is a top choice. Nerf one or the other and all that will happen is the farming shifts to a different build or content. Place a Spines/Fire in other content, however, and they won't outperform so much. In this regard, popularity isn't a very good indicator of performance.
  22. I'd hate to be the person combing this thread for any semblance of feedback.
  23. That's the most ludicrous thing I've ever seen.
  24. Bit of pie in the sky, bird-tossed-to-cottage-rule idea: I'd quite like to make the most of both the existing, hip-firing animations and the aimed animations from beam rifle. What if AR got two stances? This would replace Bean Bag. Because screw you, Bean Bag. - Iron Sights: +ToHit, +Dam, -Cone Width. Uses Beam Rifle style animations. - Hip Firing: +Recharge, +Def, +Run Speed. Uses default AR animations. I don't actually think AR needs anything like this, but chucking ideas around is fun. Edit:
  25. It took me a while searching, but I found the pun. I like the ideas if we're throwing cottage rule to the wind. I think Assault Rifle only actually needs a balance pass, but I'd be really glad to see the back of the weird "every gun in one" situation it has going on right now. I don't need no stinkin' bean bag. Gimme bullets, it's a gun! Not sure I'm getting the ammunition mechanic. Lemme see if I'm reading you right: - Player has 20/30 rounds maximum. - While player has rounds, Shot, Burst and maybe Shotgun have no recharge time? (only those powers?) - Once out of rounds, there's a global (?) recharge while player reloads. Having no recharge for 20 or 30 powers in a row is pretty wild. We're talking either very low damage for those powers or a very long reload time. The latter won't be fun, especially early. If the damage isn't really low per round compared with other t1s and t2s, this set would come out way too far on top. Maybe accuracy falls off if you use the powers too much too fast? Wouldn't I just be able to fill that reload time with some of the other powers, like flamethrower, negating the balance it's trying to make? I think there's a workable idea in there, just not sure what it is yet. I do think it should be called Battle Waffle.
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