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Riverdusk

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  1. Exactly as @Captain Fabulous said. Perfect example of different definitions of fun for different people. Waiting around for a scrapper/tank to herd the entire map (usually to the infamous dumpster) for the blasters to then annihilate everything in 2 seconds I found was the most boring thing imaginable to me. I avoided those teams like the plague back in the day. Problem was that it wasn't the 'different' option, it became the norm. It got hard to find teams that weren't playing that way. At least that is how I remember it, I found myself more and more playing solo and at one point quit the game entirely for a while from boredom. You can still get what I'd call a similar play experience to that now if you want though (honestly seems very similar to modern day farming to me). However, teams seem more varied in what they are doing now a days, at least compared to that time period. So personally I chalk that up as a 'balance' win, imo.
  2. Wes Schnabel is the bugged one I believe, and it has been a bit, but last time I tried he is still bugged. Ha, just noticed the wiki even lists it: "His level range is 9-14. Due to a bug, however, Wes Schnabel's maximum level is 10, so characters level 11 or higher can't get missions from him." https://homecoming.wiki/wiki/Wes_Schnabel
  3. Prior to level 6 you can go into the downstairs area of City Hall hero side and talk to everyone in each of their little rooms by just walking up and clicking on them (Azuria-magic, Prince Kiros-Mutant, Susan Davies-Natural, Jonathan St. John-Science, Rick Davies-Tech). You then get every contact of every origin and can do all, some, or none of their missions. It doesn't matter what origin you are. Once you hit level 5 or 6 at the latest you can talk to each of them again and they will introduce you to the next contact of their origin and again you can do the missions from every origin contact regardless of your origin. Those will then introduce you to the next tier of each origin and so on. Now, as you get to higher level tiers there will be more than one possible contact for each origin and you will randomly get one of them, but you'll still end up with 5 different contacts (one of each origin) in each level range that you can do and each contact of that origin will have the same mission set. A good chart is here: https://homecoming.wiki/wiki/Stature_Levels tldr: Origin really doesn't matter in determining what contacts you get. Keep in mind that if contacts really were origin restricted you'd have to be magic origin to get the very popular Atlas Medallion accolade because the Spelunker badge that is needed for it comes from a magic contact. Edit: Keep in mind that chart isn't always entirely accurate as the level ranges can vary by a level a lot of times. So it says they are 10-15 but they might actually be 9-14.
  4. I think all the self revive powers should come with a bonus of some sort. I also think the bonus shouldn't have drawbacks (get rid of willpower's rez debuff, it isn't like it is so powerful that it needs a debuff period). It is so easy to rez yourself in so many other ways in order for an actual power pick to be worth it, it needs....something to set it apart. So, I'd be all for it.
  5. Agreed. For a long time honestly my #1 wish for MM pets is to just give them all a bit of improved +movement speed. Only ones that move at even a decent speed are beasts and ninja, the rest are so fricken slow. When on a team, by the time the pets show up at a mob, a lot of times it is already dead. Even solo I usually end up having to wait around for them to show up when traveling to the next mob. Maybe that is also part of the devs plan to reduce their kill speed, but I'm not a fan if so. If anything it would encourage farming as you can put mobs close together on an AE map. Not to even mention the times some of them get stuck on that one warehouse corner upper ramp area (zombies especially for some reason in that one spot), or stuck in the sewer map in the room with the tight zig zagging openings (illusion phantasm also likes to get stuck there). Good bind, I like it.
  6. I solo probably 75% of the time. Good example of why different people are going to have different rankings, as their goals and playstyles are different. A strength of the game really.
  7. On a team I'd agree with you. Better buff values and you tend to have protections with teammates. Solo? I tend to stay alive better and kill faster on my MM's than on corruptors. Maybe I just don't know how to play corruptors though, and I'm being serious, maybe just not my thing. I have probably a dozen 50 MM's, I think I have managed one 50 corrupter in all my time playing.
  8. The sentinel hate is definitely there and weird. I think at least some of it is left over from before they were buffed. They aren't that far behind what a blaster or scrapper can do now and a lot easier and cheaper to play. Others I think just refuse to play anything that isn't the 100% best min/max option and even if something is 95% as good they go "it sucks!" even though 95% is more than good enough to do anything you need to do in Paragon. You'll get some of the same "garbage" comments about masterminds btw. I love my electric/electric sent and had no problem doing anything I wanted from level 1-50 and beyond, solo or in teams. As to electric armor specifically, a lot of people don't realize but the sentinel version is buffed as well compared to the melee versions, as it gets an huge amount of extra +regen compared to the melee versions (charged shield) and Energize recharges faster. Mine ended up with something like 764% regen perma, along with very high resists, and a big heal that is up in less than 30 seconds, I felt VERY tough. I honestly felt tougher than the electric/energy that I tried, especially when I went up against psi attacks. But ymmv of course. Edit: corrected the regen rate, forgot to even turn energize on in Mids.
  9. Yep, ran into that one and never bother with them anymore no matter what I play. I asked to join once while I was playing a controller and his response was "I don't need a controller, do you have a brute you can switch to and play?" My response was a simple, "No". This was for just normal missions, not farming or anything specifically hard. 99% of the time I don't see people being restrictive really.
  10. Had this happen, although very rarely, as well. For me I know exactly why it happens. I use right click hold to readjust the camera and sometimes I hit a player with my mouse when I do, That opens a menu for them that includes "invite to SG" and sometimes it just happens to perfectly then hit that option for them.
  11. Sets that are capped at a certain level will not be more effective than that level cap even if attuned. Common misconception because if you hover over an attuned level 20 capped IO while you are level 50 it'll show level 50 stats for it. However, that is a text bug. Slot it and hover over the power itself in the management screen and you'll see the actual effect it has on the power. It'll be level 20 values even if attuned and you being level 50.
  12. Fair enough, I forget that trick a lot of times in the heat of combat.
  13. Would probably have more luck trying to get them to lesson the animation time for summoning and upgrade, and I'd be for that. Some sets especially seem to take forever for the pets to actually completely show up before you can even target them to upgrade them. Or maybe if we can target them for upgrade without having to wait for the 'summoning animation' to completely finish, although that might be a technical thing that isn't doable.
  14. I'd say necro probably the best for low levels. Beginning zombies get a nice aoe at level 6 with first upgrade and most mm pets have zero aoe at that level. Then you have the extra specter pets that spawn from your attacks and at that level range having the personal attacks would help a lot for damage. Just remember to not blast if you are trying to get that one DFB badge, you can't control what the specters attack (been there, oops). For secondary time, dark, or marine were my first thought as well.
  15. Unfortunately in its case specifically it also probably falls victim to "plant control is so strong overall we don't want to buff the set anymore". Triage beacon does probably need the help more as a support set power.
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