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OverkillEngine

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Everything posted by OverkillEngine

  1. Bit of a Necro, but the desire for access to the reward timers is still unfulfilled and there is no point creating a new thread just to repeat what has already been said since time alone has not made it invalid. I'd even take a UI window popup that requires a slash command to access if adding a spot in the current list menu is too difficult. It can be ugly programmer art. I don't care. I just want the info in an accurate and cohesive format on demand without having to jump through a ridiculous number of hoops to track it myself.
  2. I've had regular contact missions boot whoever is left inside them if the mission holder exited and joined another team, which effectively abandoned/reset the mission. So the full effect of that particular feature and its implications may not be desirable in a Task Force. But the part where it terminates the instance and boots the AFK player back to the regular mapserver, sure.
  3. ....I may or may not have an .ODS file setup to keep track of what I've already made. Yeah I was wanting something a bit more permanent than the current filter, and maybe more criteria to search/sort by. I'm tired of manually sorting my characters from page to page.
  4. Topic. I just thought it would be a nice feature to have at character select to be able to sort by name, AT, level, etc. And not because I have crippling altitis and forget what I have already made. I can quit making new characters anytime I want!
  5. I'm also guessing there were no players with Marine or Traps; those two powersets tend to break the clone fight something fierce.
  6. Yeah I ended up dropping Trip Mine on my Arse/Traps Controller, since any situation where you want to use it, you are likely to be effectively unable to use it due to interrupts. The set overall has three main issues: * Ridiculously long animation times * Lack of kit mobility * Super long cooldowns So you take forever to do your thing, can't react/move on the fly easily, and have massive downtime on your schtick even with heavy recharge slotting. The tradeoff is you are an nigh uncontested MVP in King of the Hill scenarios. But that's not most of the content in the game.
  7. The game also still outdoes most modern MMO games in the subtle QoL features like not having to stop to loot every single mob lest one miss out on a drop with an extra +1 to Awesome, and by being able to CALL questgivers instead of having to trudge back to them for every mission forever. And even the first implementation of sidekicking was leaps and bounds ahead of other MMO's at the time. On that last note, I never understood the obsession most MMO designers have with artificially restricting friends from grouping with each other. For a genre that is inherently social to some degree, adding barriers like that feels unwise at best.
  8. Hell, I would love buff/debuff duration enhancements. Then there would be an additional layer of choices to be made in terms of uptime other than just recharge while allowing us the flexibility to reduce some tedium. Though one complication would be is I dang well know some powers would have to be flagged with "unenhanceable duration" just like some are for recharge or otherwise doing so becomes a T0 choice.
  9. You are aware that you can have different options enabled in the option config per character, right? That you aren't forced to keep them identical across all character at all times, right? What I am effectively asking for has two main parts: 1) No longer having to talk to a specific NPC in a specific location to apply the invisible passive that disables stuff like externally applied group +fly and speed boost +spd and instead doing it thru a menu accessible at any time or place. It's still being done thru a UI dialogue. 2) Doing this through that menu also enables the *option* to automatically inherit that configuration if one *chooses* to do so when making new characters instead of having to remember to do it every single time one makes an alt for all eternity.
  10. Specifically the travel power/external speed buff ones. Having to remember to set those on every new character is annoying, and moving those to the options menu also enables us to change our minds on the (maybe group) fly without having to stop what we are doing and take a trip to Pocket D.
  11. It should rightfully have a theme of splash damage. I'm only partially kidding.
  12. Or unless they can pick something other than Boxing/Kick as a pre-requisite. I'll concede that it's "OK" to have one of the possible pre-requisites be utterly abject dreck for anyone aiming for a build above meme-tier. And if one is taking all the powers in Fighting, said build is *very* meme-tier. Just not both/all the choices.
  13. Is Fighting Pool off of cooldown again yet?
  14. Hell if a perception boost isn't workable, I'd even take a temp power that's only good for the escort mission that forcibly teleports the mission npc to within 5 ft of my current loc. Give it a cooldown and/or limited number of charges or something. As it is, if I know a mission is going to be an escort mission, I tend to do literally any other content possible or just autocomplete the mission. For the people whose experience would be ruined by not having to suffer through these, I'm sure we can get a GoFundMe together to ship them some bamboo splinters to shove under their nails as substitute "content".
  15. There is the Underling/Small class that Rikti Monkeys occupy, and they're pretty squish.
  16. Topic. How am I supposed to get my maple powered lumber-jacking on without proper accoutrements? Literally Unplayable.
  17. I just wish the options for speed buffs and group travel powers were added to the client config so I did not have to remember to do it on every dang alt. As far as the Op question: The type of Defender I prefer is "Yes", same as for Controllers and Corrupters and Masterminds. I'll take any kind of support I can get while barrelling towards the enemy like a ferret high on crystal meth. Especially if I don't already have any on the team.
  18. Huh, neat.
  19. And to add on, what attack powerset they are paired with matters too. If the attack powerset either covers a hole or dovetails with a strength of the armor, you'll have better results. The sets that need time to leverage their recovery mechanic tend to do better with attacks with CC's or debuffs that give them that time.
  20. And god help you if you have a stealth power at all. Some of the escortees can see thru them but it's still cancer tier overall.
  21. Hell they could still roll with one tank and 7 Blasters, it's just they can't have the latter picking their noses and waiting for the tank to herd the entire map for them to nova once anymore.
  22. And my point about them competing via the same selection mechanism is still not refuted. And stamping one's feet and saying "but different *label*" doesn't count as such. It's a simple calculation of "does this power/pool give access to a utility I want or need?" vs the power slot cost. This. So much this. Understandably Boxing and Kick are never going to be allowed to be competitive in terms of DPS with non-pool melee powers. That's not what I am asking for. If I don't want Air Sup or Flurry or Jump Kick, I can just pick Hasten or Hover or Combat Jumping which are completely valid picks in their own right and be done with it. We don't get that option with Fighting. It's Shit power A (with peanuts) or Shit power B (with walnuts). Edits: Ugh, typos.
  23. Literally just one of the two entry tax powers for Fighting needs to not be a melee attack and 90% of the grossness of the design goes away. Because there's very few ways you can make a melee attack power a not wasted power slot if you have a build that does not need or want one. Well, it does depend wildly on the character and powerset there. I have a Dark Dominator that has made at least some good use of the fear stacking and Unrelenting. But yeah I'd much rather have a single target Fear instead of a neutered form of Placate. Because the latter is close to a dead pick too. Hell, I'd even accept the run-terror form so as long as it at least stacked magnitude with other fears. But at least there is a choice of powers with *different* functions, instead of two powers for the same niche. So while it could use some attention/polish, it's not in an as offensive state. Basically the problem with Fighting is not that it has pre-req powers. The problem is *what* the pre-req's are.
  24. I mean, just compare the entry tax powers of the travel Pools to Fighting (and people are going to have to be adults and deal with them getting compared given they use the same opportunity cost mechanics - power selection slots): Speed: A) melee cone attack with limited utility B) Self Buff that is almost universally applicable to all builds C) Travel power! Flight: A) Melee attack with incredible utility thanks to two guaranteed secondary effects B) Self flight toggle that also has great utility on a wide range of builds thanks to the perfect air control and cheap cost C) Travel power! Fighting: A) Melee attack with unreliable utility, can be improved to still be unreliable B) Melee attack with unreliable utility, can be improved to still be unreliable (Note how I didn't even have to bring up their damage at all to show how off kilter the fighting pool attacks are. But since they are not allowed to compete via damage, what's left is competing via utility.) So if there is something later on in these pools that one wants, two of them allow you to bypass selections that may not fit one's build, but with fighting, if you don't want or need a crappy melee attack, you have no choice but to waste a power slot on one. That's just grossly offensive design that should have been dumpstered decades ago.
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