Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

BasiliskXVIII

Members
  • Posts

    159
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by BasiliskXVIII

  1. I feel like a big pain point with the zone events is that they don't scale especially well. If I'm just messing around, going from one mission to the next, and happen across the Steel Canyon fire, it's not generally something that I can rush into and run by myself, particularly as a character that's level appropriate to the zone. The fires are particularly bad for that, too, given their reasonably short timer. And for the most part, you have to want to do them for the sake of doing them, because their rewards aren't especially good if you don't badge hunt. If a single hero working from the beginning of the event to the end could reasonably expect to be able to complete it, and would get at least as much reward for it as they would running story missions for the same amount of time, then they might be willing to simply jump in on a whim. And once one person is there, then others may be more willing to help. Having to whip up a group just to hopefully be able to do the event is not a huge amount of effort, but it's also more than none, particularly if you have no idea if anyone's going to bite in time.
  2. The challenge for me is that even as someone who read the novels, and followed the comics, it's really hard to give a crap about Statesman. He was a golden-age inspired flying brick whose main point of interest when compared to similar characters like Superman or Captain Marvel/Shazam is that he seemed to occasionally be kind of a dick. The "Who Will Die" arc was a dumb stunt to drive interest, but Statesman never really had enough character development for me to "miss" having him around beyond perhaps a vague interest in the idea that maybe something interesting could happen to him. Sister Psyche was slightly better developed, since she did have at least a more prominent role in the comics, but not by a lot. Please, please spare me the "Tyrant takes over as Statesman" arc, though. There's enough psychotic fascists taking centre stage in real life, I really don't need them in my escapism.
  3. I have to admit that wet giving a bonus to cold was not at all my first instinctive guess. If anything I would have thought that it would react with electricity, similar to Baldur's Gate 3 where splashing someone with water makes you deal more lightning damage to them. However, since I was playing a storm/storm, it became pretty clear that my various lightning powers didn't seem to do anything special to a wet enemy. Dealing less fire damage was my next thought, but even without testing that, the idea that a water or storm blast character could just screw over a team by making things harder for fire characters to deal damage seemed unlikely.
  4. Ah, so at this point it doesn't so anything other than make the green text show up in the combat log?
  5. I've just recently come back and have been playing around with some new characters. I noticed this on several of my Storm Blast Corruptor's powers that the tooltips say +Wet, and there's an occasional message in the combat log saying that "<Enemy> is now Wet". My Water Blast characters have the same. Looking through the detailed power description, though, doesn't really give any details about the wet condition or what it represents. Is this just the "dripping water" effect that shows up on the affected character, or does "wet" do something else, possibly in conjunction with one of the other new power sets?
  6. No, pivoting tactics is just because certain people like to show up and turn suggestion threads from "I do/don't like this suggestion because..." into, "the problem you are having is invalid because...". And frankly I don't really care how valid you think my issue is. The solutions you present are present, true, but they are a long walk on a hot day, and could be made simpler while also introducing something that I think would be a useful and fun expansion of the crafted power system while keeping in scope. Thus far, the only argument that I've seen you make against the actual suggestion itself is that you don't like suggestions that encroach temp powers onto existing pool and power sets. Ok, fine. That's personal preference, and it's valid, but it's not exactly constructive feedback to the suggestion as posted. This is probably a question we actually can answer. Given that Teleport Target used to be Teleport Friend and Teleport Foe before being (rightly) merged into one, there probably is data somewhere of how many players had taken Teleport Foe. My anecdotal evidence is that back when I was playing on live, If you had Teleport and picked up TP Foe over TP Friend, you were either using a build for PVP (which eventually fell out of favour when TP Foe gained its immunity phase against players) or you were a weirdo. However, Flurry has also traditionally been a maligned pool pick, and even it wasn't so unpopular as to need to be paired with a different power to make it worthwhile. Yes, it does mean you'll be able to TP bosses away. But you can plink bosses with the envenomed dagger and pull them too, that's hardly broken. As someone who did take TP foe on my stalker thinking it would be a great tool for mitigating aggro, it wasn't nearly as good as I'd hoped, and if this is intended to be the main use case of it, the sucker who tries is probably going to lament the lack of accuracy slotting. And if it is a regular part of your strategy, then you're probably going to want to pick up the power anyways just to have the version that lets you teleport allies and slot it. You say it doesn't happen. I had it happen yesterday to me, twice. Exiting and re-entering did not resolve the issue, neither did waiting for 15-20 minutes, running around and taunting the guy in the wall and trying to bait him out, or to find that one magical spot that would let me shoot him. Both the brown and the purple caves have a lot of really janky geometry, and yes, I probably will have to pick up TP Target on my stormy because, honestly, I don't think it's possible to close all the cracks that mobs fall into there, though I'm still holding out hope that when I finally get Tornado it will give me enough versatility I was thinking 5 charges, a rare recipe. Limited enough that having the power ready for every spawn would be impractical, and missing with it would hurt but wouldn't also totally waste it.
  7. So, what if we just assumed the premise of my suggestion is "TP Foe would be a good addition to the craftable powers list" and ignored the specific circumstances which caused this particular incident? Even if I'm the only person in the world for whom stuck mobs occasionally don't free themselves, expanding the craftable powers to include useful abilities that are situational seems like the ideal use case for them, and there's plenty of reasons why you might want to occasionally have access to the TP Foe ability. The fact that it can also be used to unstick an enemy is a nice extra on that. I'd open it up to just being a temp power version of Teleport Target, but to me that feels like it would overshadow the pool power.
  8. It works, but GMs are limited, and I'd just as soon not have to bother them if I don't need to. Having a temp power to be able to fix it yourself if you have troubles getting ahold of a GM or are just impatient just feels to me like it's the perfect excuse. And, frankly, TP Foe is exactly the kind of weird situational power that having a dozen charges of it handy, even just for gameplay, is just about right
  9. After getting an enemy stuck in geometry shortly after having been forced to complete another mission for the same reason it would be nice to have some method to deal with the occasional idiot getting stuck in walls blocking a "defeat all" mission in a way that doesn't require a full power pick. Since Teleport foe and friend have been merged into simply "Teleport Target", having just the "foe" side of the power craftable feels sufficiently weak enough to not render its pool power equivalent obsolete.
×
×
  • Create New...