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Lunar Ronin

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Everything posted by Lunar Ronin

  1. It's neither. Stealth has absolutely nothing to do with whether or not a mob spawns in the MSR nor a zone invasion. It's just an old myth from live that absolutely refuses to die.
  2. That is 110% objectively false. Stealth has nothing to do with spawn size. That's just one of many myths from live that refuse to die. Also, OP, you need to be level 25+ for invading mobs to come to you. Invasions are level-gated.
  3. You get more XP, INF, and drops from soloing a mission at x8 difficulty than you do by joining a team. So, no, that's not it. And for me, it's not wanting an audience. I join teams but split off solo while playing a melee character both because sticking with the team on a melee character adversely impacts melee play to the point of making me feel completely useless on a melee character due to the current meta of nukeballing, and it tends to speed up mission completion time. I only leave to go off on my own if I feel the rest of the team can handle it, so it has no adverse impact on the team, and their play no longer has an adverse impact on mine. No one loses out on XP, INF, badges, nor drops, so it's win-win for everyone. Why join a team in the first place? Because A. I want the banter with other players, which can be done while lone wolfing, B. we're all accomplishing the same goal together, C. while I could solo 99% of the TF/SF at x8 difficulty on my own, having teammates is still advantageous for taking down the AV or Hero at the end which is normally the only time people do need to stick together on a TF/SF.
  4. If I am the only Brute or Tanker on the team, I will stick with the team. However, if I am playing a Stalker (I never play Scrapper but the same applies to them) or the second Brute or Tanker on the team, I will go off on my own if I think that the rest of the team can handle it. Playing melee on teams and sticking with teams is detrimental to both melee players and the team in this day and age of crashless nukes and powers like Fold Space. They don't need me, I don't need them, so it's better for everyone for melee players to go off on their own. Melee play isn't interfered with by teammates, and missions tend to go faster. Everyone gets XP, INF, drops, and badges.
  5. Sounds like that it is their problem then, just like people using Fold Space and Nova badly is mine.
  6. Group Fly can be disabled in a minute and a half at level 1 with no travel powers. You cannot disable someone else's Fold Space nor Nova. They're not really comparable.
  7. The problem is that few Fold Space users do stand in an intelligent position. People just know that Fold Space is "good," but don't know how nor why. They use it willy nilly, either scattering mobs as a result or pull mobs away from melee teammates, or both. As a result, it actually slows down team play instead of speeding it up. Fold Space can be (and often is), just as bad as Energy Blast's Nova in effectively increasing time to defeat mobs.
  8. Negative, Ghost Rider.
  9. Well, if nothing else, between this thread and one of the Group Fly threads, at least now I know that I am not alone in disliking Fold Space... or rather how it's mostly used.
  10. It wouldn't help in a league setting, but for TFs/SFs and Ouroboros Flashback missions, perhaps it'd be good to add an additional setting of No Black Hole/Dimension Shift/Fold Space/Group Fly/Team Teleport.
  11. I usually lead teams, and I don't want to kick people for using a legitimate power, so on the rare occasion that I do play a melee character and there is someone with Fold Space on the team, I'll generally run a few rooms ahead of the rest of the team and defeat all of the mobs in the room before everyone else gets there. I feel like a bad team leader for running ahead of everyone else, but it's either that or start banning people from using Fold Space on the team.
  12. Personally, I consider Fold Space a troll power, much like Black Hole and Dimension Shift. It can be used well, but most people either don't know how to use it well, don't care to use it well, or both. It's one of the reasons why I don't play melee characters on teams much any more. I'm tired of PUGs Fold Spacing mobs out of my melee range after I've started engaging them. And those PUGs Fold Spacing mobs out of my melee range? Yeah, they tend to be Blasters, Controllers, Corruptors, Defenders...
  13. Force Field Corruptor. Two buffs are AoE and last for four minutes. You get two additional attacks that you work into your rotation. You also get a toggle that provides very good AoE mez protection. Just note that the Achilles' Heel of Force Field is endurance. It is a major endurance hog, so be aware of that and build around it.
  14. It honestly depends a lot if you're just doing normal TFs/SFs at level 50, if you're doing Incarnate trials, or if you're doing advanced modes. Normal TFs/SFs at level 50, yeah, defense isn't as important as lower levels, but I'd argue resistance is important unless you're spamming Barrier Destiny. Endurance isn't nearly as solved an issue as you think it is though - it is solved for some ATs and power sets but not others. Endurance buffs and endurance usage reduction are always helpful. Ageless Destiny solves endurance, but most people (over) rely on Barrier Destiny. AoE mez protection is also helpful. Damage buffs and -resistance and -regen debuffs are very helpful. Incarnate trials, defense is more important so it is a valuable buff, as is resistance. Again, endurance buffs and endurance usage reduction are always helpful. AoE mez protection is also very helpful. Damage buffs, to-hit buffs, and -resistance and -regen debuffs are very helpful. If you're speed running advanced modes, characters are built very differently for that compared to normal and Incarnate content. Defense buffs are very important, and endurance buffs and endurance usage reduction buffs are important. Damage buffs, to-hit buffs, and -resistance and -regen debuffs are super important.
  15. If you want all of the blue side story arc souvenirs, you play a HEAT. If you want all of the red side story arc souvenirs, you play a VEAT. If you want all of the Praetorian badge titles, you play a Praetorian. Non-Praetorian characters with Praetorian badges would go against the lore of the game.
  16. If you want Primal badges, you make a Primal character. If you want Praetorian badges, you make a Praetorian character. IMO, the Praetorian badge titles are "cooler" than Primal badge titles, but that's the reward for starting on the side with the highest difficulty and one of the few things that differentiates your character from Primal characters and gives you a reminder of your character's start.
  17. Well, that explains that.
  18. The Halloween event tends to bring out a lot of strange behavior. Three years ago, I somehow got the star on a Trick-or-Treat league team, (not the league, just a team in the league). The league leader asked the team leaders to invite people to their respective teams when people broadcast that they're looking for an invite. I routinely did so whenever a spot opened up on my team. Other than that, the league leader and I didn't communicate with each other at all, which was fine. However, about a hour in, the league leader suddenly moved everyone on my team to various other teams on the league, leaving me alone on the team. About a minute later, the league leader sent me a tell, accusing me of slacking in inviting people to my team, and threatened to remove me from the league if I didn't start participating and invite others to the team. What the heck? I just politely left, and went to a different zone to Trick-or-Treat on my own. I learned later from some others that the person started randomly kicking people from the league, and had a bit of a power trip from running a Trick-or-Treat league.
  19. Find Eochai or Jack in unpopular zones. They'll still have Unseelies.
  20. The "problem" is that not everyone likes to speed run. I've speed run. A very good friend of mine was one of the top speed runners back on live, and the first couple of years of Homecoming. I'm by no means the fastest, but I've kept up, doing a regular +2 difficulty ITF in something like thirteen minutes, and the LRSF at +3 difficulty in something like seventeen minutes. The thing is though, I tend to quickly get bored of speed running. It's fun every now and then, but I find that it takes the flavor out of things. I much prefer steamrolling/kill mosts. Just my point of view, I very well know that YMMV. Sure, you get more rewards by speed running... but rewards on Homecoming mean little, considering how easily you can fully slot a level 50 character with Hami-Os, purple IO enhancements, winter IO enhancements, etc. I like the ASF. It's one of my favorites. It also has three major problems. It's red side. Red side is the best side for sure and the side that I mostly play, but the majority of the player base avoid it like the plague. Back when I played on Excelsior, I used to have trouble getting people for the LRSF on occasion and would sometimes have to do it with only three or four other people. I remember a few LRSFs took over 45 minutes to get four others. That was on the most populated shard, back when Homecoming had more players. The advanced mode ASF? LOL. Good luck with that. The majority of the few people who do play the ASF speed run it, for the D-Sync enhancement like you said. This can be a problem, because the few casual players who are brave enough to join a PUG ASF for the first time tend to join a speed run ASF, and are completely lost by the end of it and have no idea what just happened. So they get turned off by the ASF and don't want to do it again. I personally know quite a few people that were in that situation. There are crazy people like me who will happily run the ASF (even advanced mode ASF), as a steamroll/kill most. I personally hate speed running it. I feel that the SF loses a lot by skipping 90% of it. The average kill most/steamroll ASF takes two, two and a half hours. The average advanced mode kill most/steamroll ASF takes three, three and a half hours. I'm a physically disabled recluse with no children, I have plenty of time for that. But most people don't. The ASF really should have been split into two SFs, like the Positron TF.
  21. Buy a morality mission from a supergroup base's mission computer.
  22. Another, related video: TL:DW: As the older a MMORPG gets, the more solved it becomes. The more solved a MMORPG becomes, the more toxic its community gets. It applies to City of Heroes as well. The Homecoming community as a whole is more meta-focused and toxic than live was, because the game is 20 years old. It's just not nearly to the level as other MMORPGs as City of Heroes is a more casual MMORPG.
  23. Inspirations are fine as is. However, I'd really like to see in-game e-mail storage reduced back down, to say 30.
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