-
Posts
916 -
Joined
-
Days Won
3
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Lunar Ronin
-
Yeah, I'm aware of all of that. Thanks. Like I said, it was just more of a rant than anything. Also, from a lot of experience, trying to get someone who has either rarely played red side or never played red side before to switch alignment from Hero to Rogue is a really big ask. Asking him or her to switch alignment to Vigilante is asking a lot for some people. I tell them that by switching to Vigilante, they're still a hero, but they can get to do red side stuff as well. By telling them to switch to Rogue, some will nope right out because, "I don't want to be a villain." Even if it is only for a couple of hours. But Vigilante, I can get most newer and/or more casual players to do. Thanks for the tip about the Black helicopter line, that's something that always slips my mind.
-
A bit of a rant as I know that if this could be done easily, it very likely would have been fixed years ago. Is there any possibility at all of fixing co-op teaming so that going to Ouroboros or a supergroup base in a regular missions team doesn't break apart a co-op team? I've been leading a weekly semi-static team of players every Saturday on the Indomitable shard for the past few months through red side and gold side content. We typically get four to six people total, and then I'll advertise in the LFG channel for the remaining available spots on the team. Almost every week, I get at least one tell from someone who is interested, but is on a hero character and has never played red side before. Which is awesome! One of the main reasons why I've been running this semi-static team is to expose red and gold sides to more people. I talk people through how to switch alignment to Vigilante, and then how to get to whichever zone we're in. Five to ten minutes later, that player will show up with the rest of the team. So far, so good. Then the next mission comes up, and it will be in a different zone. St. Martial, Grandville, whatever. People will use Ouroboros or a supergroup base as a means to travel. I know exactly what will happen next, because it happened to me whenever I used to play on a blue side mission team. (I mostly play red side because I tend to find blue side dull and boring, but I digress.) That PUG or those PUGs that I spent time coaxing into playing red side and talked through how to switch alignments is kicked from the team. Now I need to talk and coax them through into getting to whichever zone we're going to, and tell them that it'll be all right and I will invite them back into the team as soon as they're in the new zone, and hope that they don't just hop on back to hero town. I try to use Team Teleporter to avoid exactly this, but most of the others on the team won't have it. This constant breaking of co-op teams is really freaking annoying. I'm trying to show off red side to those who either rarely play there or who have never played there before. To show people that it is not so scary and that it is better than the blue side in some ways. Then they get kicked off the bloody team. It's just strongly reinforcing the opinion I held for years before I started this semi-static red and gold sides team that regular missions and newspaper/radio missions are strictly solo affairs and are not meant to be played on a team. Anyway, it would be lovely if this could be fixed. Thanks.
-
Yep. It tells me that those who didn't play CoH back on live mostly won't be interested and who Homecoming has is mostly what it will have. Both the graphics and gameplay are too old for modern gamers. The player base will slowly but steadily shrink as people move on and die off. I know too many people from live who've already passed beyond the rim. Just is what it is.
-
Err, no. I wasn't hoping for your departure nor anyone else's departure. My apologies if I gave that impression. I meant that I can only hope for a full sprint towards players being unable to solo at +4x8, the highest difficulty setting for teams.
-
Lock yourself in a TF, SF, Ouroboros Flashback story arc, or AE mission.
-
Steady Indomitable Weekly Red and Gold Static Team
Lunar Ronin replied to Lunar Ronin's topic in Indomitable
A few people mentioned wanting to go into Incarnates, @Scarlet Shocker mentioned wanting to do a Barracuda SF, and I want to do a regular Dr. Aeon SF. One person in the group is still below level 50, so this coming Saturday we'll run some regular level 50 content in order to hopefully get him there. Then we'll do the Dark Astoria story arcs. After that, maybe the Cimerora Incarnate story arc. Then the Barracuda and Dr. Aeon SFs. So that's a good month or so right there at least. After that, we'll discuss starting a new group from level one.- 7 replies
-
- 2
-
-
-
- steady indomitable
- indomitable
-
(and 3 more)
Tagged with:
-
Nothing to save. For some of us, red side is good as is.
-
My condolences on your loss.
-
Do you mean the Penelope Yin TF? Sister Psyche TF hasn't been required for over a decade. Also, do you have the Invader accolade, per chance?
-
Well, I mentioned that I was building an unofficial fan web forum for Stars Reach, and it's now up and operational. This will be the only time I link to it here. You can find it here if you're interested.
-
yOu ShOuLD cHaNGe kNoCkBAck to KnoCKdoWN!
Lunar Ronin replied to Forager's topic in General Discussion
Because it's a granted power, not a setting. -
yOu ShOuLD cHaNGe kNoCkBAck to KnoCKdoWN!
Lunar Ronin replied to Forager's topic in General Discussion
Group Fly isn't common, but it isn't as rare these days as it used to be. If you haven't noticed, there's been a lot more complaints about it on both the forums and on the Discord server in the past couple of years compared to 2019 and 2020. Combination of Group Fly being buffed in Page 2 and made more useful, and four Mastermind primaries being buffed in Page 5. I expect usage of Group Fly to grow in the future. I actually agree with you that it would be nice for Group Fly to be disabled by default, and it was brought up during the Page 2 beta IIRC. However, it was stated by Powerhouse that doing so would also disable Group Fly for henchmen as well, making the power essentially useless. So people are just going to have to get used to talking with Null the Gull for a few extra seconds while changing alignment. I do it on every single character I make. If I can do it, so can everyone else. -
yOu ShOuLD cHaNGe kNoCkBAck to KnoCKdoWN!
Lunar Ronin replied to Forager's topic in General Discussion
It's a bit of a different situation regarding Masterminds and Group Fly. It's not just about fun. A Mastermind using Group Fly on an ITF, Hamidon raid, Rikti mothership raid, Seed of Hamidon, etc., is actually substantially more effective than one that doesn't. From a decade of experience, a Mastermind that doesn't use Group Fly during the pylon phase of a MSR will consistently lose henchmen and need to continually resummon, re-equip, and re-upgrade them because the henchmen are essentially being dragged through all of the mobs on the ground, and therefore lose DPS. A Mastermind that uses Group Fly during the pylon phase will keep their henchmen much more survivable, and therefore does much more DPS. In addition, a Mastermind needs to use Group Fly in order for their henchmen to be able to attack the Rikti drop ship. Plus, Group Fly only impacts teammates, not league mates, and can be easily turned off at Null the Gull in Pocket D. If people are too lazy to take the two minutes to do so, then that's on them. -
yOu ShOuLD cHaNGe kNoCkBAck to KnoCKdoWN!
Lunar Ronin replied to Forager's topic in General Discussion
Just because something is "meta" doesn't make it obnoxious. Fold Space on its own accord is fine, but just like knockback way too many people use it (and overuse it), without care and with wanton abandon. One player repeatedly uses an AoE attack, knocking away mobs from a Scrapper or Stalker, causing the Scrapper or Stalker to move to continue the attack. Another player Fold Spaces away a group of mobs a Scrapper or Stalker is already attacking, causing the Scrapper or Stalker to move to continue the attack. I have frequently experienced both. Just as annoying, just as obnoxious. -
I heard about this yesterday. My condolences on your loss.
-
I strongly dislike the medieval fantasy genre. I just find it dull and boring. I know, I'm an outlier. :P But what SOE/Daybreak Games had planned for EverQuest Next as a sandbox captured my interest, and I was actually going to play it if it ever released. It took another ten years, but now we may see quite a bit of that in a science-fantasy MMORPG but on steroids, which is a win-win for me.
-
I've been following this for four years now (it's true), and I'm very excited. Stars Reach is a mix of Star Wars Galaxies, No Man's Sky, and what would have been EverQuest Next. They have two active and growing Discord servers, and I may or may not be building an unofficial web forum for the game as I type. Raph Koster was a top man on EverQuest II as well. Yep, EverQuest Next is a definite influence. So much so that the lead developer of EverQuest Next (Dave Georgeson), is one of the developers on Stars Reach. :) Characters will be able to fly on planets with some type of technology (not yet stated), and be able to freely fly in outer space.
-
You got it exactly right, Domination keeps Mind Control up. Darkness Affinity is great because it has a myriad of debuffs, including -damage, -regen, -resistance, -to-hit, and -speed, with huge +defense, +resistance, +regen, and +recovery buffs. No, it's not the same as Darkness Control (that's the CC power set), but that's good as well. Yep, understandable. City of Heroes is a 20 year-old MMORPG, and designed before World of Warcraft so it's pretty unique in some ways. Welcome aboard.
-
Dominator CCs are stronger thanks to Domination. The difference is that Dominators are all CC + damage with little protection (kill or be killed), while Controllers offer support and have a little more protection due to said support. However, Controllers kill slower since they don't do as much damage as Dominators. Both are not great for soloing at low levels, but they both get better for soloing at later levels, if that matters to you. Mind Control is much better on Dominators than Controllers. Illusion is good on both, just different as Phantom Army generates threat (taunt) on Controllers, but doesn't on Dominators. Both are very good for soloing at end game, again if that matters to you. Mind Control Dominators and Illusion Controllers and Illusion Dominators can solo just about every non-advanced mode TF/SF in the game, it just takes a bit of time. Generally, Dominators are seen as more useful in end game (because damage is the only thing that really matters at end game), with the possible exception of Darkness Affinity Controllers. Darkness Affinity is just so good, and it's a support power set that is limited to Controllers only. If you want to try Darkness Affinity, I'd personally pair it with Fire Control, Illusion Control, or Symphony on Controller. Those are the higher damage control power sets.
-
🦇 Batman: Caped Crusader 🦇
Lunar Ronin replied to Glacier Peak's topic in Comic, Hero & Villain Culture
The former. Warner Bros. decided that they could make more money by selling the series to Amazon than to air it themselves. -
Where is the secret door to Pocket D in Independence Port?
Lunar Ronin replied to Azari's topic in General Discussion
I'm not talking about the OP. I'm talking about the post that was directly above the post I replied to, which has been deleted already by a GM. -
Where is the secret door to Pocket D in Independence Port?
Lunar Ronin replied to Azari's topic in General Discussion
You're replying to a bot. I have already reported it.