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Lunar Ronin

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Everything posted by Lunar Ronin

  1. From the Loyalist Responsibility story arc's morality mission in Nova Praetoria, there's a cutscene with Chief Interrogator Washington and Cleopatra. I may be suffering from Mandela Effect, but I could swear that, years ago, your character showed up in the cut scene. Now, Chief Interrogator Washington turns around to his right to talk to... thin air. There's a spot where there clearly should be your character, but nada. Your character is missing throughout the whole cut scene, and isn't seen again until after the cut scene is over. Again, this may be Mandela Effect, but I thought that I'd report this just in case.
  2. Electrical Affinity. Trick Arrow as well to a degree, but it's not up enough to be permanent.
  3. You did the Ouroboros introduction arc as a Rogue or Villain. Do it again via Flashback as a Vigilante or Hero.
  4. Welcome to the Rogue Isles! There is a system for finding new contacts, but it's one you're ignoring. Your broker. You run newspaper missions, then go to your broker for a mayhem mission. After completing the mayhem mission, your broker will introduce you to a contact. Rinse, repeat. Newer red side contacts like Bane Spider Ruben don't need to be introduced via a broker, but most do. Also, some red side contacts are unlockable via various badges or tip missions, although Homecoming has removed some of that.
  5. 1. MMORPG population sites are wholly unreliable. I've seen some claim that City of Heroes had millions of players... back in 2015. 2. Champions Online has its whales and still makes money for Cryptic Studios. Still, it's not as big as Homecoming. Also, take this with a grain of salt, but I've heard from a friend who heard from a friend: Cryptic Studios had exactly one year to get Star Trek Online up and running after they acquired the license. In true Cryptic style, they took a lot of shortcuts to get it done. One of those shortcuts was to tie in Champions Online's global system like global handle, global chat, and such directly into Star Trek Online. As a result, the two video games are inherently tied at the hip. Star Trek Online cannot function without Champions Online. Therefore, as long as Star Trek Online is around, so will Champions Online be. How true that is... no idea. But it being Cryptic Studios, it wouldn't surprise me. Yeah. I started playing SWTOR at the game's launch. I lasted for some months before leaving. I keep going back to it every few years. But they've nerfed the open world so much and revamped the character classes so much that there's no difficulty left at all. I could solo everything in my sleep. As a result, I quickly get bored and leave again. People say that City of Heroes is a casual game. And it really is. But at the same time, playing red and gold sides' content solo feels like something of a challenge compared to SWTOR's solo content and the solo content of most newer MMORPGs. It's what keeps me playing City of Heroes. Well, that and no other MMORPG has anything close to the Mastermind AT.
  6. I imagine it's danged near impossible without a lot of time and effort so I very much doubt that it'll ever happen, but I'd really like to let my characters ride a motorcycle. Heck, the Bruiser arriving on his motorcycle when spawned is one of the reasons why Thugs is one of my favorite power sets in the game.
  7. It's two issues. Yes, some ATs and some power sets need help. That's the first issue. Then there's the fact that the majority of advanced modes are ran by hardcore speed runners. They typically limit their teams to three (Blaster, Corruptor, and Scrapper) to seven ATs (Blaster, Brute, Corruptor, Defender, Peacebringers and Warshades that use the Changeling exploit, and Scrapper), depending on the group, and anywhere from twelve to twenty power sets (out of a game with now 112 power sets not including HEATs and VEATs), in order to get the fastest possible speed times, or at the least very good speed times. That's not a problem though. God bless them. Play how you like, with who you like. The second issue is that some (not all, not the majority, but some), of the hardcore advanced mode speed runners go around telling people who are "advanced mode curious" ( ), that you need certain ATs and power sets in order to do advanced mode content at all, and/or that certain ATs and power sets can't do advanced mode content at all. I've seen it on these forums, I've seen it on the Homecoming Discord server just a couple of days ago, I've seen it on private Discord servers, and I've seen it in-game. "You need four Cold Corruptors in order for a hard mode team to be any good." "If you want to do hard modes, your Blasters and Corruptors need Ice Blast or Fire Blast." "You shouldn't play Radiation Emission on hard modes, only Cold, Kin, or Nature." "Masterminds can't do hard modes." I've seen all of that and plenty more. You don't need one single danged AT nor power set in order to do an advanced mode. Are Cold Corruptors helpful? Danged right they are. Are Cold Corruptors necessary? Not by any means. Certainly not four of them. Is Radiation Emission bad for advanced modes? Uh, no. Radiation Emission is great. This going around telling people that certain ATs and power sets are necessary for advanced modes, and that certain ATs and power sets can't do advanced modes has convinced a lot of others who are less knowledgeable about the game (and I'm not saying this to knock them, there's nothing wrong with that. Lord knows that there are things that I'm less knowledgeable about), that it's true. Try forming a PUG advanced mode TF or SF on a Mastermind and see what happens. Some people will quit. "Masterminds can't do hard modes." Or they'll start demanding Cold Corruptors. If you don't care about getting very fast advanced mode speed running times, the only things you need for an advanced mode TF or SF are roles (a tank, some controls, damage, debuffs, and buffs), decent builds (builds, not ATs nor power sets), and people who can pay attention. That's it. But many people have been convinced by some hardcore speed runners otherwise.
  8. TheSpiritFox, I understand your frustration. I was told a couple of years ago that, and I quote, "Masterminds can't do hard modes.". Not "can't do as quickly.". Not "can't do as efficiently.". Just "can't do.". They didn't know what they were talking about, and I proved them wrong. A lot of people don't understand the Mastermind AT nor how it's played. I do. You do. Prove them wrong like I did and try leading one of your own. You may get some pushback from people who have been conditioned to think that only about five ATs and fourteen power sets can do advanced modes, but just ignore them. If enough know you and know that you know what you're talking about, you will be good. With or without a "changeling" build?
  9. Good thing that you don't need VOIP for 4*, let alone anything else in the game.
  10. I, for one, welcome the new Storm Summoning meta. (Note: There is no Storm Summoning meta.)
  11. I hear you OP. However, the powers developers have stated that disabling Group Fly and Team Teleport by default isn't an option, as they would stop working on pets and henchmen which is what most people who take those powers use them for. In the meantime, I point people to Null the Gull in Pocket D. If they keep complaining, I ignore them and keep it on. It helps that I lead the teams. If they leave the team over it, so be it.
  12. You would have to run the story arcs via Ouroboros Flashback, which partly negates the reason for starting a character gold side in the first place. The first three zones of gold side just weren't meant for teaming. It's too story-oriented, and the morality missions are single-player on top of that.
  13. One of the main reasons why SO enhancements are available at level two now is because gold side characters don't have access to the Death from Below trial and the equivalent SO enhancement bonuses from it. Adding DFB to gold side would negate that. In addition, as pointed out, gold side is much more of a solo player story-driven side. If you want to do DFB, just play blue or red side.
  14. He's fine. Just be careful with a Symphony Controller named Tiny Tim.
  15. I will have to agree to disagree there, especially in regards to Time.
  16. No problem. Yeah, I've been asking for some kind of TF/SF/Trial tutorial to be added to the game, because a lot of new and returning players simply don't understand what they are nor how they work. Homecoming removing the signature part of the Positron TFs didn't help any, as it gives new players a bad idea of what the remaining signature TFs/SFs are like.
  17. It means that mobs will be a minimum level of level 20 if ran at +0, up to level 24 if ran at +4 (why you would even want to do run Synapse at +4 is something you'd have to discuss with a therapist), but anyone from level 15 on up can join. So, if you form a Synapse TF at level 20, a level 15 Blaster named Joe can join, and be lackeyed up to level 19.
  18. Honestly, I'd say Electrical Affinity is equal to Nature, only outdone by Cold and Kin. I am always extremely grateful to encounter one on a team. It just gets a bad rap because it's best played on Masterminds, IMO.
  19. It's not a bug. Most Task Forces and Strike Forces are signature, meaning that the mobs will always spawn at a minimum level of whatever the highest level of the TF/SF is. The Positron TFs are a rare exception. If you plan to lead a TF or SF, your character should be at least the level of the highest level of the TF/SF, unless you want the increased difficulty.
  20. It's a perfect support set for Mastermind play, IMO.
  21. As well as Fort Trident and The Crucible.
  22. In case anyone missed it, Homecoming provided stats of how many characters have been made on each shard, as well as how many characters of each AT have been played in the past three months. You can find it here. No real surprises here, personally. Hooray for Mastermind, the fourth most played AT.
  23. Staff Fighting is best on Stalkers as you get more single-target damage. I would pair it with Stone Armor, personally. It's a very good combination. Katana is good on Brutes, and the extra +defense is nice for slotting options. For secondary, I would personally go with Bio Armor or Electric Armor, but your mileage may vary. Dual Blades is best on Stalkers like Staff, but doesn't suffer as much as Staff on other ATs, so Scrapper. Dual Blades really likes as much +recharge as humanly possible, so Energy Aura would go well with it.
  24. Resistance-based armor sets like Electric Armor are generally better on Brutes and Tankers because of their higher resistance cap (90%), compared to Scrapper or Stalker (75%). That's one reason why you don't see much about Electric Armor in regards to Scrappers. Another reason is because Radiation Armor is close to Electric Armor in that it is resistance based and has a high amount of energy damage resistance, but is also (yeah, I'm just going to say it), a bit overtuned with Ground Zero and proc-bombs. So it can do more damage than Electric Armor between the combination of Ground Zero's brokenness, and the brokenness of procs. The last couple of years of live, Electric Armor was actually one of the top meta armor sets on Brutes and Tankers thanks to the large amount of energy and psi damage in Incarnate Trials. It's just overshadowed by Radiation Armor these days. That doesn't make it a bad power set (at least not on Brutes and Tankers), it's just IMO Radiation Armor is a bit overtuned.
  25. The easiest way would be to test out between an OuroDev server which is based on the Issue 24 beta, and Homecoming. But I'm pretty sure nothing has changed in regards to XP.
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