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Lunar Ronin

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Everything posted by Lunar Ronin

  1. Are you using an AE fire farm that was updated for Page 5? Fire sword attacks do -defense and will kill you quickly, and there are a lot of old AE fire farms that have never been updated.
  2. Fine with that too, considering you can get to level 50 in a few hours. I'm more for the current policy, and opening up level 50 character names at three years.
  3. If a person is gone for three or more years and loses a character name as a result, then yes, I'm personally perfectly fine with that person getting upset and quitting. Sorry, there's absolutely nothing short of being in a coma for three years (let alone four), that would justify as being gone that long other than personal choice. No military deployments last that long. IMO, if a character hasn't been on for more than three years, that name should be up for grabs because the player either doesn't care or isn't around anymore.
  4. EVE Online is that way. ------>
  5. Sorry for the double post, but this is a very good example from just this morning that illustrates my point: New players simply do not realize that Task Forces/Strike Forces/Trials are different from regular missions, and that they can't just up and leave or join at any time. They need a tutorial or something to help explain that to them.
  6. This obviously will not be for Page 7, but IMO there needs to be some sort of TF/SF/Trial (non-Incarnate trial that is), tutorial for new players. I've found over the years that new players often don't know what a Task Force, Strike Force, or Trial are. They assume it to be something like radio/newspaper missions, just that it can take you out of the zone, and think that they can freely leave after a couple of missions. I can't count the number of times that I've had people either just quit a TF/SF/trial in the middle, DC in the middle, or say, "Thanks guys, that was great!" after the second mission and then quit. They didn't know that the team can't refill that slot without starting over.
  7. Yep, it's a mechanics issue. This is why I tell people not to go to SG bases or Ouroboros while teamed and do my darndest to try to circumvent it before it happens, like pulling out Team Transporter ASAP.
  8. Very good. It's a very good single target damage set, with good debuffs. There's a reason why the first Really Hard Way Magisterium Trials back on live were full of Beam Rifle Corruptors.
  9. You're seventeen years late.
  10. Welcome to Paragon City and the Rogue Isles! That was an exploit that was fixed a few years ago.
  11. Yep. But it's quite a bit different compared to other sides. And there is no waiting five minutes for Marauder. I've almost gotten one shot by him every time I ran by him, probably only the code that prevents being one shot from doing me in. 😄
  12. I should also point out that there are two instances gold side where you are not meant to win fights. You can encounter level 40 Anti-Matter at level 15-19, and level 40 Marauder at levels 20-29. Those will go very badly for you. You are not expected to win, you are expected to run like heck. But the rest of CoH trains you to fight, so that generally isn't people's first instinct.
  13. Gold side mobs do more debuffs. Gold side mobs have more variety of damage type. Hello there, energy and psionic damage. Ambushes galore. Those same ambushes completely ignore stealth, and ignore pets and henchmen. This makes it very difficult for Stalkers and Masterminds. The mobs in First Ward and Night Ward are a wee bit overtuned. (Note that I'm not complaining, I enjoy it as it's refreshing, but it's a fact.) The Paragon Studios developers said in one of the post-sunset AMAs on Reddit that they were experimenting with new tech while making the Ward mobs, and overdid the difficulty a bit. Bugs. There are quite a few bugs from Issues 18 through 23 that were never fixed prior to sunset, and are still in the game today. Some of them make it very difficult if not impossible to complete missions without outside assistance.
  14. Back on live, you were automatically introduced to the invention system tutorial for your alignment when you trained to... Level 10? Something like that. The automatic introduction was removed by SCoRE. IMO, it should be added back.
  15. That was on the live servers. I want to say around Issue 12 or 13?
  16. Controversial. One of the main reasons why I play red and gold sides (and not blue), is because they are not so easy that I could roll my face on my keyboard and still win.
  17. Yes. Every Tuesday, Thursday, Saturday, and Sunday evening at 8 P.M. Eastern.
  18. What I would suggest though (if possible), is to remove the XP boosts from the P2W/T4V vendor in Outbreak, Breakout, and Precinct 5. (I have no idea if there is one in the Galaxy City tutorial as I haven't done it since live, but if there is one there as well, then for that P2W vendor as well). New players may see "Ooh, double XP," without realizing that it's a trap like @Psi-bolt pointed out. I'd also suggest removing it from the P2W vendors in Atlas Park and Mercy Island as well for the same reason, but that would very likely receive more pushback even though it'd still be available in the P2W vendors in Fort Trident, The Crucible, Grandville, Pocket D, etc.
  19. No thanks on removing the P2W vendor from the tutorial. I like to pick up the three prestige attacks to help prevent gaps while attacking. It would be even worse when going for the Isolator badge.
  20. My feedback is I 100% agree with all of this. While I am a bit of a Praetoria aficionado, it is not new player friendly and should not be any player's first experience with the game. Also, I can't stand the Galaxy City tutorial and think it does a much worse job than either Breakout or Outbreak in regards to breaking in the game with new players. It also gives new players the wrong impression of the rest of the game. I.e., "Why don't I hear voices during cutscenes?" Well done.
  21. I pre-ordered mine months ago and it finally arrived yesterday. Marvel Comics did a great job restoring ROM. It's a big, heavy book (as it should be, reprinting 30 comic books), with thick paper and popping colors. I honestly don't recall how I got into ROM back in the late 1970s/early 1980s as I was very young (perhaps it was one of the comic books my father used to regularly buy me), but I bought ROM each month and was sad when it was canceled in the mid-1980s. I'm really happy that Marvel Comics is finally republishing these adventures.
  22. I use Fold Space solely to bring in TPN technicians with the rest of the group during TPN Trials, and to bring in exploding Brickernauts during hard mode Dr. Aeon SFs for hugs.
  23. There's also Ghost of Scrapyard, who is incredibly easy to spawn by defeating 100 Scrapyarders. A new GM for St. Martial has been suggested here before, and I agree. It could really use one.
  24. Henchmen really need some innate AoE defense like pets on other online games have. Until then, yeah, henchmen should very much be taken into consideration when giving mobs AoE attacks and nukes. It reminds me of the Going Rogue game design, where the Paragon Studios developers openly admitted that they didn't take Masterminds into consideration when designing content, despite using the Demon Summoning power set to help sell it.
  25. Villains shouldn't interact with other villains is certainly a new one. If you don't like it, you don't have to play it.
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