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Lunar Ronin

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Everything posted by Lunar Ronin

  1. Until the developers change the situation (which I very much hope that they do), it ultimately comes down to this: "People don't go to Pocket D to disable Group Fly because it's so rare! You're only one person, you should disable Group Fly for the benefit of the seven other people on the team." No. Group Fly is rare because A. it wasn't even very good for Mastermind henchmen until 2021, and B. people immediately lose their crap and bully the Group Fly user to turn it off. So of course it's rare. Although it doesn't seem to be all that rare anymore considering all of the complaints on the forums, in-game, and on the various Discord servers over the past several months... Also, if people keep turning Group Fly off because people won't bother to take the two minutes to do so on their own, then I'd pretty much never get to use it on a team. So no, I won't turn it off. Consider it a public service... people will know to disable it for the next time. I agree. I consider knockback to be as bad as Fold Space, but nope, I never kick anyone off of a team or league for using either. I just grumble under my breath a little, rate the player one star, make a note, and move on. They're playing how they like, and even though it negatively impacts me I just deal with it for the moment and one star the person with a note so I know for next time.
  2. Everyone can turn off others' Group Fly. Not everyone can turn off others' knockback.
  3. Mostly that it's much more difficult for henchmen to survive the pylon phase of the Rikti mothership raid, be able to damage the Rikti drop ship at all in a Rikti mothership raid, harder for henchmen to survive in the third and fourth missions of the Imperious Task Force, and the Hamidon mitos are more difficult for the henchmen to damage in a Hamidon raid and the LGTF.
  4. As has been discussed in multiple threads, Group Fly is very helpful to play a Mastermind well in certain situations, especially in open areas. People's laziness should not dictate to the Mastermind player how to play. If someone's powers require being grounded, then the player should take the two minutes after making the character to head to Pocket D to disable Group Fly. If they're too lazy or forgetful to do that, that isn't the Mastermind player's problem.
  5. Is your alignment Rogue or Villain? If so, temporarily change it to Hero or Vigilante.
  6. Someone saying "No Controllers, Dominators, nor Masterminds" for a regular Imperious TF is free to do so of course, but all it really does is display to the shard at large his or her ignorance of how the game actually works to the point that he or she thinks that non-advanced mode speed run content is so difficult that it requires a meta. That person is to be pitied, and then one starred. In other words, Controller, Dominator, and Mastermind players dodged a bullet by being excluded in not having to play with the person.
  7. I would really like this, but unfortunately it is not currently possible. The abilities to disable Group Fly, Speed Boost, and Team Teleport are tied to tokens. Sadly, only NPCs can grant tokens to player characters. As a compromise, I'd really like to see the tokens added to zone trainers (at least the ones in Atlas Park, Mercy Island, Nova Praetoria, and the Rikti War Zone), as well as new NPCs in The Hive, The Abyss, and the instanced Rikti mothership raid. In the meantime, at least you dodged a bullet.
  8. Don't forget VEATs!
  9. Sounds like groups he or she is joining is attacking Terra the All-Mother, instead of doing the non-violent route.
  10. Then there would be no reason to do it. You'd have conflicting character names, conflicting supergroup names, the loss of supergroups and supergroup bases, and again, some people don't want to play on high population shards. If people want to play on high population shards, they already have the means to do so, via new character creation and character transfers. All a shard merge would do is push those who intentionally play on lower populated shards to leave Homecoming entirely.
  11. Bingo. I understand why it was done, Excelsior was being completely overloaded back in January through March. However, the end result for Indomitable and Reunion is all that happened was that people shifted their power leveling and farming from Excelsior and Everlasting to Indomitable and Reunion, and did not engage with the shards' community at all. They never left Pocket D or whichever zone they farmed in. If Homecoming actually really wanted people to permanently move to the lower populated shards, they'd have to increase rewards on the lower populated shards - Infamy, reward merits, or both. However, I definitely understand why Homecoming wouldn't want to do that. It's been stated time and time again over the years that Homecoming will not close nor merge any shards. All four North American shards share the same hardware, so there would be no cost savings. In addition, some people prefer to play on lower populated shards. I played on Excelsior from 2019 until 2022. I'd rather give myself a root canal than to play on Excelsior again.
  12. IIRC, they used to be customizable, but it turned out that it was a bug and customization was removed a couple of years ago.
  13. Just thought that I'd post this here since it was announced on Discord a few hours ago but hasn't been announced here. Bonus XP on Torchbearer, Indomitable, and Reunion comes to an end Tuesday, November 5th.
  14. Blue side privilege happened. People who played on live and never (or rarely) played red side trick-or-treated in Peregrine Island, so that's where they trick-or-treat now. FWIW, I led two days of trick-or-treating on Indomitable in Kallisti Wharf, and it went well.
  15. A hallucinating LLM at that. "Psion Guardian's super strength or a fragment of Fortnight Star's gravity control" Really?
  16. As said before in this thread, raising the player difficulty for Trick-or-Treating doesn't do anything anyhoo. It's all about the actual player character level, and the actual number of people on the team. So, sure, raise the difficulty to +4x8, but it won't do anything.
  17. I learned a couple of weeks ago that some Trick-or-Treat league leaders have been advising people for years to raise their difficulty to +4x8 to spawn the maximum level mobs and spawn sizes while trick-or-treating at the Peregrine Island motel.
  18. I'm saddened to report that @FeliciaDivine (Felecia Divine back on live), passed beyond the rim on June 24th of this year. Felicia Divine and I did not get along (to put it mildly), but she was an important person in the Champion server community and a Champion is a Champion. Felicia was a member of the Stryke Force supergroup on the Champion server back on live, and then left that supergroup to form her own supergroup called All-Out War, which lasted for years and was reborn on Homecoming's Excelsior shard. I also understand that Felicia recently made some new friends on the Everlasting shard and joined a supergroup there. Felicia actually helped make me a better gamer and a better leader, and I thank her for that. She also made the Champion server part of what it was at the end (December 1st, 2012), and I thank her for that as well. Rest in peace, champion.
  19. Correct. You need to be level 25+ for invasion mobs to spawn at you. This was common knowledge during the first year of Homecoming, but that knowledge appears to have become lost...
  20. You can do them using a PIllar of Ice & Flame in a supergroup base.
  21. Yeah, all single-player story missions like that are like that. Masterminds OP.
  22. At the end of live and at the beginning of Homecoming, Tankers were seen as a bit of a joke AT, with Brutes seen as the main tank AT. Homecoming buffed Tankers in 2020, but they buffed them too much. Tankers are now overpowered. I expect a nerf to their AoE damage at some point as they simply do too much of it. Secondly, Brutes could use a bit of help with their defenses, to make them more of a midway point between Scrappers and Tankers. Thirdly, the Brute ATOs need help compared to the ATOs of the other three melee ATs. The combination of the three is why Brutes are now seen as a bit of a joke AT these days, but again I fully expect Tankers to be nerfed at some point in the future. Brutes do slightly more single-target damage than a Tanker, and damage auras are simply better on Brutes. Unlike Scrappers, all of the Brute secondaries include a threat/taunt effect, and Brutes get punchvoke, so getting mobs to stay on you is much easier than on most Scrapper secondaries. A Claws/Rad Brute will definitely have enough damage to take out EBs. AVs are a bit more questionable, but doable. Personally, I can't help you with the Scrapper question. I honestly see no reason to play a Scrapper when I could either play a Brute or Stalker instead. But that's a bit of personal bias as I strongly preferred the red side ATs on live, and now strongly prefer the ATs that started out red side. I find Defenders and Tankers boring to play because both ATs are too safe IMO, and whenever I play a Scrapper, I think "Why am I playing this when I can just play a Brute or Stalker instead?"
  23. LastPass is about the last password manager anyone should use, just FYI. They're about as secure as a box of Cheerios and their security reputation is shot. Stick with open source ones like Bitwarden or Proton Pass, or if you must use a closed source password manager, 1Password.
  24. Mr. G's story arc takes place after the Minds of Mayhem Trial. Penelope Mayhem was still Penelope Yin in the trial.
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