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Double XP is active on all shards until October 21st
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Everything posted by golstat2003
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How do you get a toon out of Preatoria?
golstat2003 replied to ranster44's topic in General Discussion
Actually just get to level 20 and you get a message from a contact that offers you a mission to get you out. No matter where your storyarcs are. -
No it wouldn't. Let them work. They can let us know what's ready to go when it's on test. Less forum drama that way.
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My disappointment with it being in one "fake" amusement box and not actual player content integrated into the mission door tech across Paragon City was VERY VERY HIGH during open beta and the time it launched. The one redeeming quality was that it still had rewards. I wasn't the only one who felt like that in my player group. If HC ever integrates it into the actual world so that player missions actually come up mixed in with regular missions, newspaper/radios and tips I might consider using AE for something other than an alt PLer one day. At the time a few people made the suggestion that the AE dev awarded arcs be integrated as real story arcs. Paragon never got around to it. . . before, well we know what happened. EDIT: And I did try a few of the early stories released. They were . . . not good. Like REALLY NOT GOOD. That may have also soured me on the whole thing and it's intended purpose.
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I mean . . . that's pretty much why the converter game works and still makes folks inf easily. If everyone had the patience to do it we would not be making money. 😛
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And they were correct. Had it launched with rewards that weren't commensurate with the rest of the game it would have been abandoned on sight. Especially since NONE of the mission doors are actually in the actual world. Which in hindsight is what they should have done from the start. It would have integrated the missions with the rest of the world.
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I'm just glad the game is back. Hell I would have take issue 23 of the game is that's what we could have gotten. 🙂
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Yeah I'm addicted to Fury. I tried a few tanks post buff. Came right back to the Brute side.
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Automatic Block Feature with Specific Phrasing
golstat2003 replied to Zeraphia's topic in Suggestions & Feedback
Agreed. I don't think it's worth the limited dev time this team has. That's perfectly reasonable to say. -
Agreed. Not seeing the issue here. It's why I kill sappers on sight and look for them first. That supposed to be an intentional part of gameplay. Their rank isn't the issue. The issue is that each mob in the upper levels (and some in the lower levels like Tsoo Scocerers) have a mob that you have to "look out for". I'm fine with this.
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I would expect an announcement . . . when they decide to make an announcement. Best not to get hopes up, especially since we're still dealing with COVID19 and all the issues that brings. Especially with the new surges in 45 of the 50 states in the US.
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Plant/Psi/Fire seems to be growing in popularity. I met like 5 over the last 5 weeks. I also built one. Was one of the rare 800-900 mil inf builds. But I seriously find farming with her more relaxing than my brutes. Link to the build discussion. Plant/Psi - Fire, 33% to all defenses, perma-hasten-ish, no incarnates. - Dominator - Homecoming
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Announcement: AI assistance has been added to Mid's Reborn
golstat2003 replied to magicjtv's topic in General Discussion
Congrats and great to see this got out. 😀 -
Make Snipes Actually Instant Like They Used to be
golstat2003 replied to Biosphere's topic in Suggestions & Feedback
Yeah that seems more like a bug related to the animation itself, then an intentional change. -
Fade out the audio for Arctic Air (permanent wind blowing atm)
golstat2003 replied to AxerJ's topic in Suggestions & Feedback
hmmmm, I never noticed this. But now that you mention it, I remember some folks complaining about the CONSTANT howl of the umbra pet or dogs for that certain mm set. I forget which. +1 for muting some repetitive sounds. -
I think part of the problem when the devs tried to break this back in the day on live, was that you ended up having some sets getting the ability to have things like two fireballs or two rains of fire. They can break the mode, but have to be very careful with that. Folks are already complaining that there is too much AOE. I would be careful to open the flood gates to allow some primary/secondary combinations to get double the AOE they already have.
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Agreed. But it's such a narrow range that I find it funny that folks say incarnates are such a big problem. If you're running tfs/sfs you missed (purposefully in some instances) in exemp mode besides the actual lvl 50 ones/end game ones, you're not going to see all the judgement spam some folks have complained about. I just don't find it a huge problem. On the other hand I see more fast recharging nukes (due to the ridiculous levels of recharge you can get), which seems to get less flack than incarnate abilities.
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Incarnates are in lvls 45-50. (Which is why I think them being "such a large problem" is extremely overblown). They aren't in lower level content.
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Allow Wormhole to work on lvl 54 Bosses
golstat2003 replied to pwntoon's topic in Suggestions & Feedback
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Even with the new options, you'd still need to advertise what type of team you're forming. aka, "Master LRSF options team forming, looking for 7". In the short term after the release of the new features the team leader would have to explain what that means, including if it's a tf/sf that incarnate powers won't be allowed. Or if other more difficulty options are included. In the long term folks would know to ask when they see that Master label included in the request for team mates, as to what settings the team/tf leader is setting. With all that said, dev time on new difficulty options is something we probably won't see until 2025. The theory crafting in this thread is fun though.
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So as I read, an additional difficulty option. Thanks for clarifying.
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I'm not putting words in people's mouths. The main point has always been that changes being discussed in this thread would be in optional difficulty options. It seemed like you were saying the incarnate change shouldn't be optional. If I"m misreading what you said, apologies. But to be clear removing incarnate power use (besides Alpha) from levels below 50 should only be in new difficulty options. Shouldn't be made to the overall base game. EDIT: The OP can come in and correct if I'm wrong in reading what folks have been saying that these suggestions should be in optional difficulty options.
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Then I would advocate against this change. I prefer to be able to use all incarnate powers from 45 to 50 period. I'd advocate against such a change. Any change to how incarnate powers works now of this level should be in OPTIONAL difficulty options like we've been saying all thread.
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I think you meant "should have been". It's waaaay too late at this point to make such a change.
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Honestly if I joined a lvl 45-50 tf/sf that had not advertised ahead of time that it was a "no incarnate powers" tf and suddenly found my incarnate powers turned off when the sf/tf started, I would tell the leader "you better reform, I'm out". Then drop. I don't like things sprung on me in teaming at the last second. If I see it forming in LFG, I better have all the info BEFORE we start. Especially since tfs are a time commitment (especially some of the longer shadow shard ones). I don't think I'm the only one.
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Knockback powers can't be easily unslotted. Incarnate powers can. And it's really not that much of a burden if you're serious about it. What I think you'll find (I think you know based on what you just typed) is that most folks would not want to join a team of "no incarnate powers" because the majority of players like them. Even if you had the difficulty options to remove them automatically, you'd still had to advertise to anyone who joins a level 45-50 tf that they were joining one where those powers were auto removed. That's not something you can just spring on folks. So you would STILL have to advertise this whether you had those difficulty options or not. Just saying.