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Everything posted by tidge
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"Escort/Kidnap the NPC"...said no one, ever.
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Here is an example of the powexec_location in a macro: /macro_image "BanishedPantheon_Pain_WorldOfPain" "Burn" "powexec_location forward:5 bonfire" This is the macro I use to drop a Bonfire patch 5 (units? feet? quatloos?) in front of me. "Burn" is the 'hover over' name of the macro image. You should be able to adjust it to your taste for your power.
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The game has plenty of minor annoyance maps, this is one of them. See also: Pool Rooms, torches and trees which snag players, curbs. Be a hero.
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I posted most of my thoughts on /Bio above. The one comment I make about the enjoyable Street Justice set is based on my Scrapper: I don't worry about the 'combo' effect of Street Justice attacks. I suppose it's nice to have secondary effects on the 'finishers', but when I started playing the character I found myself distracted by trying to maximize the utility of the finishers. I eventually stopped caring about them and focus more on pure damage; the control that comes from my attacks is more from my slotting choices than the combos.
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For the past five months or so, none of my seeded toons have really been "marketeering". Blame the peculiar rise in uncommon salvage (now reversed, presumably whatever the individual(s) behind it were trying didn't really have an effect they feel like gloating about), but I simply didn't feel like more crafting/converting once the family fortune had been made. Now my toons tend to convert recipe drops along the way, but it is rare that they've recovered their costs/gifts from the initial investment (for me 200M Inf) until the 30s. It all depends on the content I'm playing. In the 40s when the characters have significantly more slots to use and nearly complete power choices, is usually when I start turning up the spawn size (for more drops). This still isn't strict marketeering, but it funds purchases of odd needs and second (or third) builds.
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Why does everyone seem to run +4/8 or nothing?
tidge replied to JnEricsonx's topic in General Discussion
I have gotten Very Rare (lvl 50) drops while facing sub-50 level enemies with a sub-50 level character that didn't have the con difficulty turned up, but did have the spawn size turned up. I think the lowest level I had this happen with was a level 48, so there shouldn't have been any +2 enemies in the mission. I was extremely disappointed I couldn't slot the crafted drop right away! EDIT: I generally don't care about the level of recipe drops. Even PVPs can go onto the market and be pooled. -
Why does everyone seem to run +4/8 or nothing?
tidge replied to JnEricsonx's topic in General Discussion
For recipes: I believe that there is no change in drop rates for enemy levels, just rank... except that if enemies con low enough, there are no drops. Spawn size will increase the number of higher rank enemies, which will increase drop rates. /agree. I had a lot of fun on a mixed (level) team in Brickstown... nothing too thrilling, but even that was enjoyable watching the team adapt to higher (and higher) con enemies. Rularuu...*SHUDDER* -
200 MInf. The new toon buys the P2W powers (minimum: Envenomed Daggers, Mission TP, Team TP, Assemble the Team, Portable Workbench) and puts in bids for ATOs and converters on the AH. Whatever is left pays crafting fees and the like (such as buying other players the Team TP power). I used to start with transferring much less, but I found that this was the 'right amount' to support wild spending and still be able to amass more Inf without trouble. I don't have the new toons dedicate themselves to "playing the market' as much as I did previously. Prices have generally come down; the existing wealth is more than enough... for now! I've adopted a slightly different approach to the market that builds bank a little slower than previous methods but also allows me to build up the sets I'll want for a given character.
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Brutes. I don't mind Melee. I prefer being in the thick of things. I don't like the Fury mechanic... I don't know if its having one more thing to watch, or if it is just that I easily distract myself in game (Auction House, reading dialog, chatting) but I just don't enjoy the Brute.
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(the post as edited may be a little weird... trying to fix the spoiler boxes) I have a /Bio stalker... My slotting for DNA siphon is somewhat similar, but I felt that inherent Damage boosts (from a damage set) were doing less than trying to boost the Healing/Absorb effects. This also let me get more global Accuracy (at the expense of E/N defense (typed Defenses are better on my build than Ranged/AoE positional Defenses) I also took the power somewhat late in this build; I think my build might be a little better served if I had swapped it with my pick at lvl 32, but I haven't really noticed when playing at lower levels. I completely agree with the 6-slotting of Concentration: The defense bonuses are far too useful from the Gaussian's set. EDIT: I didn't see a Kismet +ToHit in the build. If a build includes a Snipe, I usually try to squeeze this Global in to increase the damage of the Snipe. I have found that a 95% 'final chance to hit' Snipe is a wonderful 'Plan B' if the Assassin's Strike attack misses, the extra ToHit is gravy. I never had more than the default slot in Health (Panacea proc). With Stamina (Performance Shifter proc) I did have a second slot for and EndMod, but I just moved it to Boundless Energy (as a lvl 50+5 IO). I could be wrong about the final numbers, but with Adaptation as an option on top of the other Bio powers, I don't think the little bit of extra +Regeneration from Healing Globals (or +HP from Power Transfer) is really doing that much. My build does end up using more slots; I chose to get set bonuses from:
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Hami-O enhancement sidegrade suggestion
tidge replied to SuperPlyx's topic in Suggestions & Feedback
My guess is that there isn't 'pooling' of them because they lack a unique attribute which allows them to be pooled (& converted). I'd love the ability to convert them (a la other IOs) within the "Hami-O set", but I'd accept it if I could break them down into something else. My own use of HOs are so very rare. I only use them for 'one-slot' power picks, although I know some folks use them for franken-slotting. -
Bah, I'd rather get more charges of the temp power. SOs are hardly worth the effort.
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Why ask for an across-the-board increase to reward drop rates (except for being selfish, I suppose, asks the kettle) as part of an ask for a change of the aggro cap? This is a completely different ask. I'm certain that most players would be perfectly happy with even easier rewards independent of any increase to the aggro cap... because improved rewards are not going to have any effect on players that don't team or don't turn up the number of mobs. Players already get more experience from larger spawns (assuming they KO) , and they get an XP boost from teams. All of this is independent of the aggro cap.
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Granting Purples/PVP recipes for 'already having the temp power' is crazy (crazy bad, not crazy good). It would simply be a mechanism for farming such recipes. Also not recommended for defeating specific players, as a multiboxer (or SG) could farm them. As much as I'd like to GRAB MOAR Purple/PVP recipes, I don't think this is a good idea at all.
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Teleport Pool now that /enterbasefrompasscode exists
tidge replied to zenblack's topic in Suggestions & Feedback
Is this where Zapp comes in? The Teleport pool does need a rework, partially because Long Range Teleport is supplanted by all sorts of travel options even without considering the SGpasscode. It's timer is too long and it doesn't go to all the zones. It requires two power picks from a pool where those other picks are not that useful either. (Is this where Bentley Berkeley comes in?) It's an inferior set, especially for a travel pool. -
The suggestion for a %chance for mobs to drop merits really has nothing to do with the aggro cap (or stealthing a mission to the end). I followed the thread to see how we got here, but aside from the free-form brainstorming there is no reason to link these thoughts. Right now, mobs have a chance to drop Very Rare recipes... but (especially) for teams, the guaranteed reward of end-of-arc merits is simply a better use of time. The aggro cap is de-linked from rewards, both directly and indirectly... because just having aggro doesn't offer rewards.
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I miss the Cyst spawns. Yes, they were hard! Yes, they could rofl-stomp a team (ah, the glorious days of a Frostfire mission with Cysts!). I definitely remember that Kheldians would be 'dis-invited' from teams... but I also remember seeing plenty of LFT for 'no _____' (fill in the blank for whatever AT). Jerks are gonna jerk. I'd like to see the Cyst spawns returned to the game, even if it was just as a difficulty option. The Cyst spawns required that teams act slightly more coherently than they currently do now. My opinion is that it's too easy (generally because of IO slotting) for teams to split up and run their own ways in missions. I wouldn't mind the content requiring that we play a little more carefully. As it is, I still have a 'default' bind to look for Quantums on all my toons, even though they are far less of a concern these days.
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Kings Row to Perez Park - The Perez Connection
tidge replied to Aberrant's topic in Suggestions & Feedback
I like the idea, and I especially like the work that went into the original post. Great job! The only thing I have against the suggestion is that I wouldn't find the connection that useful. Writing only for myself: The northern part of King's Row is dull and out-of-the-way. Sure the 'Paladin' event is there, but with the event bugged, there is very little reason to be up there... even for level appropriate characters. There isn't 'enough' in that part of the zone for my taste. That side of Perez Park is somewhat out-of-the-way as well, except for Hunting Skulls. Perez Park does have things of interest: useful History badges, mobs for several 'defeat' badges, plenty of missions which spawn there. It's just that I've gotten so use to using either the Base drop-off point or just dashing from Atlas Park that I rarely consider using either Steel Canyon or Skyway City entrances now. I do wonder if we could 're-open' Galaxy City as another Hazard Zone (somewhere in the range 20 - 35?), populated with Neo-Shivans, Circle of Thorns, Lost, whomever. Even if we didn't get an entire zone the size of Galaxy City, would it be possible to piece together some map elements (from the Shining Stars arc?) to give us something to play in? I know Trial/Hazard Zones aren't the most exciting areas to play in (ehem Tunnels of the Trolls, Boomtown, Terra Volta) , but if the stakes are 'low enough' I don't think the Dev team would be judged that harshly for trying something 'major'. I know there are thoughts about populating Khallisti Wharf with villains, but as is that is an easy zone for allowing mixed-side gatherings of all levels without problem. -
npc Magus Mu'Drakhan in central building in Grandville
tidge replied to Belial's topic in Bug Reports
Is it a character that only occasionally spawns there, depending on if a player has a particular character arc? (Like Matthew Hasby's wife?)- 2 replies
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...or break Clamor and some Freakshow out of the Zig to destroy the parking lots and replace them with ADA-compliant parking lots (at one-tenth the cost!)
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I played a beloved tanker from Day 1 of Live, and I also agree that the aggro cap does not need to be increased. There are only two things I 'miss' about the ability of Tanks to 'aggro everything': On maps with teams who are overwhelmed (or careless) with huge numbers of enemy mobs Peregrine Island antics (bringing many dozens of Rikti Monkeys to the main island) (1) This rarely happens any more due to ease of superior builds... and just about any well-built AT can hold off a room allowing a team to recover. (2) That day has passed. This was as close as a regular player could get to 'spawning a zone event', and I do miss it. This (player) behavior was not appreciated by the devs of the era, and more than one lvl 41 player was non-plussed to come across lvl 50 mobs were they were unexpected. My opinion is that worrying about going back to days where teams would be 'asked' to wait for a Tank to gather up a map (for AoE spams or multiple Judgements) is not something anyone should worry about no matter the aggro cap. Recharge times are fast enough and base Defenses are high enough that few players would tolerate 'waiting' for such thing to happen.
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This is the best approach IMO. True misinformation should be corrected; if I have posted incorrect information and been corrected I publicly accept the correction. In-game, there are sometimes different 'answers' for certain types of questions. For Example: 'Where is the best place to hunt X?'. 'Best' depends on different factors (level, Hero/Villain), so nobody should get bent out of shape when different answers come in on the channel.
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On a 5-tier system, I wouldn't rank Traps as middle of the pack specifically because it is front-loaded. I would personally prefer to not have to take Web Grenade, but the next 5 powers Caltrops / Triage Beacon(*1) / Acid Mortar / Force Field Generator / Poison Trap are all quite effective against large numbers of enemies (either when teaming, or when solo). You can have each of these powers by level 20! Don't minimize the debuffs / holds / slows / defense buffs for improving team performance. (*1) Triage Beacon is valuable if your teams' fights are slow moving. In solo +0/x1 content you really won't get much out of it. Of course an on-demand AoE Heal would be better, but it is something else. Because Traps' last two powers are such duds (most play isn't slow enough for Trip Mine to be that useful; Skip DetonatorTM), and a single-target Immobilize (mandatory 1st pick) is so... meh... It isn't going be top tier. I'm not sure how much it would matter to game balance if the T9 Detonator was swapped with the T1 Web Grenade. I haven't mentioned Seeker Drones. I like the little guys, but their debuffs and low Magnitude stuns are not as obviously useful as the earlier powers.
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Characters where you took the WHOLE Primary and Secondary
tidge replied to Heraclea's topic in General Discussion
On Live, once the level cap was increased my Inv/Energy Tanker had all primary and secondaries taken... and this was before powers could be IO mules. These days, it is rare that I have a toon with enough variety in primary/secondary to want to take each power. Kudos to all that do!