-
Posts
4951 -
Joined
-
Last visited
-
Days Won
14
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by tidge
-
Mastermind Epic Pool overhaul suggestions
tidge replied to lobster's topic in Suggestions & Feedback
There is a new Epic Mastery for MMs that is so OP they gave it 9 powers and MMs can start taking them at level 1: Marine Affinity. The only general thing about MM Epic choices that don't appeal to me are the single-target powers, which are pretty much either straight attacks, a hard control, or a hybrid of the two. What doesn't appeal to me about those: Level 35+ is probably too late to take a ST attack, when the primaries probably have one better suited for play Single-target controls are probably not going to make a difference in how a level 35+ MM plays any content Both Attacks and Controls will require slots to be effective/make a difference in play... and slots are often at a premium. For players that leverage the current pools for thematic reasons, I'm sure that they are pretty good as is. -
I recommend testing, because Carrion Creepers have a sort of chained-pseudo-pet mechanic where they will self-destruct and respawn, which makes them kinda-OP in a different way than via buffing I imagine.
-
I came to the thread, glanced at the number of reactions and fully expected a typical "but I like running +4x8 content with only carpal tunnel syndrome to challenge me!" but instead I saw: So while I don't know that this wasn't at a +4x8 setting, I will offer some validation: Yes, the Dark Werewolves can be challenging for a solo play, even at +0x1. Since that first, brutal encounter my low-30 Warshade had with one, I have adjusted my tactics to deal with them. I learned something! Radio missions are of course entirely at the discretion of the player. It is rare that Council is the only choice of enemy.
-
So why no balance pass on Halloween EBs after 2 years?
tidge replied to mechahamham's topic in Suggestions & Feedback
--------Police drones a that-a-way ----->- 37 replies
-
- 5
-
-
-
-
- halloween
- halloween 2024
-
(and 1 more)
Tagged with:
-
Hard no, Crabberminds are not Masterminds, so MM-level controls are not warranted. Crabs don't need to rely on the Spiders for survival or damage. I have to vote "no" on adjusting the recharge times of the Crab pets, but for a subtle reason: The Crab pets are such that for the tiers where more than one pet is summoned, the self-destruct (of all the pets of the same tier) is always timed to the "oldest" surviving pet. Shorter recharge times would IMO simply expose this problem to more players. MMV on wether this should be fixed, but it is the one thing about Crab pets that should be looked at before anything else. There are plenty of ways to make the Crab pets plenty-sturdy, forum neophytes and players trying Crabberminds for the first time should practice some search-fu in the VEAT sub-foum. It is straightforward to get (all three tiers) of Crabbermind spiders to be both "perma" (in the sense that all three of the powers will be recharged before the tier of pets has self-destructed) and tough enough to survive contact with the enemy.
-
This sounds like some of the current Blaster sustains.
-
I don't feel like checking all the controller pets, but IIRC the Energy Font (from the ATO) can get buffs. I'm pretty sure all the pets from Dark/Dark get buffs. Generally, when planning slotting: My starting assumptions around pseudo-pet powers are: Such a power is only going to get enhancement boosts from what I've slotted in the power (so no global bonuses that the player may have, and no buffs provided by the player) %procs should only be considered viable "on cast" If the pseduo-pet needs to self-destruct, and leaves nothing behind, take a really good look at its performance (preferably through in-game testing) Mileage varies depending on the power. There are enough different "pseudo-pet" powers that I wouldn't try to offer general suggestions. Some of them are coded in such a way that it is straightforward to get some crazy good combinations through slotting, power choices, and tactics. Almost all pseudo-pets benefit from having enemies debuffed, for instance.
-
Not a lot of talk about Ninja/Marine....hows it working out for everyone?
tidge replied to Crysis's topic in Mastermind
I dunno if it was one of my posts, but I have had 2x D-Sync Accuracy/Heals (Siphons) in Brine, nothing else (on my Controller). I wouldn't invest a third slot here, unless something is otherwise wrong with global Accuracy/ToHit. The -MaxHP is awesome, but I think using that third slot to put a %-Resistance piece in the AoE M30 Grenade would be a better force multiplier than the ED-wall effects in the 60-second-base single-target Brine. Marine Affinity should be an incredibly high-performing set for MMs. I opted for a Controller because I've already got an alternate high-performing MM that I play all the time and I only have so much engagement with MMs (the mental load for the challenges I take my MM through can reach Repo Man levels of intensity)... so I wanted to see what Marine Affinity can do for a pseudo-MM like the Plant/Marine Controller. With Seeds of Confusion, Carrion Crawlers and even the Giant Fly Trap, Marine Affinity takes Plant Control (already somewhat OP) to another level. -
You can use the pet window to see which powers are affecting your pets (and henchmen). Some pseudo-pets won't appear there, so you probably have to do some direct clicking and checking.
-
Heh. I only use spreadsheets to calculate %proc rates, and to plan power choices/slotting. The latter is essentially to keep track of slots, global recharge, and for some ATs I also have it track the range of different powers (when I attempt to balance them).
-
COMPROMISE on the now OP endgame factions
tidge replied to WhiteNightingale's topic in Suggestions & Feedback
This is a peculiarly specific suggestion (+2 vs +3). Imma guess that this is a Tanker with no Knockback Protection/Resistance? (because FREEM!), Dark Armor IMO must specifically build to address enemy knockback because so many of the Dark Armor tanking tricks require standing adjacent to enemies. If the issue is more along the lines of "enemy to hard to hurt", and somehow specific level difference is NOT an issue: you gotta build for that too, especially if you are going to solo. -
Ghost Touch badge - Kill 20 Unseelie Ghosts. ---- How?
tidge replied to MikeSol's topic in General Discussion
IIRC, each event Jack/Eochai will spawn with seven Unseelies. Until the GM and all (seven of) the Unseelies are defeated, there will be no re-spawn in the zone. I mention this, because the GMs will con purple, but the Unseelies are not level-less and may con grey (and be harder to spot). -
I can't recall if the temporary costume powers are reward drops for defeats, but they definitely are treats for clicking on doors. Reward drops are (in my experience) generally less frequent when playing on large teams (as opposed to solo play with large spawn sizes) so if there was no door-clicking I'm not surprised that few costumes were found.
-
I can't speak to personal experience with Broadsword, but when I leveled up with War Mace years ago I thought that set was painfully slow. The set didn't come together as offering what I felt to be a smooth attack chain until I had some global recharge; with a full-kit of enhancement sets in the attacks at level 50 the attacks are completely smooth, even with exemplar content below level 20. The recharge doesn't do anything for the animation times, but once the harder-hitting attacks are part of the regular chain those animations should be less painful.
-
Regarding KB, there is very little practical difference between 4 and 8 points. The reason IMO to get 11 or more is because with 10 more points from a SG buff (1 hour) you can exceed the 20 points of FREEM!
-
No thanks to the suggestion. Burning (non-rez) inspirations improves performance; I typically only 'need' a couple of types of Inspirations for emergencies, so I set up macros to combine other inspirations into those (depending on the character). The improvement I'd like is the ability to combine dual inspirations into singles (personally: I don't care to combine into duals), or team insps into other team insps.
-
Bringing incarnate abilities from T1 to T4 less cumbersom
tidge replied to DrRocket's topic in Suggestions & Feedback
I'm thoroughly ¯\_(ツ)_/¯ on the suggestion. I understand that "All Incarnate T4" can feel 'grindy', but it is not even in the same ballpark as it was on Live. My first instinct on the suggestion is that this sort of idea is one that would make alternate forms of 'grind' on Homecoming easier.(*1) I wouldn't use Empyrian merits for T1 or T2 components, I didn't even realize that was a a thing! I've always used Threads if I don't have components on hand. I typically don't even bother slotting Incarnates until a character joins a team doing some content that benefits from/requires having any. The Alpha slot is one of the few Incarnate branches I try to at least slot to a single T3, just to 'get moar performance', and even then I typically do enough TFs/Flashbacks that I'll have more than enough Shards to craft at least a T2 or T1 just from those.(*1) As mentioned earlier in the thread: There is so little content that would even require a T4 over a T3, and a majority of the game's content (everything below level 45) doesn't even allow the use of Incarnates at all. (*1) There is plenty of content that can grind Incarnate components as well as everything else the game has to offer (XP, Inf, drops, blah blah blah fishcakes)... and if you only want the Incarnate components (plus Empyrian merits!) entire Dark Astoria arcs can be run in about 10 minutes for pretty much all ATs. -
I had heard that the plan (this was me reading the past-shutdown AMA) was to revamp Perez, and not the Hollows. The Hollows had already been revisited once... it also already has an entire zone below it, so maybe symmetry? The Hollows is more self-contained than Perez, certainly (as far as missions that are directed to which zone).
-
The Homecoming version of CoX is almost entirely divorced from requiring specific types of characters, power choices, or even play styles (including: solo v. teaming) to achieve most everything in the game. Ethics has nothing to do with these. A player would pretty much have to work really hard at griefing other players for ethics to come into the conversation, IMO.
-
Do you pay attention to what your team is doing?
tidge replied to Forager's topic in General Discussion
The teams I'm on seem to be paying attention to each other, but it is impossible to know. There are lots of different ways to "pay attention": Monitoring blue/green bars Monitoring icons for buffs/debuffs Keeping an eye on visual effects (for debuffs and buffs) Watching the map (or team zone indicator) Listening for powers (like Taunts) If there is one area of the game that I'd wager only a minority of players pay attention to, I'd say it is when someone on the team gets a PBAoE debuff applied to them and folks end up clustering inside that AoE. The most obvious example is Clamor's Radiation Infection. I freely admit that if I am paying attention and think the team can handle more spawns, I'll aggro other spawns to speed things up. I've been accused of not paying attention when I've done this, but it is almost always the complete opposite. -
I miss Galaxy City, as it was, the Shining Stars map of the destroyed "Galaxy City" has never felt like it was the original zone. The starter area is small enough that I can ignore it. As a Hazard zone? I suppose there isn't anything to really oppose, but Hazard Zones were an idea that may have looked good on paper, but didn't really gel. The early days of Live, with minimal travel powers and lots of possible debt probably had them fulfill the mission of keeping players grinding, but these days it is relatively easy to ignore them. I suppose the idea sort of got revamped with the Praetorian Underground, and it always bugged me that Red Side didn't get an "Undermountain" Hazard Zone(s) between Port Oakes and Cap Au Diable, similar to the (Abandoned) Sewer Network on Blue. I am still wondering why the Live Team ever wanted to revamp Perez Park. That effort (from memory, make it a level 50 zone, similar to Dark Astoria, with vertical movement required) seemed like it was a plan to incorporate all the worst ideas for maps (Shadow Shard, Grandville), add some more masturbatory lore changes (Dark Astoria, Galaxy City), and completely change the one Hazard Zone that almost all Blue Siders will have experienced from the heart of Paragon City. I consider it bad form to remove elements from the game in the service of adding elements. I prefer the game to stay "evergreen"; simply add new material without removing old content.
-