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QuiJon

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  1. QuiJon

    plant/ma

    My curiosity comes to what "back in the day" means. Because at one point "back in the day" AVs were not almost totally immune to control effects 2/3s of the time like they are now. And immbl an AV would not negate his ability to attack you at range. Also you mentioned Psi which has -regen and recharge and stun (or atleast at one time had all that) And I know monsters are not AVs but I do know I have taken a energy blaster to a GM and though I have enough defense he cant touch me, I hit him with a constant change of attacks for 20 minutes and never saw a significant move in his HPs that was not regened if I stopped even just long enough to click build up or aim. So like I said if I thought that I could maintain a perma confuse with plant since that is something that at least used to kind of be a hole in the Purple Triangle of Doom, then I would say perhaps I could solo an AV, but I don't see that happening without perma dom to begin with. I mean seriously I would love it to be proven wrong and I would love to see the builds of people that have solo'd AVs with their dominators. But I see a lot of questions about it on the boards, but no real stories or builds.
  2. QuiJon

    plant/ma

    But a build that on a team might be a very solid build but I don't think I have heard of a planet dom soloing GMs or AVs. Yes mind did do some of this back in the day because confuse was a power status type that in many cases was over looked for giving a AV protection to it. This gave a advantage to a couple control sets like Illusion and Mind because they had a single target confuse power that recharges about as quickly as a single target hold. And a confused AV with nothing to attack is going to act held and do nothing. But Planets only confuse is an AOE with a longer recharge, and being no perma hasten which would mean o perma domination I am not 100 percent sure you can perma lockdown an AV with confuse from a planet control set for as long as you would need to to kill an AV with only 1 toon's damage capabilities. Granted I have not tested it, but it just kind of doesn't feel possible to me. But then with incarnates now who knows.
  3. So as I get more and more characters in the range of having full incarnate slotting I feel like the current system that seems to lock out the "sharing" of any incarnate salvages but empyrean merits is kind of getting cumbersome. This is not to say that I want things easier, but I am finding that in my attempt to "finish" a character that I might like, I have to choose between possibly playing a character I want to play vs playing one I need to develop. I get the incarnate system is supposed to be end game stuff, and not easy. I don't want it to be easier then it is, I would just like it to be equal to how the rest of the game is structured. I mean if I want to earn reward merits I am not dissuaded from playing the character I want to play at the time in order to earn those merits only on the character that I need them for. I can transfer them (at least on the same account but honestly I can buy something and transfer it to another account also) So essentially the majority of the game consists of playing whatever strikes you fancy at the moment and really other then level, sharing progression amongst your characters as you wish. Drops, influence, merits, salvage, recipes, can all be shared. But not incarnate salvage not threads, not shards. Now I know we say that hey its end game you shouldn't rush it. But I do think that there should be some reward that can be gained and used to play an existing character that might no longer benefit from incarnate gains. I mean sure we can say make more powers, but most all of us likely have no use for multiple incarnate powers in any more then possible one slot. But what if we made the mechanisms for buying salvage sharable but at a reduced rate? So like an empyrean merit breaks down into 20 threads. So how about an option to buy empyrean merits for 40 threads. That is twice as expensive but allows me to least make some use of resources I am gaining when playing characters that have been completed because I can transfer those merits to a different toon even though it is essentially at a high rate of exchange.
  4. This is the build I am currently playing with. I have been meaning to get back to it now that I am alittle more flush with influence and merits (it was my first 50 back) and have not gotten the chance, but it plays really solid as a hovering blaster to maintain the advantage of range. Range defense is softcapped, perma 68 percent res to smashing and leathal. I don't think it is on here but I took the barrier destiny incarnate to give me mez protection. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! QuiJon: Level 50 Mutation Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Force Mastery Hero Profile: Level 1: Power Blast -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(7) Level 1: Power Thrust -- Acc-I(A) Level 2: Energy Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Dam%(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11) Level 4: Energy Torrent -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(15), SprBlsWrt-Acc/Dmg/Rchg(15), SprBlsWrt-Acc/Dmg/EndRdx(17), SprBlsWrt-Rchg/Dmg%(17), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(19) Level 6: Fly -- Flight-I(A) Level 8: Power Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(21), Thn-Acc/Dmg/Rchg(21), Thn-Dmg/EndRdx/Rchg(23), Thn-Acc/Dmg/EndRdx(23) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 12: Bone Smasher -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(25), Mk'Bit-Acc/Dmg(27), Mk'Bit-Dmg/EndRdx(27), Mk'Bit-Dmg/Rchg(29), Mk'Bit-Acc/EndRdx/Rchg(29) Level 14: Sniper Blast -- ExcCnt-Stun%(A), ExcCnt-Dmg/Rchg(31), ExcCnt-Dmg/EndRdx(31), ExcCnt-Dmg/Rng(31), ExcCnt-Dmg/ActRdx(33), ExcCnt-Acc/Dmg(33) Level 16: Aim -- RechRdx-I(A) Level 18: Build Up -- RechRdx-I(A) Level 20: Boxing -- Acc-I(A) Level 22: Energize -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(33) Level 24: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(34), StdPrt-ResKB(34), GldArm-3defTpProc(34) Level 26: Explosive Blast -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Acc/Dmg/Rchg(36), SprFrzBls-Acc/Dmg/EndRdx(36), SprFrzBls-Dmg/EndRdx(37), SprFrzBls-Acc/Dmg(37) Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(37), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39), LucoftheG-Def/Rchg+(40) Level 30: Hover -- LucoftheG-Def/Rchg+(A) Level 32: Nova -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Rchg/KDProc(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42) Level 35: Power Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(45) Level 38: Total Focus -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Dmg/Rchg(46), Mk'Bit-Dmg/EndRdx(46), Mk'Bit-Acc/Dmg(48) Level 41: Maneuvers -- DefBuff-I(A), DefBuff-I(50), ShlWal-ResDam/Re TP(50) Level 44: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 47: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam(50) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(13) Level 50: Spiritual Boost Level 50: Ion Radial Final Judgement Level 50: Assault Core Embodiment Level 50: Barrier Radial Epiphany Level 1: Quick Form ------------
  5. Just wondering on something I have noticed. But Unleashed Potential from the strength of will set says it grants a boost to regen, recovery, and def for 60 seconds on a 600 second recharge. Now in and of itself that doesn't sound bad. However then I look at sorcery and Ruin of Protection, which is that pool's equivalent of the same kind of power grants mez protection, and resistances to all damage but does it for 90 seconds on the same 600 second cool down. So why the duration difference? With Ruin I can run the power for 90 and with perma hasten and recharge in the power have it up again in about a minute after it expires. With UP all that being the same means it really is up and down almost an equal amount of time. I guess I just don't see the reason for the difference. each power provides specific buffs that exclude you from taking the other powers by nature of the pools. Why is it ok to get me resistance and mez protection more often then regen/rec and defense?
  6. Well and that is just it, I find cloak of fear to be completely unneeded. I can run OG and get better mitigation and the fast recharge on the heal makes it pretty easy to keep my HPs up and without COF running I am recovering end faster really then I am using it.
  7. That is what this entire thread is asking for. Is our opinions on how to change the AT to improve it. It is obvious not all those opinions will agree. You talked about power creep but frankly that has happened all over the place. Tanks and melee now get 40 target AOE alpha strikes and regen recovery self buffing. But I disagree with your over all theory that a blaster can be equal in defenses. Or at least that it creates the false equivalency that it is as easy. I mean sure I can get likely take most blasters sets and get a toon to have maybe soft capped 1 positional defense, and probably close to capped res to S/l and maybe one other type like fire or energy. But in most cases there are still gaping holes in that blasters defenses. The surest way to plug them is to take the destiny barrier click buff and ride that everytime it comes around which is damn near a perma buff of some type. However if I take that power I cam essentially saying I don't get to take mez protection because destiny is really the only way to get mag resistances for mez protection on a blaster. So for a blaster having a lacking but somewhat situationally strong defense requires still like 450m or so investment if not more to get any defense of note, and then to have incarnate mez protection. A sentinel can get that mez protection from their sets. SO they can be a level 50 with full time mez protection, then use barrier to stack on top of their normal armor sets on a perma t4 click on top of standard IO invention hancers and have more defenses and resistances then a blaster I spent half a billion influence on. The only solution to this IMO, again I know it is my opinion, is to allow them to have at best situational damage. I used the example of giving them melee attacks as well as ranged because IMO this was the easiest way to do it. Melee attacks can do more damage where range do less, like a blaster risk vs reward. However if you wanted only ranged style/looking attacks, you couldl also have a sliding buff to damage depending on how far away an enemy is and accomplish the same goal only using "blasts". The real issue here is that the more you change them the more they just simply become another AT. Give them more damage they become blasters, give them melee attacks they might as well be scrappers. They were a stupid damn AT to add to the game in the first place. They were obviously added by someone butt hurt that they couldn't have it all with a blaster because of balance issues, and tried to find a way to make it work. But really it just doesn't. If you want my true opinion frankly I say ignore them and just let them go away. Put the effort that would otherwise be spent on "fixing" them into something that has the opprotuntiy to be truly newish and work well like the new primal sets being discussed. Or leave them as ass suck PVE toons and alter them to make them the jack of all trades for a PVP character to give them a place to shine but not screw with the community at large in PVE.
  8. You just made my original point about Sentinels for me. If you want melee, it exists just with different power sets then "blasts" if you want a combo there are dominators, if you want to actually blast there are blasters. Sentinels server no purpose other then that comestic idea of a Iron Man character that frankly can not exist in game because it would be to uber. However my problem with sentinels is that they are shit tasticly under powered because I do like Blasters. And after 15 years my ideal of playing a blaster set is that it is fast paced and I drop enemies within 2-3 shots max. I can not get with the idea that I have "got time" to take some 20+ attacks to take down a boss in a fight. (and yes I have counted it was really that many) So the only thing that can save them in my opinion is by finding a middle ground. Which would be to take more range away so their range was maybe like 20-25 feet on any ranged attack, but give those attacks a slight boost in damage, and then to give them a few true melee attacks that can do the normal level of scrapper/brute kind of damage because they are melee attacks. I get this is not ideal for many people. Because frankly many people want sentinels to just be a blaster with defenses, which IMO can not happen. It breaks the balance of the game. So when we start these "how would you fix" threads they ultimately center around ways to increase a sentinels over all damage out put. Maybe hidden behind changes to the inherent power or other things, but ultimately it comes down to people want them to kill faster. So let them operate predominately in that zone that is considered the most dangerous zone to be in to warrant the defenses, and let them do better damage because of the limits of their attack range. But I get it, this is a not ideal fix for what most people want.
  9. Don't know if this has been said, but for me I say drop this idea they are ranged, or mid ranged. Make them a short range play character. Mix the Primary sets between stronger Melee attacks (closer to brute or scrapper damage) and weaker ranged attacks, but shorten their range again by about 30 percent. Keep low AOE caps, and get rid of the alpha strikes at level 32 completely and give them a melee attack of some sort. Thing is here to me you wanted to have the defenses but then everyone complains they wanted to play like a blaster with that level of defense and considers that a "fix". Well it isn't. I have always maintained sentinels had no place in the game but cosmetic to begin with. But IMO I see Ironman in the movies fighting in mostly melee or long melee range, not from 80 feet away. You wanted up close and personal but with more range options then have it, the stronger melee will help to take down enemies faster and then cut the range so you have a more limited area of effect for the longer attack.
  10. I just hit 50 with my Kat/DA brute and slotted him up. This is the build as I am playing it now, I got the basics from a member of my SG and tweaked it a bit for my tastes. But over all I find the combo to be pretty nice. I always avoided DA because of how people complained about the end use on it. But frankly the way this one is built here, my end really never drops bellow the word "menu" on the character info bar unless I hit the Heal which is a big hit end wise but nothing that puts me in trouble and I get it back within a few seconds. I was even soloing +3/8 Carnies with it tonight (no incarnates slotted yet) and even in the hudle of dying carnies stealing my end it was staying strong. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Shadowy Kutz: Level 50 Mutation Brute Primary Power Set: Katana Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Flight Ancillary Pool: Energy Mastery Villain Profile: Level 1: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Rchg/HoldProc(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43) Level 1: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(15), UnbGrd-EndRdx/Rchg(37), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam(43) Level 2: Death Shroud -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Dmg/EndRdx/Rchg(15), SprBrtFur-Acc/Dmg/Rchg(37), SprBrtFur-Dmg/Rchg(40), SprBrtFur-Acc/Dmg(43) Level 4: Murky Cloud -- GldArm-ResDam(A), GldArm-End/Res(5), GldArm-3defTpProc(17), StdPrt-ResDam/Def+(37), StdPrt-ResKB(45) Level 6: Flashing Steel -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(7), SprUnrFur-Dmg/EndRdx/Rchg(19), SprUnrFur-Acc/Dmg/Rchg(39), SprUnrFur-Dmg/Rchg(40), SprUnrFur-Acc/Dmg(45) Level 8: Divine Avalanche -- FcsSmt-Acc/Dmg(A), FcsSmt-Acc/EndRdx/Rchg(9), FcsSmt-Acc/Dmg/Rchg(21), FcsSmt-Dmg/Rchg(39) Level 10: Obsidian Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(11), Ags-EndRdx/Rchg(23), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(40) Level 12: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(50) Level 14: Boxing -- Acc-I(A) Level 16: Dark Regeneration -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/EndRdx/Rchg(17), TchoftheN-Heal/HP/Regen/Rchg(25) Level 18: The Lotus Drops -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(19), Erd-Dmg/Rchg(27), ClvBlo-Acc/Dmg(34), ClvBlo-Dmg/Rchg(46), ClvBlo-Dmg/EndRdx(46) Level 20: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(21), RctArm-ResDam(29), RctArm-EndRdx(34) Level 22: Cloak of Darkness -- LucoftheG-Rchg+(A), RedFrt-EndRdx(23), RedFrt-Def/EndRdx(29), RedFrt-Def(45) Level 24: Weave -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def(31), RedFrt-EndRdx(31) Level 26: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(27), Rct-Def/EndRdx/Rchg(31), Rct-Def/Rchg(48), Rct-ResDam%(50) Level 28: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(50) Level 30: Tactics -- EndRdx-I(A) Level 32: Golden Dragonfly -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(33), Erd-Acc/Rchg(33), ClvBlo-Acc/Dmg(33), ClvBlo-Dmg/EndRdx(46), ClvBlo-Dmg/Rchg(48) Level 35: Oppressive Gloom -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(36), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(48) Level 38: Superior Conditioning -- EndMod-I(A) Level 41: Physical Perfection -- PrfShf-End%(A), EndMod-I(42) Level 44: Build Up -- RechRdx-I(A) Level 47: Vengeance -- LucoftheG-Rchg+(A) Level 49: Hover -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(11), PrfShf-End%(13) ------------
  11. But see that is the problem that I think people are having. Even if all these numbers hold as current and correct. If I did 4 raids and got any combination of the bottom 4 enhancers on that list, and sold them I could not afford even 1 of the top 4 enhancers on that list. All of which are equal rewards for doing the same action in the same event. So I do say, either allow us to convert them, however I do feel like that would destroy the market for them over all, or allow us to pick a reward from a table at the end of the raid. The benefit there would be that we don't have to rely on anything more then doing a raid to get what you know you want. And would likely equalize out the value of all the hancers in the market to more like a few million per piece cause more then that you just go to a raid yourself.
  12. I have a savage/WP brute that I stand in the middle of mobs of +3-4 carnies all the time and take them down in mass and my end bar never drops below like 2/3rds. So it is possible to build a character that can handle it.
  13. Don't have to be a jack ass about it. Point being the OP opens a discussion that he feels he wants to be able to have more then one click but only for mez protection. Which means he wants the benefit of a click but doesn't want the burden of one. As far as I am concerned this opens the conversation to any and all possible solutions to people that want a particular set but don't like the click mez protection. One solution honestly I say is just give everyone one or two more auto casts. We probably would all love it for something. Why should his SR scrapper get the benefit because it is mez protection? I mean I have perma-dominators and all of them rely on Domination for mez protection also, does that mean they also get it? Kind of unfair if they don't. What about my blasters and the incarnate Clarion, would I get the option on those powers as well? I think the easiest solution is just to give us all 2-3 auto clicks and be done playing games with it. That is all you got use them or don't. However short of that, I think giving the sets that have these types of mez protections a choice to the player is the next best option. I am pretty sure it is Sentinel's version of Practiced Brawler has this. That level opens 2 power choices, one is a toggle and cost end to run, the other is the click and cost end to just activate. You can only select one of the two powers. I think maybe the last option is, and I honestly don't recall if they do this already or not, seems to me like they don't but, would be to give the click powers a break free element. Again my blasters Clarion if I am held I can select it and break free of the effect of the hold or mez. Give that to the clicks in the sets, so at least if you are forgetful you can click it when you notice you are held or stunned. I think any of the three options would work. But I like the idea of adding more auto clicks for everyone much better then only addressing it in reguard to mez protection.
  14. But see this makes the assumption that people only power level to level 50 before playing their toons. I power level to like late 20s early 30s. Then normally slot up that character with IOs and take him or her on the road and see how I like it. It is minimal time or money investment, and gives me a much better idea of how the character performs because you start playing at the point that the game starts to get more challenging with more challenging enemies then you face in the early part of the game when the game assumes you have less powers and slotting. Then if I like how that character plays, I either keep playing it, or finish it to 50 and build it out and play it for incarnates and doing exemplar stuff with friends. If I choose to make a character and play it backwards, the game allows for that in its design. Just because it is how I choose to do it makes it neither right nor wrong. The premise of the opinion that PLing needs to be stopped starts with the idea that it is wrong. I am not saying someone that chooses to play 1-50 is wrong. I am saying it is there choice, that choice effects me not in one bit. Just as my choice doesn't effect them in one bit. We should be both free to make our own choices.
  15. I kind of feel like this would have very limited application because it needs to actually make sense thematicly for the enemy group and the enemy merging. Titans are robots and thus can be designed to do this. So perhaps the Spiders of archnos might also work. Or some of the clock work for that matter. But frankly I think it would be ridiculously stupid to see two warewolves go run at each other and make a super wolf. Just seems like this would not look right for many living creatures in the game. Though I do like the idea of the surprise pop like when a enemy is killed and pops into a wolf. Maybe more of stuff like that would be fun.
  16. Even if for some reason the HamiOs can not be converted for whatever complication, I definitely don't see a reason why providing them a submenu when you choose that reward to allow you to pick what you want do be a factor. Just like at the end of an Itrial they don't just randomly assign you a piece of salvage. You pick you want salvage as your reward, and a menu comes up that allows you to pick the piece you want based on whatever rarity you were awarded. Why not the same thing when you complete a Hamidon raid, You click you want a HamiO and a new menu comes up telling you to select what you want from all the choices. It might not allow you to convert a cheap one to an expensive one as the OP wanted to do, but at minimum it means that people can either pick the one they want so they don't have to rely on purchases or conversion, or that more people will pick the more in demand ones because they are easier to sell and therefore the prices will drop as supplies of them for sale go up. But essentially either way kind of takes the bite out of needed the 100m dollar hamiO.
  17. Well I get my winter prices from AH or merits so if they made them could always go that route. Or maybe add option for what set you want a peice from and add them as a reward option to like summer blockbuster.
  18. Has it not occurred to you at all that many people who are farming the AE for xp are also earning those same loot and rewards you say are good for the game? I mean sure I do solo farming as well, but many times I have two accounts logged in leveling one character but I am still earning money and loot on the other. Crafting, those drops, converting them, selling them on the market. Things I would probably not do if I was not earning them at the farmers rate like that because frankly I hate working the markets. Andi would be kind of careful who you point fingers at as to "hurting" the community. Because frankly there have been many times when my friends and I have picked up teammates or joined TF and ended up with a couple role players that essentially just totally turn us off of wanting to team randomly ever again having to listen to all their BS during the TF. And back in the day I know I had at least 2 friends IRL that stopped playing because they got tired of people that "took it all way to seriously" when they got stuck teaming with role players. So it isn't really a good thing to go around pointing figures as who is good or bad for the community. And also the idea of rewards based on time is mind numbingly stupid. You would go from the extreme of trying to do it as fast as possible to maximize reward to doing it as slow as possible to maximize reward. Every god damn door half the team would go afk for 10 minutes to make sure you hit the max you could earn. I don't like speed runs, but I hate wasting time even more.
  19. Though I agree there is a certain speed benefit to farms like the asteroid, I also think this benefit is enhanced by the type of character you are using. For a controller I get that working the herd and such and having thigns agro to you is a benefit. But I normally run the firefarm outdoor map on my spines/fire brute. and if I stay moving and only burn down enough that the balance follows me to the next mobs, I can stay in a pretty much constant state of motion around the outdoor city map and complete it in about the same amount of time that I can do the 5 misisons on the asteroid. And being that it has Elite bosses on it, and exempts me for further influence earning, I earn more money in that same amount of time. And if I bring a new toon in at level 1 with me, that toon leaves in one pass about level 28 or 29. See for me I built a farming toon on a different account. So I farm for money and when I want to start a new toon I pop it in to stand in one of those mission I am doing anyway, then give it some cash and start slotting IOs and then start playing it in the late 20s. But that same method if you have a toon that holds agro like a tank or brute, can be used on any of those old portal maps to lead mobs to the next group to fight if you need to. And in many cases those maps have many more mobs on them to kill. Meaning you don't have to do the in and out with new toons like you do with the AE. I do thnk the AE still has enough benefits like I said of vendors and such right there that it makes it easier to use AE, I am just saying taking xp farming out of the AE wont stop xp farming. It can still be done way to easily in the open game.
  20. What I am saying is that they popped a end game character development system on to the post level 50 game, but didn't provide the level of content that would be needed to play without great repeating, to get through that development. So yes I can go back and exemplar and earn incarnate rewards just as any level 50 can. Which only serves to nullify the OP post even further. Because he can to. Just as anyone that PLs a character to level 50 can go back and exemplar into any team they want to, and play any content they want to. Which means his whole bullshit about not feeling connection to the character is just that BS. Because he can still at level 50 go back and do all that content that he claims he cheated himself by missing. I don't feel connected to the character when I come out of AE at level 25 or 26 either. But I slot it up and start to play it. If I like it then I keep going if I don't then I rethink the character. But either way you can not expect to have a connection or love a character you have to time in on. Be that PLed in the AE to 50 or at 1 level in atlas park fighting hellions.
  21. Yes they do. I have a mission on my spines/fire farmer right now that is essentially a level 50 mission that spawns nothing but fire demons. It was used for farming all the time back in the day for leveling up toons. I could still use it right now, however it is easier to park my farmer in Atlas for when I make a new toon then to take my new toon to PI, but I could do it pretty easy through my SG base so it is not really impossible. Having a close by vendor is nice also in AE. But as far as the missions themselves go, there is a villain group that falls like butter to any build that can be made, you just have to find it, and then find a mission that allows for it to be used. Freaks, warriors, demons, honestly if people went back to farming real missions it would be even faster cause a double xp temp power would earn you true double xp instead of just standard full xp. I also use the AE cause I can set my mission on one that exempts my farmer to earn more influence, So again nothing to do with leveling the lowbie but makes it nice to earn the money I need for that character later. There were people farming in this game since the first level 50s. Nothing has ever stopped it and whiny posts complaining about people doing things that YOU CAN SKIP if you choose to as yoru avoidance gets tiresome. Dudes act like they log into game and suddenly their computer is taken over by evil famers that FORCE them to join their AE farms. It is a choice, either join or don't, but those that choose to join are not your business to change the game so they are forced to play like you.
  22. But this game can be for everyone. Noone, or I am not saying I want to play ont he cake server and just being given it all. I am saying that I see nothing wrong with multiple paths to accomplish your goal of hitting 50 and finishing to build out a character. And if that means some AE time and some mission time, or all missions or all AE that is fine either way. The OPer is asking for the AE to be taken out of the game essentially because he feels it cheapens the characters he PLs in it. Well I don't feel that way, so why cant I still keep that as an option ? I logged into this game on the 3rd day it was live. I did the slog through earning travel powers at 14 and stamina at 20 etc etc. I have done it probably a hundred times now. Just because I choose not to do that again and take another path doesn't mean that you get to say this game is not "for me" because you disagree with the path I take.
  23. We ask for more eng game content because in order to maximize a character you are essentially repeating the same 5-6 things over and over again. So UNLIKE being able to play up to level 50 if you choose to and having hundreds of contacts and storyline to progress your character to 50 you have really next to nothing in comparison for finishing slotting out IOs and incarnate powers and doing that can honestly take longer then reaching 50 even by normal game play.
  24. So what you are saying is punish other players that have no problem taking or leaving playstyles they do or dont want to use because you have no willpower to stick to you own convictions that pl in ae is wrong and can not say no to the temptation. Bet you are also one of those dudes that if he decides he wants to quit drinking insists all his roommates do as well cause after all why should anyone get to do it if you say its bad.
  25. First off I want to say I am not saying that I want to see anything of any enhancement currently being produced in game "fixed". But what I would like to see is enhancements of varying use or effectiveness be created that provide options when slotting this level of enhancement. If you look at the Winter event hancers they mostly all deal with offering the same bonuses to mostly the same things. I would like to see other sets created in these that help to buff other things. For example, none of the winter sets that I have noticed provide a buff to ranged defenses. But if I am slotting a blaster capping ranged it more important then say Melee or even fire or cold. Or another example would be that I have not seen any options for energy defense or resistances, but many times a tanker or armor sets has one particular weakness. Now if you want to over come fire/cold def and res issues well winter sets are really nice but to make up for energy issues they offer nothing and that I know of I am not sure anything offers similar levels of bonus for that res type or def type. Just saying IMO it would be nice to have some choice when looking at investing that much time into a character to find something for everyone. I don't say one hancer should benefit everything, I am saying I want a choice that maybe instead of stacking cold/fire def and res I can split with other things but still be pulling in the other top end set bonuses as well.
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