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zenijos10

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Everything posted by zenijos10

  1. I’m not asking for all that information, I’m ranking the information I want to see and wondering what other people want to see, expecting that people disagree and expecting not all of it would ever be available(though would be nice) It seems that you would like flags indicating change, but not much more, which makes sense to me. Thanks for trying to understand.
  2. I have 100+ characters and I'm not only one. I can't remember every detail. I'm not saying flood the screen with info, instead I'm saying let me get relevant info from the character select screen instead of having to log in to each character, maybe click a + or something on the character select screen to reveal the data. So mostly, visually the screen changes very little. For a lot of us we have all kinds of projects and auctions going across multiple characters simultaneously. I hope to make it easier for us to comb through a huge log of characters and to put our limited attention where it is best used. I'd like to not need to log in to several characters every day and focus less on the meta aspect of having multiple characters. @Rudra Do you actually not want this, or are you playing Devil's advocate, or something else?
  3. I now have too many characters to count across multiple accounts. I would love to have more information on the character select screen regarding each character, possibly via an expansion or + button or even in the margins next to my character image. In order of what I would like to see for each character at character select: Influence Veteran Level Items Sold Count / Items Bought Count Item Selling Count / Items Buying Count Powers Chosen Slots/ Per Power and Enhancements slotted Items Sold Details/ Items Bought Details Items Selling Details / Items Buying Details Accolades Completed Current Missions Do you agree with this list? What else would you like to be available from the character select screen? What's your list of improvements to the character select screen ordered by importance?
  4. That's where I am coming from here. What's the reality here. That fandom data is nice, but it contains obviously outdated information which makes me questions if most or all of it is actually wrong in 2022. Maybe I will get up the motivation to setup a proper experiment, but mostly I was just hoping someone already had. In the grand scheme of things its not that important, just nice to know.
  5. Has anyone done a data analysis of the efficiency of influence and XP gain across team sizes? What I mean is, how is XP/ influence/ drops split or modified as team size grows. If I am complete say a fire farm and on average get 1000 inf and 1000 xp 5 recipes 5 salavage and 5 SOs per run solo. If I run two people will they average 500 inf/ xp and 2.5 recipes/salvage/SOs each (provided only the original member fights and everything else stays the same?) If I run 8 is everything split evenly or is there any increase/decrease in total payout? Also, to be clear I am asking if there is an object measurement of this, and I am not requesting off the cuff opinions.
  6. For the thing I want most, I think a lot of people might say I'm asking for too much, or its not doable, or maybe even that I don't understand how game development priorities work. If the following idea were implemented how would it improve your daily playing experience? I see that a lot of us players are hungry for new, engrossing content. I hear that a lot of us players want more and better ways to create content for ourselves and others. I would like to make each base into a distinct zone by marrying Architect Entertainment and bases. Not that you would get all functions of AE in the base, instead I'm asking for a type of NPC who can give out ONE story arc. In this way, we can use bases and (oft-requested) customizable NPCs to create more engrossing player-made narratives and give other players more reason to visit all the wonderful bases. Perhaps, eventually, conditions could be set, whereby completing NPC A's misson set 1, unlocks NPC B's mission set 2. Or another add on would be to be able assign specific Ouroboros missions to NPCs in our bases.
  7. Make one so you can stop asking yourself this question and get on with your defenders.
  8. Some crazy ideas: A. Take Cover: Get rid of Serum totally. Replace it with "Cover Generator". When mercs are near it they get +def, +regen +range and +acc. It doesnt move, once you cast it, thats where it is. B. Toxic weapons: Add a little toxic damage to all attacks. They're well compensated and the future risk of using these kinds of weapons is worth the pay today. C. True Medic: Medic is unkillable like certain lore pets. Does no damage, healing slightly increased can half health rez the player on a long timer. D. Terrible Idea Everyone will immediataly (and rightly) disagree with: Their mercenaries right? They're in it for the pay. Use influence to buff them, call it hazard pay. +50 damage, 1/2 influence earned goes to mercs.
  9. I am not placing anything in a vacuum. I am trying to understand and calibrate an informed pin I kn. I am asking for an apples to apples comparison regarding power scope (not power scale). Half of the power simply doesnt work without a specific damage type that many primary powersets do not have access to and that seems very weird to me. I feel, based on the rage I am receiving in this thread is not the appropriate place to discuss or learn. So I will instead give a hearty thank you to each person doing the good work of testing the beta changes and to the hard working volunteers improving this game for us. Thank you.
  10. Yes you have indeed. And I agree, I was not correct in saying you "Have" to get the origin power. However, that doesn't answer the spirit or reason of my concern. Does this power make sense in the context of all the other powerset powers in the game? I still ask the same question, does any other power function this way and require another power outside of its powerset to reach its full stated function? I'm actually trying to get an answer, not just make argument. So far it seems no. The only other one I can think of is the pet exploding power from Traps, but even then all Mastermind primary powersets have multiple powers that summon pets. Is OSA on an island when it comes to the ability using its full scope of power (as opposed to scale of power)? If it is on an island, does it really make sense to put it there? If so, please explain to me. I am reasonable and trying to understand.
  11. Are you saying Special = Bonus. Power Boost on a blaster does "Self +Special" and nothing else (According to wiki(. Does that mean its entire function is just a "bonus"? I would say from context across powersets, special is in fact a "special" and defining function of the power, not a dismissable "bonus".
  12. "Ranged (Location Area of Effect) Knockdown, -Speed, -Defense, +Special(Moderate Damage over Time(Fire) while burning)" (from wiki) Calling the DOT "Bonus" damage seems arbitrary to me. "EMP Arrow: Ranged (Targeted Area of Effect) Foe: Hold, -Regen, -Endurance, Special Damage vs Robots; Self -Recovery" (from wiki) Curiously, would you call the damage vs robots 'Bonus' Damage? To me, no. Just like the DOT in OSA, it is a function, and an important one of the power. It only works against robots, but it is self contained within the powerset. It is a feature, not an unintended side effect. For Oil Slick, the power is directly dependent on the primary powerset. If you have a primary power set that does fire or energy damage then oil slick is more powerful - I think everyone agrees here. If you do not have a primary powerset with fire or energy damage then you have to use an additional, otherwise terrible power (origin power) to activate the damage portion of Oil Slick - I think is also not controversial. I agree that igniting the oil slick makes logical and thematic sense. I agree that trick arrow is a debuff/buff set. On a larger note, I also think that the function of a given power in any powerset across any AT requiring a specific second powerset pairing is arbitrary. A large function of oil slick is the DOT, even if you want to call it "bonus". Does the primary sets balance equation include the "bonus" damage potential of OSA? I would wager no, and also argue that's an inside out way to balance a secondary powerset. If you really wanted to achieve balance this way, shouldn't every powerset have some inherent way of igniting OSA without resorting to a origin power? Honest Question: Is there any other power in the game the works the same way as OSA to get reach it's full potential? Is there any other power balanced combo use with temp or origin powers?
  13. I don't have any strategies for you. However, please remember the choice of which character you play next is the single most important decision of your life! If you choose poorly, what pitiful fate awaits you? Everything you do in life after this choice will simply be an epilogue to your decision. Choose wisely, the universe itself hinges upon it!!!
  14. What if force bubble was a pet? Its only attack is repel and knockdown, but you can control it like a mastermind. Goto follow and attack work like mm, defensive turns off powers. Make the pet untargetable. Keep a toggle still, that operates as it does now. Maybe balance requires a small cost all the time even if repel and kb are off, or an upfront cost when summoned or both. Alternatively turn it to limited duration click that can be made perma relatively easily.
  15. Actually, what I'm talking about is powersets NOT interacting. Having to use the garbage origin power means that OSA does not interact with your primary.
  16. Yes, I see that it is intentional, I was asking for confirmation. It seems this simply isn't the change I expected/ hoped for. I don't think adding an ignite function to one of the other powers would be anywhere near enough to turn this from a debuff/buff set into a damage set. I also don't agree its not a concern. Having to light the oil slick with a origin power is a pretty lame solution. Having the distinction of being the only power (as far as I know), that depending on your primary set requires you to regularly use a trash power to achieve its full function - even at end game content is a concern to me. Its like if you had to use brawl to activate the damage portion of dragons tail in Martial Arts. Regardless, no one is making me play the set, so C'est la vie. Anyhow, I respect all the work and care the development team is putting in. In this particular case, I think they missed an easy win.
  17. It seems like there is still no way to ignite oil slick built in to the set- which to me was the most obvious change to make. Or did I miss it?
  18. Lift/ hold, that would be an awesome sight! Especially if it was mag 3 or higher- then the crazy end cost might be worth it. That would be enough for me to finally make a FF character on HC. You have my vote! Liquefy I think is generally not that great or imminently useful. The fix I think is up the damage to something special or make the recharge much faster. Or both! I vote for both. Heat Loss is by far my favorite support tier 9 , followed by Fulcrum Shift. I enjoy lightning storm, Overgrowth, and Chronoshift too! Haven't tried the others. I havent played the others. I feel like from playing them myself and watching others, Liquefy and Force Bubble are the most skippable in a class of usefullness with a large portion of armor tier 9s. That is, most not used in battle and generally just a curiousity.
  19. I understand in general. Im asking specifically are there any formulas we can see?
  20. Some of these powers are pretty cool. I have question what is the functional difference in a pool power and epic/ pool power? Is there one? Are there objective design standards that exist? if so, can anyone post them here?
  21. I think its a cool idea too, but how does it thematically make sense as regeneration? Maybe makes more sense as a mechanic for a time armor or melee set. Would love to play something with it.
  22. Some great ideas here. I would love to see most of them be implemented (except -regen aura which makes no sense thematically to me, its regeneration not vampirism). I wanted to add something new so I tried to get out of the coh box. Consider Deadpool or Wolverine being stabbed, and they heal while being stabbed. This could cause the enemy difficulty in removing the weapon and attacking again: slowness and also inaccuracy and potentially opens enemies to counter attack. Mechanically, maybe IH and reconstruction create a small radius aura for melee that does a small amount of -recharge and -acc (or to hit) to enemy and +damage to any player in the radius. Or if possible, IH instead of a radius, it acts as a damage shield/reflect against Lethal melee damage firing back a decent amount of -acc and -recharge at the attacker and improving the players damage. This would be unique, continue the regen theme well, and also improve the effectiveness reducing effect of regen on primary powers.
  23. Are you using sandalphons key binds? Taking a hands on approach directing your pets on a per enemy basis might give you the feeling of doing something. Usually that means I forgoe defensive mode at least on some of my pets and basically treat my pets like they are attacks not distinct entities. I think this way makes it easier to see the direct effect your having on enemies. Also, it compensates for the wacky pet ai and benefits from the recent pet ai upgrades.
  24. Nice, like a patron power where youre the patron.
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