Jump to content
The Character Copy service for Beta is currently unavailable ×

Fira

Members
  • Posts

    84
  • Joined

  • Last visited

Everything posted by Fira

  1. Yes, it shouldn't hold weight. If you want you can just divide this by two and pretend sides are irrelevant since that's what people do in a different way anyway. Point stands regardless and was very specifically about the level issue - I literally mentioned the SG base computer in post.... As for the 'data', the list is literally on the wiki: https://archive.paragonwiki.com/wiki/Alignment_Mission
  2. Tip missions are pretty cool. If I'm counting right on wiki there are 145 different tips for 232 missions total in i23 game - not counting extra additions by Homecoming. Unfortunately since team content almost only occurs in 40-50 level range and blueside, you pretty much get to see only 18 of these 145 tips in 90% of scenarios, and usually only in their Hero version due to people stacking alignment points. Once in a while you might experience additionally 9 rogue ones, but tip teaming on redside is near nil (believe me, i try). This is still effectively 18-45 (best scenario) out of 232 missions you can realistically encounter in teaming. Tip missions are nowadays hugely unpopular due to how repetitive they feel in effect - I've even heard people saying they'd rather run radio due to this - which is sort of a nonsensical situation. While that obviously won't be possible for all missions due to enemy group level restrictions, I'd suspect a majority of them can in fact be scaled up and made available in the upper level brackets. This would make them a somewhat more appealing option... Alternatively, adding them to Ouro ensures you can consistently run them and the content doesn't end up wasted and forgotten *completely*, as suggested here (this would technically deprecate the base computer but hey..)
  3. Some things I'd think are worth considering (my take, your milleage may vary): * Soulbound Allegiance: Chance to Buildup is absolutely ridiculous in Assault Bot as it procs on hits and gives +100% Dmg / +50% ToHit. It'll often double stack even in practice I've heavily questionned the choice of using it just few weeks back when someone pointed it out, but after a better look, there's really not much way around it * Switching OWF/Accel between T2s and T3s, OWF in Assault Bot ISMs causes the Flames pseudopets to also proc Knockdown * Command of the Mastermind Aura IO is 15% AoE def, and due to the conceptual nature of MM pets, AoEs are deadly, so it's more useful than it seems * Protector Bots are End Hungry, but not *that* much and the Cytoskel Defense values aren't actually that good so: - LotG Global+5, 2x Cyto+3, Nerve/Agility = 71.22% Def, 75.93% EndRed - LotG Global+5, LotG Def+5, Soulbound Allegiance Dam/End+5, Nerve/Agility = 68.26% Def, 41.41% EndRed, 41.41% Damage * If the bots are already overcapped defense wise, Sovereign Right 10% Res might have more value than 5% Def from Edict/CtA (personally i just use all 6 Auras) * Mark of Supremacy in particular has very good set bonuses with Acc/Rech bonuses at 2 and 3 -- these might be of lesser use on MMs, it can still be very useful * You can even double them up by putting 3 each in two powers (could never make that fit decently, though...)
  4. I think it's been like this for at least a month. Reported via support ticket due to exploitable nature but been told it's probably fine and to report this here instead if i believed it's a bug. Aside from the fact I don't recall this behavior in the past, I'd wager a +800% dmg or +526% Defense inspiration is probably a mistake, so here I am. TL;DR: Friendship OP pls nerf
  5. It's worth noting that Mastermind Robotics Assault Bot's Robotics Incendiary Swarm Missiles work under pretty much the same shotgun mechanism via flames pseudopets. This is what makes its AoE so stupidly strong, and also what justifies everything else around it being meh in comparison.... I'd really wish it to be otherwise.
  6. * Crey PP intrigue goes into too much detail for the scope of the SF * Having chained dialogue showstoppers like for Ripplesurge, or to a lesser extent straight when entering first mish with Becky, ruins pacing for 7/8 players * There's too much random involvement for seemingly no reason, eg. random Shivans / Luddites All of this heavily scatters player focus, for things that should probably just not be in a SF and would make great arc content on their own. To me, this isn't the worst part though. It's the Golden Roller fight. I find each part absolutely amazing, but put together it's by far the most painful experience i've been through in the game. In particular the Portal Corp "side-arc". The setting it paints is, let me just put it that way, ABSOLUTELY AMAZING. Landing in apocalypse setting in front of Vanguard, the setup, music, the meeting with Psy, this feeling of urgency as you cut through destroyed Portal Corp, alarms screaming... The way it's all made makes for what I wouldn't be afraid to call the BEST FINALE ARC mission I've played in the game ever. It feels far more involving than Mot's bullshit and such which is so long strung: you're thrown and involved at high speed into the intrigue and it's clear and coherent. You have a dilemma, a sketchy goal, and are drawn into it. You need to see this to the end. And Hero 1 of all people, for such an incredible end of the world apocalypse finale! And that's basically the whole problem: it's not a finale. It's a random 4-missions arc single side boss phase in what's not even the end of a single mission of a single SF. It's not just a waste of potential of a whole SSA, it also absolutely DESTROYS the SF setting. I really meant it earlier - when exiting it back to the warehouse and Golden Roller fight, regardless of success/not in the Portal Corp thingy, my brain completely shorts out. I sit in disbelief for 5-15 minutes in the room trying to convince it that, no, the SF isn't over. Yeah it was just a side thing. No, there's still a story. Yeah, it matters.. probably.. i think. No, don't just say "gg, thanks for team" and Alt-F4. Come on. I know it's painful but please at least pretend ? Don't cry. For the team. Please. And that's really the very reason I don't want to ever run it again. Edit: Yes, people previously mentioned that a lot of these are not dead end because they're actually supposed to be primers to other stories coming in the future. But it's way too much scattering for a SF and makes it literally implode on its own. They don't belong here. Really. I'm a bit confused about the very idea of using a Team-built SF to prime main story arcs to begin with too...
  7. That was a reaction to a bunch of previous posts as well down thread
  8. I don't really get why anyone here believes changing the cost of such a would-be feature between 1 inf, 10 mil, 50 mil, 500 mil, 2B, would make more or less sense. Too low is token useless, too high is unfair, too middle is pretending economy finds a balance between previous two but there is no economy... If such a feature was to exist it shouldn't be tied to inf at all. It's absolutely irrelevant to both fairness and accessibility which seem to be the two main points here to justify its existence to begin with.
  9. This is just one thing but accurately sums up how I feel regardless. It hit me like a truck first time I did, and every following time too, to the point I've resolved to not run it anymore. This is not a SF. I can't take it at such a basic level, my brain just shorts out in disbelief midway through then I ruin the mood for rest of team when I manage to wake up. There's a toooooon of awesome things but majority are completely wasted in more than one way under this form and arrangement - so all the good bits just feel even more frustrating. With bit more polish this could practically be a SF + a small SSA + 2 side arcs - instead of a WST DSO Farm... Could go to great lengths spamming about individual subjects within, some in a more targeted and constructive fashion, but overall it's probably going to be just as painful to read than to write.
  10. Your SG received a strange email in their request triage inbox. It doesn't look like an authorized sender, and only a few people have knowledge of this box. It is reserved to high priority help requests. Wait, in fact there is no sender at all. Hey {playerName}, you might feel this doesn't concern you, but I assure you this matter is very important ! You might have heard of the Goldbrickers, tech robbers out in the Rogues Island.. In Cap au Diable.. No ? Read maybe ? High tech, very elusive. Anyway, their influence was pretty local and they've mostly been dealing in data theft and candy so far, but it seems this isn't the case anymore. I have it on good authority that they're staging an hostile takeover on Villa Requin in Sharkhead, to use it as operating base and raid the Sky Raiders. They've already started preparing their fleet for retaliation. Now, you might be wondering, "Why do I care about random Villains transforming Mercy Island into an high tech aero-robo-naval battleground ?" The Raiders don't know it yet, but Goldbrickers are after their teleportation devices knowledge and prototypes. They're up to something big. We need to find out what, and prevent whatever breakthrough they might be reaching toward, even if it means walking into this mess. Radio might be too slow to understand, and Television too shortsighted to care, but trust me, i see the Connections. Ubiquitous teleportation would create pure chaos, no place would possibly be safe. And worse, people wouldn't need Internet anymore.
  11. Yeah i can confirm. Recall joking about it last week. Didn't actually realize it was *changed* though..
  12. Guessing copies just have a simplified list of power set rather than having one for every AT * every set theme. When playing Robotics/Traps i routinely notice copies having a target drone around them. This includes cutscene ones that would be the player, rather than a doppleganger
  13. FFG doesn't snapshot in any case. It's a toggle on the pet, i believe. However if you use Clarion, the FFG itself will get the buff and apply increased defense for a duration.
  14. Yeah been on my mind as well, it is pretty inconsistent though I'd doubt it's going to really be a notable problem... Usually there's that western plateau with 3-4 54 Minotaurs, though i suppose you could usually fly/run past at least
  15. But how would that connect to the iTrials discrepancy?
  16. Didn't play the char a ton yet so it's mainly a primer, and it's probably not really what you're looking for, but it might still be interesting... Had a concept for a Thugs/Time Praetorian MM as an investigative reporter. The catch was that she's getting odd leads by being able to unexpectedly pull echoes of the nearby neighborhood street thugs... from a completely unspecified related point in an unspecified timeline. Which, obviously, can turn up very interesting information, just as completely bogus and irrelevant one. Idea would then simply be local [some time] thugs help out with the local [now] trouble. Being random characters they would purposely have no assigned names - so i was going to set up a chain of rotating binds to randomly rename them with a keypress (already using a similar system for another MM and orders interactions)...
  17. That clearly doesn't sound like something that would "bring in new players" that would "search for video games" though for quite a few reasons... However it doesn't really have to. Clearly most of people that end up on HC do so because they played on live and weren't aware yet they can play again. General coverage is all it takes for someone that hasn't to stumble on it by accident! If you ask players around in game, a lot end up today on HC literally that way, because they didn't know and stumbled on a video or article. Another factor is just overall community involvement : to put it plainly, you're more inclined to keep bothering playing the game knowing it lives in some fashion and you can go to the forums to rant about things. I'd imagine video coverage on mainstream platforms works in a similar way, if perhaps a bit more indirectly! But bottom line is, it's clearly still bound to have an impact.
  18. Mind that there are a widespread rumors that both -Res and DoTs tend to make enemies run away and scatter. This would make Reactive an huge offender. As far as my personal testing goes, I can't say otherwise, quite the reverse... Actually failed an AE Arc finale with a GM and Time limit of 30 minutes completely because it kept running away every time i hit it and applied Reactive...
  19. Prot Bot's Shield snapshotted with Clarion and disabled (actual solo standby def that way ends up 63.9% and 78.9% AoE, with Traps FF Gen, Maneuvers, and Auras) Same setup without Clarion Snapshot Also i wholeheartedly agree with @Maelwys - it's ultimately very much of a cheese especially considered current state of henchmen running around defensive mechanics, and the buff to resummon recharge. I'm especially concerned by the way it was presented in patch that, much like summon rate changes, seem to put it as QoL. This is not (edit: not *only*) QoL. It's a straight buff values wise, and a mega buff in practical contexts due to the former points. That's why I tried to point it out in focused feedback thread during beta phase. I'm 100% fine with any kind of balance change and direction, but am legit concerned that might have been wrongly done as a pure QoL change without regard to balance impact. Which is especially problematic given it further legitimizes the state of cheese henchmen exist in...
  20. This tweak changes absolutely everything. I outright switched away from Barrier to Clarion Radial. Snapshot Clarion on the protection shield for 32.5% Def on everyone instead of 12.6% pre-update (*2 on T1/T3). Other benefits optional. They get this as soon as they spawn so that means in my case (/Traps, Auras) replacement bots landing with almost 70% Def right off, which matters for the simple reason that if they died to begin with it's almost always (p >= .09 +- streakbreaker) because ToHit shenanigans are involved and "softcap" is not enough. Pretty sure I've gotten away with situations I never would have before due to this change, notably when stacked Nem Vengs are involved.
  21. Yeah MM pets can get stuck in some circumstances, usually following an in-map teleport. It can take a variety of forms: - Rarely they'll get stuck eg in geometry or fail to follow and you can dismiss them in UI - Often going too far or dismissing them in UI will make it look like it did, but they're still out there somewhere -- and manually dismissing them again with '/petcom_all dismiss' works - Sometimes they can get stuck in 'door sliding' mode notably with elevators, be ragdolled somewhere, or otherwise be AWOL and be unable to answer commands, in which case you have no choice but to /release_pets altogether indeed - Extremely rarely, again usually after teleport, some of them will get completely stuck off the map somehow in an unrecoverable way. Then you just have no choice but to rejoin the mapserver instance by zoning or relogging. I've only encountered that a couple times so far TLDR: You usually want /release_pets as mentioned above as it's a common'ish issue with teleporting and transitions
  22. Been trying to use sub-50 builds for somewhat more, eh, comprehensive exemplaring for a while, and aside from making a number of Contact dialogues hilarious due to the Threat Level / Experience Level difference, it seems to also mess with Incarnates in a minor way. Factual Experience: Upon switching to a Threat Level 19 build while keeping incarnate slots equipped, you are still scaled to Combat Level 50. Upon exemplaring, via team or TF/etc, some passive incarnate characteristics do not disable following this. The passive portion of Hybrid is still active and you still get incarnate shifts from Destiny/Lore in locations such as Pocket D. My clueless shot at an explanation: I'd imagine the global enhance part of eg. Alpha is conveyed as a power properly and disabling the power due to level requirement disables it, but passives-on-actives must use extra logic which acts up there (you're not "level" 45+, so no need to disable them, right?) Couldn't find anything else that seemed to be affected by this. To be clear, the actual hybrid toggle (or anything else) is still unusable. As far as I can tell the worst "exploitable" case is having +10% dmg from Assault Hybrid at low level, which is hopefully no big deal anyway. It's probably still worth patching up eventually for coherency...
  23. So far, played through as duo with a friend on 4x8 Vilainous, intending to check up on things difficulty wise, take time to explore the maps (6 hours.. lots of looking around, object finding and discussing) then 3x8 with a full team (much shorter) to explore usage in a team setting. If I had to try to write a short and honest review for Dr Aeon's SFMA Collection, I'd want to say that it clearly has by far some of the best content in the game in it. Even though there are some rough edges (some typos, way too much text even for SFMAs, some awkward details eg. textures, bit bumpy boss balancing) and continuity can get a bit convoluted, the scenes overall are impressive, with clear attention to detail, interesting enacted situations, actual boss fights unlike most rest of game, and almost everything in these regards is absolutely top-notch, with some insane ideas! (fitting!) - not to mention I'm a huge fan of Cap and the idea of pushing the Goldbrickers further, though perhaaaaps that's a bit far. However I'm still a bit sad for Dr Aeon and all the work he put into it, because his SFMA Collection could probably have been made into like one full SF and two Whole Signature Story Arcs with a bit more assembly work instead, and these would likely be the three best arcs in the game. But instead seems he hacked the AE screen to force playing the Collection in alphabetic order, in one go, with a team, and promising some DSO rewards or something, so it's a bit messy and people are just going to blindly run it without a care...
  24. Oh yeah, i get that. It is really a nice change since it did take a long time and would be inconsistent, plus the bubble actually uses quite a bit of end and especially T2s are starved there My confusion is primarily regarding the fact that the MM and Protector Bots were previously only getting one bubble, not two, so it's a very high defensive increase for them
×
×
  • Create New...