
MrSnottyPants
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Suggestion: Remove limit of 4 Pool Power sets.
MrSnottyPants replied to JumpingSpider's topic in Suggestions & Feedback
Isn't it more that folks feel compelled to take certain powers (hasten, etc) cause that's where the power-player meta is? And then they see fun origin powersets coming online and feel sad? -
Suggestion: Remove limit of 4 Pool Power sets.
MrSnottyPants replied to JumpingSpider's topic in Suggestions & Feedback
Diversity doesn't seem to be what folks are after 😁- this is about min/maxing and getting all the powers that allow it. Not saying min/maxing is bad. I just don't see diversification as the goal here. Even you are talking about building all your brutes on the exact same framework. This is like fitness - either you agree everyone needs these powers and you make it built-in, or you decide it isn't. -
Why can't I leave my base's entrance portal?
MrSnottyPants replied to MrSnottyPants's topic in Base Construction
I had just started making the base yesterday (friends are starting to play cause events). I didn't touch the entrance that I know of - bare walls, no furnishings. But I find I'm sometimes touching stuff without knowing 😁so maybe I dropped it into the floor just a tin bit. Hopefully it's just that. -
This morning, when I enter the base, my character is stuck inside the swirly portal. Can't walk or fly out. I removed the floor under it, and found I cannot fall out either. I can get out in base edit mode. What did I do? And more important, how do I fix? -- UPDATE --> I moved the portal and the problem went away. For now - if someone knows what this about I'd really like to know so I don't do it again.
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I think the Kheldian heal's proc rate is too low - like maybe bugged too low. I counted up a mission once and it was 4% of attacks. It doesn't heal nearly enough for 4%. Could the Dominator Fiery Orb and Controller Energy Font take their colors from the power they are slotted in? My dominator is electric - the fire looks wrong. But if it was electricity colors....
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How did you make this work? I've tried to make a bind that turns off Nova, and turns on Combat Flight, but it requires 2 clicks. And I have to wait a bit or the second click doesn't take. Which means I drop 5 to 10 feet. This stuff, more than anything else, frustrates me to where I stop playing the PB for a bit. That and Incandescent Strike taking so long to activate...
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I wonder if something could be done about the controls? These are the only ATs I feel compelled to setup binds for - too many rotating powers. But binds don't do everything I want, so I turn to hacky binds. But hacky binds are fragile and frustrating. I favor cascading binds - try the nova, then try the dwarf, then try the human. But some powers don't cascade, and it's prone to clicked-too-fast. And specific to PB, I've been trying to get a bind that switches from nova to human/hover. Best I can do is a double click. Also prone to clicked-too-fast, and I often drop out of melee range while doing it (I'd like to switch to hovering human to use the melee hold). I realize this isn't exactly kheldian specific. But kheldians really push binds to their limits, and those limits just aren't flexible enough.
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Help me deal with Quantums, please!
MrSnottyPants replied to Wolfboy1's topic in Peacebringer & Warshade
Only advice to add is slot a -knockdown IO so they don't knock you down. I'd like to see a Null the Gull option to get rid of these. I've had the same sort of RNG fun - only the teleport foe hit, nothing else 😣. -
I dropped Triage Beacon for the medicine pool, just to have one less positional thing to setup. I wish Triage was an ally hosted PBAoE, so I could drop it on the Force Field Generator and have it follow me around. Or on a team member or the mortar...
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I'd think a Null the Gull option would be best/easiest. Personally, I'd rather just not see quantums or the rest - I'm over the special and dislike the extra swingy they add to RNG. Missing several times in a row can be a frustrating disaster at low/mid levels.
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Back on live I had a Warshade named The Antiquarian with a Lovecraft feel. Lovecraft has plenty of involuntary changing into alien form stuff.
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My alt Water/Radiation Sentinel just reached 32 and took Geyser. Now I'm wondering if I should keep Water Burst. Geyser seems to do everything Water Burst does, but more so. Do folks find Water Burst continues to be useful?
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It's a bare-bones blaster, tank, and utility character stapled together. The strength comes from switching during combat to match the situation - ex: switch to Dwarf to ride out a control effect, wait until you knock the boss down, switch to Nova to do more damage. PB and WS Nova (blaster) forms are nearly identical. Dwarf (tank) has a few differences. Human has the most. WS human has more control, and wants live/dead targets to fuel its abilities. PB human is a more straight-forward experience, with better damage options.
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I find this aspect of Kheldians to be clunky - I make a bunch of power picks I won't slot/use until much later, or will only use to mule IOs. Human is just pathetic in the early going. I recently started a peacebringer - enhanced only the T2 until Nova, and then nothing but Nova. She just hit 12 - I'm tempted to enhance Radiant Strike since I do drop back into human to hit stuff - the Radiant Strike's damage is quite good.
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Does this make it reasonable to take the t1 for dwarf? I'm guessing the damage is tiny on dwarf, so probably not...
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Synaptic Overload often leads to a tight clump of enemies, which works well with my martial secondary.
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History: When did missions become more difficult?
MrSnottyPants posted a topic in General Discussion
This is just curiosity, since I wasn't playing anymore when Going Rogue was released. Pretoria content, tip missions, newer story arcs: More difficult than older missions. Solo you can get two (or three!) bosses together, oversized spawns, and ambushes that don't wait for the previous ambush to be dealt with. The new stuff gives you higher difficulty spikes, and can leave you in more difficult spots. Did this all happen at once? Did the devs announce a plan to make stuff harder, or did it just creep up? Did folks complain? Again, just wondering, not looking for changes... -
I decided to setup fall-through binds to make my tri-form warshade easier on the brain. I put each form's power on a row, and stacked like powers in each column. And then setup fall-through binds. This worked for the attacks. It did not work for teleport or antagonize. The teleport bind picks the final dwarf teleport even while in human form - turns out you can do that, set the teleport target, and only then does it fail due to wrong form. Don't know why the antagonize / port-foe bind fails - it just doesn't work unless in dwarf form. I moved powers around to confirm this is what's happening. Any way around this? My guess is not, but figure I'd ask. During this I discovered I can use Ebon Eye even in dwarf form, even though it displays as disabled, and the power text indicates this shouldn't work. So, small upside...
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Endurance is something you need to think about while slotting - that's for sure with a Dominator. I've found them a struggle to solo in the teens, smoother in the mid twenties, and quite strong in the 30s. For me, the important thing is having a good selection of the softer AoE controls - fear, sleep, disorient - it gives you layers of control when something goes wrong. IOs and SOs help too. Right now I'm working on an Electric/Martial. Someone above pointed out Electric is particularly good at this sort of thing. The chain confuse is great. The location sleep that puts enemies back to sleep is great. The toggle endurance drain is surprisingly good against harder targets. Even the chain knockdown is useful once you get a recharge into it. In the old days, I had a Fire/Fire I almost gave up on. I took the immobilizes and it got better - constantly retreating while stringing out enemies 😁 Solo dominator is a mind set - not so great at rushing in both-guns-blazing until later. Personally, I don't think perma-dom is needed just to solo well.
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New Players - Enhancements (DOs & SOs - use em)
MrSnottyPants replied to Troo's topic in General Discussion
I just craft the IOs I find and have the salvage for. Sell on AH, buy the attuned version if I have a place for it on an alt. I also craft the generic IOs I find - keep the relevant ones, sell the rest. Lots of generics sell for more than their crafting cost. And buy DOs and then SOs for whatever I don't find. But I figure I'm saving funds by limiting where I need to do this. At 50 I'll rethink the IOs - until then a mix of random IOs and SOs is pretty cheap, and works for me. And I get the fun of a good drop... -
After you got to Rogue 10/10 you should have gotten a morality mission tip next - that switches you to Rogue. To become a hero you need to head to Paragon City and start doing tip missions there - 10 of those and the morality mission get you to hero. Pocket D lets a rogue enter Paragon City. The hero contacts won't talk to you, but you can do police scanner missions and pick up tips there. Or you can Null. The above is how I've done it - the rogue-to-hero tips have their own, somewhat comical, set of missions.
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You get the bonus. There's no reason to attune the proc's, and I have several characters with that one IO not attuned - I get the bonus.
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The mission difficulty in First Ward and Night Ward is inconsistent - in general it's harder, and occasionally you find yourself in a very deep hole. There's a First Ward mission where you escort NPCs to various spots in a graveyard. Ambushes spawn while an NPC is active. There are also static spawns on the map that the NPCs stop and fight, letting more ambushes spawn. I'd upped difficulty, and this was slow moving. I accidentally got 3 NPCs active at once in a spot close to several static clumps - the NPCs got captured and I got wiped out. Come back and there are lots and lots of villains, with the ambushes auto-agro on me. A couple trips to the hospital and my computer crashed. Came back knowing what was in store, pre-cleared the static spawns, and it was easy. Point being - the mission wasn't inherently too difficult, but its components allowed it to spiral out of control. It felt poorly tested. I now dial down the difficulty in the Wards just in case. But this means mostly too-simple missions.
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I'd say an Empathy Defender made a poor choice if they never plan to team 😁. But I assume that Empathy Defender can solo door missions all the way to 50 if they want (maybe at -1 level). Other content like task forces is meant for teams - some can solo those too, but I don't think every AT should be made to. Making ATs more fun in teams and more fun to solo is a great thing. The blaster's sustain powers, defender's getting a damage boost in small teams - these seem like the right approach.
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If you could redesign the inherent powers...
MrSnottyPants replied to Gulbasaur's topic in General Discussion
The Defender's vigilance started as a team-base endurance discount and later gained a damage boost for small teams and solo. I don't think it's out of the question to do the same for Kheldians. Also don't think that's their biggest issue - I'd rather see suppressed toggles when switching forms and/or human mez protection (at least switch human from resists to defenses). Probably tone down the void hunters too. Soldiers and Widows are made from lots of recycled bits, but their play is so much smoother. And their inherent helps no matter the team size.