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Vanden

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Posts posted by Vanden

  1. Okay, what about this: we keep everything unlocked that's unlocked now, and we add two new costume unlocks at 20 and 30 to replace the old capes and auras. At level 20, unlock the ability to have a second chest detail. This second detail can only be an emblem, and only when the first chest detail is NOT an emblem. This would let you have a symbol on your costume below a bandolier or ring strap or what-have-you. At 30, unlock the ability to have a second aura. That seems like something that might be within the abilities of the Homecoming team.

     

    Um, OK, but, why?

     

    Just for people to have something to show off to the 'lessers'?

     

    I just do not understand why people have to have something 'written in code' here.

    If they want to add things as their character progresses, they can do that.

     

    What is the point of restricting things in code like this other than to give people access to an e-peen variable?

    Why do people have this need to show others they are 'better' and 'been through more' content?

     

    Because unlocking things gives you a sense of progression. When you have to earn things they're more meaningful to you once you have them.

  2. Okay, what about this: we keep everything unlocked that's unlocked now, and we add two new costume unlocks at 20 and 30 to replace the old capes and auras. At level 20, unlock the ability to have a second chest detail. This second detail can only be an emblem, and only when the first chest detail is NOT an emblem. This would let you have a symbol on your costume below a bandolier or ring strap or what-have-you. At 30, unlock the ability to have a second aura. That seems like something that might be within the abilities of the Homecoming team.

  3. Definitely Thugs. Poison’s T9 puts an AoE debuff on one of your pets, and it’s stronger the higher tier the pet is. Since only Beasts and Thugs have melee-focused tier 3 pets, and Beasts has a lot of problems, that puts Thugs at the top of the list.

  4. Do not take Power Build Up from Energy Mastery. The recharge is too long. Instead, switch to red side and run a patron arc, then grab Soul Mastery for Power Boost. Same great effects boost as PBU, with a much shorter recharge. The only thing it lacks is the damage and tohit buff, which as an Emp defender you’re barely getting any use out of anyway.

  5. I was up to around 160 million inf on my main character last night, but I've just checked and now I'm down to only 70 mil. I didn't buy anything expensive, so where did almost 100 million of my inf go? The only weird thing I did was use Null to switch to redside and back, which, last I heard, doesn't cost 100 million inf.

     

    Edit: Never mind, I figured it out. That goddamn Very Rare incarnate component recipe costs 100,000,000 to craft for some stupid reason.

  6. Are we going to see a reduction in the incarnate materials awarded for veteran levels? Right now, the rewards for earning veteran levels are so good they pretty much obviate the need to run incarnate trials, unless you want a full suite of Very Rare abilities, which will be bad for the health of raid content in the long-term.

     

    I hope not. I got sick to death of having to run those things over-and-over-and-over-and-dammit-OVER-AGAIN back in the day. It's refreshing *not* to have that grind ahead of me here.

     

    I don't think we should remove incarnate rewards for vet levels completely, but right now the rewards for trials pale in comparison to them. They're very front-loaded, so just evening them out through the vet levels would help a lot.

  7. The only time the game is actually balanced around fighting +4 enemies is in incarnate trials, and Supremacy already grants incarnate shifts to henchman during trials to make them at least 50. Outside of that, being able to fight all-purple enemies is not an intended feature of the game, just a bonus for powerfully-built characters.

     

    I find the concept of Masterminds being the sole class unallowed to fight +4s on even footing to be a quality of life issue. I never really thought of it as a possible debate. What legitimate cause is there to deny the MM class from doing what any other class theoretically can? The idea that MMs just shouldn't be allowed? :P

     

    If it's a bonus for powerfully built classes, then MMs should be able to achieve that same bonus, the same as any other archetype. Whether farming alone or playing with friends, I feel like a Mastermind should be able to contribute in the same way that another archetype does. Do you disagree?

     

    Being able to fight +4s is not an explicit goal of any class or build combination. If they can? Great. If they can't, they weren't intended to anyway.

  8. As long as they work right on player models. That big Circle of Thorns shoulder piece with the tiny cape, the one we didn't have on Live, has a big gaping hole in it, for example. But if they work, I've been waiting nine years to get the real IDF chest pieces that wrap around the back.

  9. Are we going to see a reduction in the incarnate materials awarded for veteran levels? Right now, the rewards for earning veteran levels are so good they pretty much obviate the need to run incarnate trials, unless you want a full suite of Very Rare abilities, which will be bad for the health of raid content in the long-term.

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