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MistressOhm

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Everything posted by MistressOhm

  1. A lot of roleplayers do want to be the 'star' of the session. And Sovera's little segue to an is similar to what I've found as a Second Life dominant. Most of the 'bad' roleplaying in THAT space is also "the universe revolves around me". That, in my mind, is exhausting to put up with - everyone you engage with, regardless of their supposed status in the scene, is convinced that it's about them. Not the group. Not constructing something awesome and memorable together. THEM. I learned very quickly, to be truly appreciated, the best thing you can do is adapt to what others need. And the same goes for any roleplay (adult or otherwise). Casting yourself as a support character rather than the main one is INCREDIBLY satisfying, because a room full of support characters end up swapping the lead role with each other, and just about everyone gets their moment to shine. And if you do end up RP'ing with a Mary Sue that somehow, thru a cosmological accident at birth, the Known Universe DOES revolve around them? Okay... fine. I don't have to compete with this person, I'll just roll with it and if they want to RP again, I'll be 'busy'. 🙂
  2. In my mind, "XP Debt" is basically recovery from your injury. You're off your game, maybe sore, maybe even a little afraid. Elements of PTSD, perhaps. But you have to somehow get back into the fight, and work past the issue in order to get back to your formerly awesome self. No Debt until L10... well... let's be honest, most of the low-level goons, minions, and ne'er-do-wells aren't supervillains themselves (except for the occasional Damned or Bone Daddy I suppose), and even they aren't that powerful in relation to the rest of the city. So the chances of facing Death head on in such scraps... enh. I've seen worse when motorcycle riding, daredevils that are convinced (even after a crash!) that they're the next Valentino Rossi and it was just Bad Luck that they binned it. But as you get older, perhaps have a few more scrapes, close calls, or even a few weeks in hospital, you get disabused of those notions of Invincibility. I've rolled characters that were EMT-based. As in, "What would an EMT for superheroes be like?" It turned out to be a power-armor prototype from Crey, on loan to the PCFD. All of the "empath" powers were explained as battle triage devices, drugs, and the like. And it being a Crey production, there were... side effects. LOL. The worst missions are those that, no matter how hard I try, I get my butt kicked. Veles is the first one, but there are many. EB's that (in my mind) are incredibly OP, do not adhere to the 'rules' that most NPC's have to cope with, and the like. What's the roleplay for having to phone in a completion? "Uh, yeah, this is Hero Y, I'm laid up in the hospital. That mission I was assigned? Well... there's more to it than what the briefing let on, so you'll need to send a team in. Here's what I know...." And then Longbow sends in a squad to take down whoever it was that laid me out. (not sure that would work for Lt. Tendaji... since they are Longbow... hmm.)
  3. Y'all are posting workarounds. This is a request for Something Cool (even if the workarounds make it redundant, perhaps even useless).
  4. This is not precisely the "boss escapes" AE trigger mechanic, more like the instances that lead you across Atlas Park zone, go in one door and come out another. The Sewer Network already connects zones also, but was thinking of perhaps an instance (out in the open, or enclosed) where you enter on one side and then exit on the other, getting hit by ambushes or "distractions" (sudden tasks to complete) that slow you down while you do so. It's kind of baked into the script that the boss 'escapes' since the team never actually sees a Big Bad, only evidence of their passing. When you get to the other side and 'exit' you're popped out in another city zone, instead of the one you started the mission in.
  5. I've gotten quite used to the LRT power in the game (and it's an added incentive to collect at least one badge from every zone you visit). But, it seems to be limited to the zones that have base portals. So I doubt we could 'unlock access' to places like the Midnighter Club and Cimeroria w/o them. BUT, it does open up the possibility of teleport 'prestige' powers or accolades to get characters to these places from Damn Near Anywhere. Obviously these should be gated, and not be simple to get (as is the Ouroboros portal for simply stepping through someone else's portal). But, I can see the Midnighter Archivist badge (or some other criteria centered around the Midnighters) giving access to a long-cooldown TP power to the Midnighter lobby. Likewise, since Daedalus can somehow 'see' forward in time, perhaps completing his mission arcs would allow you to purchase a prestige power from him that ports you directly to Cim. And because I'm a complete fashion wh***, another appeal for the Oracle robes as player costumes, plz.
  6. I posted a Bug thread wherein I was wondering why the EB's would suddenly bug out/despawn without a defeat, and it turns out ALL of the door spawns are running on the same code, EB's as well as the small fry. 1) They exclusively aggro on the door clicker/team, so as to not go after randoms nearby. This is a hard lock, tankers cannot taunt them away. 2) If for any reason they cannot execute an attack for 60 seconds (mezzed, drained, held, feared, ragdolled into the scenery, out of range, LOS blocked), their Attack mode expires and they shift to "I'mma Leave Now" mode, which is 20 seconds of finding/moving to a nearby door, and if they can't reach it, they immediately poof once that 20 seconds is up. This is how you can run away from them and they'll only chase you for a minute and then give up. In your case, if you're far enough away that the Crone cannot attack you, she'll sit there. Most of her stuff is up close, as she's a Storm Controller with some Electric attacks. Not sure why she wouldn't try and fly over to get into range though, unless there's something preventing her from doing it. My tactic to take these on have been to launch a nuke/end drain attack, then throw on a Slow/-Fly debuff and pound them into submission. Solo, it's often the case I do TOO good a job nerfing their attack chains, and the 60 seconds expires between attacks and they poof on me shortly after that. If I'm on a team, they take enough damage that they don't last the full sixty seconds even if locked down.
  7. This of course is where a lot of the "nerfed!" hoorah is coming from, because people got used to certain things being 'unbalanced' and 'unfair' for so long that it became normalized. Then when it's addressed, the ZOMG! chorus occurs. Another casualty of a volunteer dev team - you don't have a huge cadre of QA testers who can be assigned to testing specific things, producing data to be analyzed, and so forth, and so things like the DoubleXP power "bug" can exist for months without anyone actually noticing the math is off.
  8. I've a DB/Nin stalker with CT and Teleport binds, and she's a Tsoo Sorcerer killer. No matter where they pop off to, I just tap my CT/Teleport "TP to Target" bind to follow and stab them thru the midsection. If CT is on cooldown or the distance is too far, Teleport will handle it, just takes a second longer and then I just need to twitch slightly with WASD to drop the hover. (I also mapped SHIFT+WASD to CT short distances in the cardinal directions, so jumping from one side of a mob spawn to the other, or getting out of caltrops/ice storms/other AoE debuff areas is easy.) teleport-bind.txt
  9. Hide is a REALLY CHEAP defense mule, you can pretty much run it with zero End straight out of the box. I'd not skip it just because you don't actually want to sneak about, it's practically a Def passive.
  10. Stealth no longer stacks. This is why anything less than full invisibility is going to feel 'broken' with SS, whereas before you could combine SS with something else and get full Hide capability. The Celerity stealth proc for travel powers is probably the best you'll get other than a dedicated Invisibility pool selection, but if you don't want to always stealth when moving, you can slot it into Sprint (or a prestige sprint power for a blurry effect) and toggle it off and on as needed.
  11. Traps works well with MM's, because the player can 'prestage' the pull without worrying about Leroy running in early. As a Defender set, I'm sure that it'd work decently well as long as something else has aggro so you can run into the scrum and drop a Poison Gas Trap or set up Trip Mine for some big debuff/damage AoE's. But solo, you're better off staging and pulling rather than running up "here, have a bomb". And while a lot of folks say Trip Mine isn't that great, set up with an AoE Damage set, and set out multiples in an overlapping pattern (I could get up to five at once on my MM), and the 'pull round the corner' becomes a killing field. Couple with Caltrops for more 'run randomly into more bombs' effect, too. BUT... Traps is very much a playstyle, and having to set things up makes it Not That Great for speedruns. People get impatient while you rig the stage.
  12. Vengeance is really only useful if you've an entire team that has it - stacked, it's insanely OP, but with only one application it's not that great. As such, it's more a situational gimmick than a must-have. It also needs a faceplanted teammate to use, so if you are mostly a solo player, don't bother.
  13. Hover with Hurricane makes for a good KD tactic, yes. Hover + Evasive Maneuvers gives you a bit more repositioning speed, so if something does 'break out' of your Hurricane corral, you can usually wrangle it back. Snow Storm is good to keep fast-moving mobs in check (looking at you, Warwolves). Downside: Oh hell more toggles... smh. The trouble with the KB/KD conversion IO is that it actually lessens the magnitude of KB to turn it into KD, which means whatever you slot it into loses some knock ability against bosses. Also, Tornado has a high-mag Fear effect, so anything not stunned / thrown about is going to scatter under their own power anyway. That's why I went with Gale KB/KD instead of Tornado, it becomes a simple "knock a few things down" cone, not nearly as random. But, /Water's blasts are like this already, or could be, so... it all depends on what fits the playstyle. Hurricane does need a Recharge mod to make it a binary toggle, otherwise you've got a few seconds between turning it off and turning it back on again. Thankfully, most -ToHit debuff sets have a Recharge IO in them, and the -Range and -ToHit debuffs persist for a few seconds once out of the wind. Lightning Storm can be made perma with one Recharge, as long as you've the end to power them repeatedly. I've heard of Stormies popping more than one at the same time, but my old one always dies as the new one manifests, so I'm likely right on the edge with one Recharge. I'll have to think about Perf Shifter +End proc in Stamina and the two health +End and +Recovery procs in Health, but as stated, I'm getting significant amounts of End refunded with all of my /Elec attacks, too.
  14. From the lore/roleplay perspective, I agree that chatty NPC's makes for an engaging mission, and allows some expansion on "what's going on" besides Wall O' Text (that only the team captain gets to read anyway.) For those that only want the speedrun without the exposition, one can always banish NPC text to another tab or turn it off entirely. Zone transitions: Let's limit these if at all possible. I WOULD like to see a "entrance zone | instance | exit zone" mechanic used (if this is possible!) so that one could 'chase' the quarry through the instance, dealing with all the roadblocks (NPC's, perhaps mayhem destruction as distractions) that the objective can throw into the path of the stalwart task/strike force members. Even though the mission is to "Catch X before they get away" the task force uses this as a construct to keep tension up and people engaged, kind of like a road chase movie. So IF a zone transition is called for, make it more than just a courier mission with a few ambushes along the way. This method is ... enh... and with mission teleports being a thing, there's too high a likelihood that the group simply leaves the ambush behind where it mills about and attacks unsuspecting players. Defeat X of Y street sweeps: If it really fits to the narrative, possibly, but it's much too easily overdone. So a task force that has these as a considerable chunk, I would think badly needs a revamp. GM spawns: YES. Always a good way to close out a task force, especially since a lot of these yield extra merits and sometimes badges for a defeat. The one part of the Synapse TF I like is when Babbage spawns at the end. Boss fight mechanics: This is something that WoW does well (and to a certain extent SWTOR), and CoH could leverage better. Most boss fights are a tank-and-spank, perhaps with some changeup in what the boss does, adds spawned, etc. But if there's things you need to use to make the boss vulnerable, or defuse/interrupt a nuke attack, perhaps directional shields that require better positioning, all of these things make a boss fight 'interesting' in regards to strategy. Not saying every TF needs a complex boss mechanic, but it'd be better than "overcome the regen, everybody debuff and DPS like crazy".
  15. That would make for a good test, actually. Burn a Merit to get a tip, make sure it appears in the list. Can this character even buy any of the tips in the first place (with a Merit in the salvage pane)? Does another character on the same account get them?
  16. Common salvage - 4 tech racks for tech salvage, 3 arcane racks for arcane salvage Uncommon salvage - 1 tech rack, one arcane rack Rare salvage - 1 rack Special salvage (costume bits) - 1 rack "personal vaults" in both tech and arcane areas 4 insp racks, arcane = team imbuements, tech = mid/high tier and dual insps 3 Enhancement tables, 1 for IO's, 1 for SO's, one for DO's (which I probably should get rid of, as no one uses DO's anymore!) 4 Invention tables, Pillar of Ice and Flame, and Cauldron of the Furies for tip missions Lobby has Trainer, Icon, and Quartermaster NPC's and a Merit ATM
  17. You should probably file a support ticket on that. Also check to see if any of the 'bars' in the Tip area are full. If they are (and you dismissed the "Morality" contact tip), you likely won't see any more Tips drop of that type until you resolve the Morality state.
  18. Other than Cardiac for End discount, I'd not be the one to ask on that, I'm a newly-minted 50 that hasn't dove into the deep end of the Well of the Furies yet. 🙂
  19. You don't get Alignment Missions, you get 'Tips' that you have the option to follow up on. They're basically one-off Contacts. You should start getting alignment tips at level 20, and if you follow them into missions, you'll either reaffirm your current alignment, or shift to the next one over: Hero > Vigilante > Villain Villain > Rogue > Hero Tips show up in a separate tab in your Contacts window. There's currently three types: Exploration (which guide you straight to an Explore badge in the named zone), Alignment, and Event (which is how you get the Malleus Mundi mission for the Halloween season.)
  20. The question is, can one actually 'beat' forum trolls? Other than not letting them pull aggro? 😄 ------------- Now... as to this concept of "Echo Chambers"... y'all know what those are, right? An Echo Chamber is a space where the only response you'll ever get is a positive one. An Echo Chamber is not a healthy place for debate, because by definition, there is no counterpoint, no rebuttal. It's all either "Yay! Go you!" or silence. The TOPIC could be negative, or positive. That doesn't matter. What matters is the lack of reasoned opposition. By that I don't mean the typical "you suck!" catcalling and meme-fuel shitposting, but actual "Ok, you posted X, Y, and Z, let's look at them each and see how they stack up." We should welcome critical debate (which only addresses the topic, NOT the posters!) because that allows all to see the subject en entire, not from limited facets that may be the flavor of the day. By the same token, there's nothing wrong with saying "I don't like where this is going" or "I disagree" as an opinion. That's fine, too. Sometimes people have more of a gut feeling, and may not feel like typing out a reason why they have it (or they honestly are struggling with the 'why' themselves.) I have no issues with people posting something that I disagree with. I DO have an issue with not allowing a rational and reasoned reply, covering how, and why, I would disagree.
  21. Short Circuit and Power Sink together on an Elec/Elec (especially if you put the Energy Manipulator Stun proc in Short Circuit) make short work of anything that gets into melee range. of course if you have Power Sink, you also have several elec melee attacks along with immobs and a melee hold (Shocking Grasp), all good for finishing off those mobs who decided to make it personal. Namesake is an Elec/elec blapper build, and while there's hardly any 'armor' to speak of, if you can survive past the alpha OR immob/hold anything dangerous, no mob is safe, from snipe range to up close. That and End Drain is a perfectly viable strategy for damage mitigation. 😉
  22. /Ice as a secondary would stack REALLY well with most of Kinetics debuffs, it puts a lot of Slow, -Def, -Res, and -Rech into the mix, with Kinetics already messing with -Dam and -Recovery. Practical upshot, the team gets faster and healthier, while the spawn gets slower and squishier.
  23. You're going to need to show your work on that math problem. 😛 But hey, I'll help. As someone who main'd a Kin/Energy on Live, I fully understand that not everything in the Kinetics set is awesome. Repel? Skipped. A Kin shines brightest when in the scrap with the melee characters, and Repel just ... spoils the party. It's EXTREMELY situational, as well as expensive to run. Increase Density? Invaluable on teams as an anti-mez, but solo it's worthless. It's the ONLY power in the set that the Kin cannot get any direct benefit from. But, nearly everything else is awesome if you know how it works. Speed Siphon/Boost and Inertial Reduction are basically on-demand travel powers, as well as combat powers (altho most probably don't use IR as a combat buff). Speed Boost really shines with buffing Recovery and Recharge, the added run speed is a 'bonus'. Siphon Speed is not just a target Slow but a self +Speed, which makes repositioning that much easier in a fight. And a Kinetic is ALWAYS repositioning, to take advantage of the target-AOE heal and Recovery OR to include ranged characters on a Siphon Power or Fulcrum Shift. If you play a Kin as a ranged Defender, you're missing out on so much of what makes the set awesome... including the heal, which to Kinetics newbies might seem to be broken. No, it's supposed to work like that, don't be a shrinking violet, get in close! Most of the problems I've had running a Kinetic have been because teammates didn't understand how the set worked best. Ranged characters have this ... fear... of being in melee range, so as the Defender, I had to shuttle back and forth to keep everyone buffed and happy. I finally took Team Teleport so as to dump EVERYBODY into the middle of the spawn, then pop Fulcrum Shift so that everyone got a nice big damage buff. Transference to top everyone's End off, Transfusion to heal any alpha damage... ah hell with it, Team Teleport everyone, pop FS, and then pop my PBAoE nuke and let the team pick up what's left! "WTF did you just do?? Ahh!" At that point, 7 other people are just along to make me look awesome. 🙂
  24. For a Defender, your mez protection is using your secondary's hold/sleep/disorient first. Figure out which mob is likely to try and mez you, and lock it down, THEN debuff the rest. If your primary is mostly debuff (Rad, Storm, etc), you might need to slot for ranged Defense, so that your target(s) can't alpha you (and then as your debuffs take hold, they have other things to worry about). I took Psionic Mastery epic pool to get the Hold as a backup to Tesla Cage, because even with a +Mag proc in Tesla, sometimes you need to stack the hold to hold the boss.
  25. Thoughts on a Storm/Elec: @Krimson's suggestion of the KB/KD conversion from Sudden Acceleration in Gale - DO EET. Turns this cheap cone into a "sit down right there" power whenever you need it... without the "throwing things away from your melee teammates" bit. Not sure on putting Bombardment set into it, mine's only double slotted for Accuracy/Recharge and Recharge/KB-to-KD. Damage has always been 'meh' on Gale so I don't use it for that. End management will be THE tuning linchpin. Nothing's worse than when Snow Storm AND Hurricane drop at the same time (letting your EB escape whatever wall you've stuck it to) because you fired off something expensive. You learn to keep an eye on the End meter and only use T1 and T2 blast attacks until the gas gauge climbs back up. Defense: One COULD slot Steamy Mist for extra Def, but aside from some lucky shots, my Stormie manages just fine with a full Dark Watcher's Despair -ToHit set in Hurricane. If they're in range of the windy whirlpool, they ain't hitting the wide side of the barn, much less you or any of your teammates. THAT's your Def, right there, and it covers the whole team. (That said, throw a LotG global recharge into Steamy Mist as a mule, so that if anything does drop due to end overusage, you can get it back relatively quick.) Snow Storm is your on-demand "Nerf Something" toggle. Slow, -Fly, -Recharge, all in one convenient mob-centered AOE. It's been invaluable when herding the ToT EB's of late (and turned Ghost Widow into Miss Weaksauce in the Daedalus arc). It is end-heavy, though. Ooof is it end-heavy. Need a little more? Drop Freezing Rain. -Recharge, Slow, -Def, and -Res, for as long as you can keep things in the area of effect anyway. The entire set pairs well with /Elec because of one thing: /Elec has trivial/decent End refunds on nearly everything that hits. So while you spend End attacking, you get a significant portion back. That's extremely helpful when toggle-juggling a Stormie, not so good for damage though. I put a full Bombardment set into Thunderous Blast, it doesn't modify End Drain on targets much (TB takes away a LOT even at base values) but it really kicks up the damage and also adds an occasional Fire damage proc. Great for culling adds, such as Nictus crystals or Rikti portals popping out more targets, and also deleting most if not all of the main target's Endurance along with a significant hit to the Health meter.
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