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KaizenSoze

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Everything posted by KaizenSoze

  1. I would like to be able to filter out certain FX. Like other player's damage numbers.
  2. From the Agent Watkin's arc. It was at this point you made an important decision: You put the lives of others above your own and allowed Pierce to get a lead on you by staying put and obeying quarantine. You emerged from the warehouse hours later with a vaccine, and a new lead. Cortex, the only name that was left in the game for sure, had accessed Pathogen's data dump and got his location traced as a result. When Cortex fell, you recovered Dr. Pierce, whom Cortex was forcing into compliance. She was then turned over to the FBSA for questioning, and she made a plea deal with SERAPH. A plea deal does not automatically mean prison. She is definitely in prison by the time The Freakish Lab of Dr. Vahzilok arc starts. It would be an easy bit of re-conn to say she violated the terms of her parole in the Yin TF and was put in prison.
  3. Team Peacebringer for starters. Probably an odd complaint about tri-form on PB or WS. Too much flashing during form changes, it actually hurts my eyes. I am not sure if there a way to dull that.
  4. I have noticed folks not really understanding how to deal with Super Stunner again. They are dropping the mob, then running away as it rezes. There is no point, the damage is done, you might as well stay right there and finish the mob off. Their rez power is called, Reserve Power, and it has a 25' radius and is auto hit. So, you cannot avoid it except to deal the final blow at range. Of course, some folks want the rez for the extra exp, but given the amount of useless running away I am seeing. I don't think players understand how the power works. Side note, has anyone noticed it's often taking a second long for the Super stunners to rez? Feels like server lag. Previous discussion:
  5. We are obviously never going to agree on this topic. But nothing suggested in this thread is going stop you from building the way you want to. All these concern about power creep should be in my opinion should be directed at the devs on completely different topics. Like I mentioned before, Incarnates, IOs, and level available are the real power creep. Also, the mobs really could use a tune up power wise. The attack types and aggro barely made anything harder. Despite all the apocalyptic predictions from some posters. You were not one of those posters to be clear. I have run my Ninja/TA MM through a two star ITF hard mode. It was fun and effective, except for the first part of the Rommy fight in the last mission. Play what you want, how you want, there is a vet 400 petless demon MM on Excelsior I would run into on ITFs. They were obviously having fun despite playing a gimp build and I would never reject such a player from my teams.
  6. I thought it would be fun to revisit this idea. Again, I am not suggesting this should be implemented on the regular servers. This server will never happen, but I find it a fun thought experiment. It's been awhile since I created the original thread. I have played a little on some non-HC servers and hard modes now exist. This has changed my thinking quite a bit on what would be a good high difficult server. These first two ideas are from Thunderspy. So, credit goes to them. AE disabled except for dev choice mission Crafting greatly simplified, fewer types of salvage, but pretty much the only way to get many IOs is to craft Market limited to salvage Other ideas: Hard caps on defense/resists depending on AT or power. SR for instance should have a higher cap, then invul. Purple patch is a horrible hack, mobs should scale up due to gaining more powers including defense and resists powers See my Yin Hard mode in the Suggestions for ideas on how to mobs more challenging Incarnate nerfs - I am sure everyone will love these. Another user suggested these which I will happily credit if they want Alpha - pretty much stay the same Hybrid - no change Destinies - only effect the player or they are greatly shorted in duration No more level shift No more barrier chaining to trivializing hard mode No more using Ageless to solve all your endurance issues on your proc'ed out damage build Lores - no more level shift Interfaces are already weak enough 🙂 Mission cannot be re-run more than once a week if any member of the team has completed the mission that week Forces players into other content No more wolf farms No more farming DA arcs for incarnate salvage at minimal difficulty Suggestions?
  7. Since, the dev team was quite happy to change out the trainer in PI once someone suggested it. I am sure they can find someone to replace Ms. Lib in AP.
  8. That makes sense as Time solves most of the a corruptor's defense issues. It's rare to see a Time defender.
  9. I find building toons that soft cap several defense types fun. On my VEATs I have several builds that do not need to take the Quad as you call it. So, I am very aware that it is not required for all builds. The game for the most part is easy, once you get money to IO out your builds. But that is a different issue from this specific request. The most serious power creep issues in the game are Incarnates, IOs, and page five level availability. But would not want to play the game w/o IOs and page five level changes now that I have gotten use to them. Incarnates, that is another entire thread. So, let's not go there. This request is small, the power creep be small, and is mostly a quality of life improvement. I ask again if you were chasing the Quad and you could skip boxing and kick. What power would you take with the extra selection? Would you have any slots for it?
  10. The struggle is real with alts. 🙂 I just have this feeling that Incarnates over shadow Time's value at 50. Not trying to kill anyone's enjoyment of their time defender. Just wondering if any folks have been thinking along the same lines.
  11. You had a very reasonable reply, right up to invoking the tankmage strawman. Most of my builds already have to take leadership, speed, concealment, and fighting to achieve the defense values I prefer. Removing the weave requirement gets me another power selection which I could use to improvement my builds a little with some one slot powers like Grant Invis, Assault, and Vengeance. Now, if I could take two epic pools that would be a tankmage. Something I would be against. Allowing one extra power would not break the game, but would provide some benefit w/o sticking non-melee builds with a useless melee power. The only arguments I hear are it's always been that way, never a good argument against change. Power creep which this change would only add one extra power without out any extra slots to build out said extra power. The power creep would be minimal. If you think I am wrong on the power creep argument, please tell me the power you would take that be so beneficial that to justify not removing weave's restrictions.
  12. Sigh. Stealth and infiltration are mutual exclusive and lose a ton of the defense value when you get hit. You only have four pools and epic available. Using defender values I would have to take both hover and combat jump to equal weave, 2.5% + 2.5% = weave's 5% That's two pools vs one. And how many people take both hover and CJ? As for maneuvers it's only 3.5%, to achieve soft cap in a few types of defense. I usually need to take maneuvers + weave + scorpion shield. That's two pools and the epic down and then there is the whole hasten discussion which is out of scope.
  13. Silly exaggerated straw men reply tells me there is nothing backing up your logic. I have provided specific examples why lowering weave would help build diversity. You have not provided any specific examples of how it would hurt build diversity.
  14. Boxing and kick are perfectly fine powers for builds that melee. Should my defender or controller be required to take them just so I can get at more defense?
  15. I understand opportunity costs. Still not following how this leads to less build choice. Let's take Luck of the Gambler: Global recharge. It is my understanding, though I cannot find this limitation on the wiki, that slotting more than 5 has no effect. Say someone really needs to maximize recharge. So, they stick LofG pieces everywhere. Limiting which sets they can use to maximize set bonuses. Now, if I get an extra power choice, because weave is easier to access. Now, I can take Grant Invisibility, because I take Infiltration on a lot of builds. And throw a LotG into that power, which allows me to use a different defense set where as before I had to LotG. This is more build diversity, not less. Please, give me specific example of builds with specific powers where making weave's requirement lower leads to less build diversity. Talking in generalities does make you argument any clearer.
  16. I am not following this logic. If you allow weave to be available w/o boxing or kick, then players can take more powers which means more variation in builds. For instance, I would probably take grant invisibility, assault, vengeance more often because I would have the extra pick and those powers are good with just one slot.
  17. The game pre-level 30ish is much harder than 50. Yin TF are very different now, my default difficultly level +2. Because everyone has access to their T8/9s. I am enjoying this change, because running at a higher difficultly generally requires more from the players. Before page five, folks would never run +2 Yin because it was tedious. That IMO is power creep. Also, have easier access to power does not mean you can effectively use it. For instance, you might not have enough endurance to run the power or slots to make it worth running. Adding easier access to weave and another power doesn't mean that can be used effectively.
  18. Though the devs might surprise us, the mother of all power creep, Incarnates, has not changed a bit since live.
  19. The devs get very concerned about powers not falling within formula ranges. Like your example, that's not power creep in my book, that's exploiting or suffering from a poorly tuned power. Being able get your nuke by 26, meaning it's available at 21 when exempted down, is serious power creep. I am all for that kind of power creep.
  20. I am fine with Boxing and Kick being removed as requirements to get to weave. As for the power creep concerns. That horse done got out of the barn, run around the pasture for hours, then run around some more, and only returned to the barn for a nap, before the devs even considered fixing the barn door. Do you think the devs care that much about power creep with the power availability changes in page five?
  21. I dusted off one of my old defenders this week, time/ice. I remember enjoying it for awhile and then shelved it for reason I couldn't remember till now. These are just my opinions and I am only talking about Time on defenders. Time seems to suffer from the useful until 50 issue that plagues some support sets. It's amazing especially at low levels. I remember time tanking PUGs and TFs. It fixes so many weakness on lower level teams. Due to the current meta at 50, the -toHit, defense, and toHit is generally overkill due IOs and Barrier. Chrono Shift is nice, but often overkill due to Ageless. The heal is fine but is PBAOE and when players go down, it happens so quickly that only direct heals have a chance to land in time. The single target buff is nice, but not game changing. I would have preferred it to buff recovery instead of regen. The character was originally designed as a slow monster, so I have slotted most of the slow powers heavily. But what I remember previously before I mothballed it, was that the slow really didn't matter in most 50 play. Things just die too fast. What has your experience been at 50?
  22. Here is my draft version of hard mode for the Penelope Yin Task Force. Yin is pretty much my favorite task force, at least the one I run much more than any other. I don't think hard mode should be restricted to Incarnate level context. Especially, consider how overpowered Incarnates are currently. Having said that, please let's not turn this into a discussion of Incarnate balance. Interesting points: Controls are very useful, not required, but they will speed things up considerably Teams really need to understand mobs priority Teams could just blast their way through, but it will be slow at best https://docs.google.com/document/d/1ROHrYPW-2EEuD3aIz4tzi7SkgOz4k_pUNb1X8HYuJKs/edit?usp=sharing
  23. 1. I am well aware of the aggro changes. Not having any form of taunt as a Night Widow means you have zero chance to peel some of aggro off your teammates. For instance, like an incoming ambush while engaged with another spawn. Also, having smoke grenade gives the ability to keep another close by spawn from taking shots at my team mates. Due to the new aggro changes. 4. Night Widows have a resist issue for energy/neg also. Fire/cold is at least a little easier to deal with due to Winter sets, but it's still an issue. Incarnates help a lot, but that is not available here. 5. I picked Night Widows over Forts for this experiment, because perma Mind Link is possible at low levels for NWs. DDR is always an issue for Widows, but this is a team build, so there should be some support. NWs are a bit better holding aggro than you would expect due to the debuffs and dots on top of the damage. Throw in taunt and you have a decent amount of aggro control. I think your build is just ok also. You have no taunt, no way to limit other spawn aggro, too much defense give that this is a team build. And your taking 10-13% more damage due to lower resists.
  24. Usually, the problem with extending the mobs level is they don't have enough attacks. Think Hellions at 50, they would be standing around a lot. Night ward mobs don't have this issue. One of reasons they are so nasty. I don't there would be an big issue extending their levels.
  25. As it stands, only Trilogy and Fireball missions are available above level 39. There is a great series of arcs unavailable, because they all cap out at level 39. Including one of my favorite arc finales where you defend the mansion. Night ward is criminally under used, raising the contact level range would help.
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