eiynp Posted June 3, 2019 Posted June 3, 2019 so as everyone's aware, at level 50 on homecoming you get your incarnate powers extremely quickly. Basically everybody gets their T3 stuff within a handful of veteran levels, which means that at 50 mob groups tend to explode in a barrage of judgment powers. I did an LGTF the other night at +2/8 and we only really fought probably one mob group out of four, because the rest of the time 2-3 people had their ionic judgments available at stuff just exploded. It... wasn't really that fun? I know it happened on live as well but at least in my memory, full groups of incarnate characters were much less common. I know nobody likes to get nerfed, but maybe the cooldown could be increased outside of i-trials and etc?
First Player Posted June 3, 2019 Posted June 3, 2019 No thank you. Maybe try agreeing with the people you team up with beforehand to not use judgement powers so we all don’t have to be affected?
Zolgar Posted June 3, 2019 Posted June 3, 2019 Sounds like your difficulty was set too low for your group. Always happy to answer questions in game, typically hanging around Help. Global is @Zolgar, and tends to be tagged in Help.
Force Redux Posted June 3, 2019 Posted June 3, 2019 /no to nerfing. @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
eiynp Posted June 3, 2019 Author Posted June 3, 2019 No thank you. Maybe try agreeing with the people you team up with beforehand to not use judgement powers so we all don’t have to be affected? I have learned over the years of playing with energy/ blasters that asking people not to use their powers does not usually go over very well I dunno, maybe the difficulty was too low, but I've done a lot of 4/8 radio teams in PI too and they seem to go pretty similarly. I don't mind that everybody unlock their incarnate powers easily, I just wish they didn't make everything outside of itrials so trivial.
Rumors Posted June 3, 2019 Posted June 3, 2019 Easy solution: In Taskforce/Trial options, give the option for the leader to disable Incarnate powers at the start. Obviously, leave that out for iTFs and iTrials.
MunkiLord Posted June 3, 2019 Posted June 3, 2019 My suggestion is to either buff enemies or debuff heroes when starting a Task Force like that to give an extra challenge, or perhaps go for a Master Of badge. The Trevor Project
MunkiLord Posted June 3, 2019 Posted June 3, 2019 Easy solution: In Taskforce/Trial options, give the option for the leader to disable Incarnate powers at the start. Obviously, leave that out for iTFs and iTrials. I'm good with that being an option, but it should be noted if a leader doesn't make that clear before the TF starts, it's an easy way to get people to quit real early in a Task Force. I would have zero problem dropping a team without warning if that was selected and I didn't agree to it beforehand. The Trevor Project
Rumors Posted June 3, 2019 Posted June 3, 2019 True, but that's really no different than the leader setting the TF to +4 without telling everyone.
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