Don't see any need for Grab alerts to train people for end game. Would prefer that they keep things in the game that are easily stompable with decent resource rewards (Smashes) and quickly completed for decent XP rewards (Grabs).
End-game training via alerts isn't necessary for people who really want to do end-game, and changing alerts to make them more difficult would just piss off casuals who want to do fun superhero stuff for reasonable rewards.
actually Grab alerts were originally the Money alerts. Smash was the xp alerts. They were swapped over after all the people complaining about "lowbies" making them fail. Grabs having no timer, meant the only way to fail was to give up.
ON 'Healers' I have ranged support who can heal in Ranged dps no compassion, healers who use poison, a completely passive healer- you get heals from auras, spec trees, they have no active heals.
They were swapped over after all the people complaining about "lowbies" making them fail. Grabs having no timer, meant the only way to fail was to give up.
Which still happens.... Seriously, I've seen people who would bail the first time they go KOed. I once did a bank mission where I had to tank every single enemy group because the two people who didn't bail were as tough as tissue paper. Kinda tough since it was Destroids....
which they uberbuffed the **** out of when they released the QWZ, making them an even BIGGER pain in the **** than they already were, along with the horrors and worms
The QZone buffs aren't supposed to affect enemies which spawn below 35 (I think) but the Destroids still have that irritating rifle butt stun thing and Demon Inner Circle Members still do the Cosmic Rift thing..... it just doesn't do much damage.
Anyway: re above: I don't think that Grabs should be made more difficult. Something else should be in the Alert chain to draw away the level 35+ plus characters... doesn't happen so much since they nuked Rampages. If you have a spread of players from levels 11-35 then, with the Important Boss Attacks we mentioned before, they'd be pitched at the right level.
I was wondering about that. Thematically it never made a lot of sense.
It never made sense when Grab alerts gave resources either. What, do we rob the bank ourselves after stopping the villains who were trying to rob it?
Honestly, I still think they should have swapped the alerts but kept the original alert type names. Smash should have remained the XP alert... but using the Grab alert model
also because I cannot stand the idiots who keep spamming knocks, scattering the mob groups and ruining AoEs, Melee and Melee AoES
But I like ragdolling enemies so hard they bounce off the walls!
XD I had fun with roomsweeper on npcs during solo on my older tank build. Back before no one was annoyed or hated knock backs it was fine. Removing it and replacing it with a different power to fill its departer off my power tray.
"I'll never look back I've got no regrets Cause time doesn't wait for me I choose to go my own way."
I find that the knocks are only a big deal in Dockside Dustup, because of the glitches with shipping container objects, the timer, and that the Nemesis can be knocked.
Otherwise, I knock away. Mobs in other situations die so fast, and the extra damage from falls often finishes them off.
When Smash! alerts were for xp, and especially when you could really farm the Dockside Nem alert for Q, people raged about knocks. It really could be annoying. But things changed, and so did the meta.
True. My go to for minion pinball is Haymaker, and it's often their corpse that ragdolls.
It's actually a strategy in Hi-Pan since you can knock enemies off the walkways into the abyss. Who cares if they respawn? We'll have finished curbstomping their boss by then.
XD I had fun with roomsweeper on npcs during solo on my older tank build. Back before no one was annoyed or hated knock backs it was fine.
People hated knocks back in 2009. Roomsweeper gained its 'knock up on controlled targets' back in 2010, as part of the melee pass, because its knockback was so annoying.
I find that the knocks are only a big deal in Dockside Dustup, because of the glitches with shipping container objects, the timer, and that the Nemesis can be knocked.
It was also because knocking mobs off the dock into the water doesnt kill them... which was a leading cause of failure.
if you knock something hard enough, it shatters reality and breaches solid invisiwalls - or slams into a shipping crate and gets perma-stuck in the flailing animation (which happens to me way more than it should in stitch in time grab variants)
if you knock something hard enough, it shatters reality and breaches solid invisiwalls - or slams into a shipping crate and gets perma-stuck in the flailing animation (which happens to me way more than it should in stitch in time grab variants)
"Villain: I will knock you hard which shatters reality making you flail about helplessly for all eternaity! Muahaha!!! *Cough Cough*"
Yea I just did an evil laugh and caughed. Don't judge me!
"I'll never look back I've got no regrets Cause time doesn't wait for me I choose to go my own way."
Comments
End-game training via alerts isn't necessary for people who really want to do end-game, and changing alerts to make them more difficult would just piss off casuals who want to do fun superhero stuff for reasonable rewards.
They were swapped over after all the people complaining about "lowbies" making them fail. Grabs having no timer, meant the only way to fail was to give up.
ON 'Healers' I have ranged support who can heal in Ranged dps no compassion, healers who use poison, a completely passive healer- you get heals from auras, spec trees, they have no active heals.
Leechers- most leechers I see are 30+
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Anyway: re above: I don't think that Grabs should be made more difficult. Something else should be in the Alert chain to draw away the level 35+ plus characters... doesn't happen so much since they nuked Rampages. If you have a spread of players from levels 11-35 then, with the Important Boss Attacks we mentioned before, they'd be pitched at the right level.
My super cool CC build and how to use it.
This is how I operate as a tank,
https://youtu.be/U-xR8Ch-Icc
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Otherwise, I knock away. Mobs in other situations die so fast, and the extra damage from falls often finishes them off.
When Smash! alerts were for xp, and especially when you could really farm the Dockside Nem alert for Q, people raged about knocks. It really could be annoying. But things changed, and so did the meta.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
It's actually a strategy in Hi-Pan since you can knock enemies off the walkways into the abyss. Who cares if they respawn? We'll have finished curbstomping their boss by then.
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Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
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Yea I just did an evil laugh and caughed. Don't judge me!
Get the Forums Enhancement Extension! - (Dr. Ivo Robotnik: You took the words right out of my mouth.)
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Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
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My characters
Get the Forums Enhancement Extension! - (Dr. Ivo Robotnik: You took the words right out of my mouth.)