Re: I fart in your general direction
Quote:
Originally posted by Gene13
We're also the Kings of run speed, Über-gods of SMG and Guardians of the Super Duper Cool Thingy.
/G13
Yeah!
And all u non-fixers better watch out, coz this thing(super-duper cool-thingy(™)) is so powerful not even FC knows what it is! :D
Monster aggro vs killing them
How about a little record with your character listing what you kill? Like say I have killed 2000 more fleas then anything.. so I get a title "Flea Exterminator" and all fleas agro on me on sight to show their hate for me? oh well ditch the title.. but I would like it.. *giggles thinking of -Sigmatay Elite OT killer- or -Sigmatay Robot Destroyer- * anyway a system that might like give us a list of about what we kill would be nice.. then on our character bio it might say - kills= 30% monsters, 60% Humanoids, 10% player characters or even better get down to like fleas and shades and all that so we know what will aggro at us for shooting them to much.
anyway, short post.. thanks for reading
Sigmatay agent
A few errors in Funcom's message
As a level 143 adventurer, I am currently having problems, both solo and teamed. So I turned to the boards to see what I am doing wrong and after reading this message from funcom, I am know more aware than ever that it is not me who is making the mistakes, but rather Funcom who is missing the point. The post listed Doctors as the primary Healers, and Adventurers and MAs as the 2 secondary classes. Well I urge any Funcom member to take a walk a walk to Broken Shores city of home and listen to the yells. They will soon find out that at levels 100+ the 2 secondary healers are MAs and Traders-adventurers need not apply. The simple fact is 100+ teams dont want substandard adventurers as docs, the want MAs and TRADERS!! I've teamed with traders who can use team heals at level 130 that heal the team for up to 1k hitpoints, while it takes an adventurer to use a level 170ish spell to do the same. Now i dont play a trader so I am unsure how the nano should work, but in my mind a traders heal should heal the team while taking away from the trader. Well news flash!! I've been in teams with traders and been healed by them and the trader casting the nano doesnt lose any hp.. In fact A level 115 trader heals better than my level 143 adventurer anyday and everyone knows it. The problem is after level 125 the adventurer gets heal nanos very sporatically. Sure Funcom implimented many lower level adventurer heals, too many in fact, but we still lack a decent amount of higher level heals. And the other drawback to adventurer heals is the wide range on our heals (450-850 for example). and the truth is most of the time we heal for closer to the bottom of that range than the top. Adventurer heals need to have their minimum heal amount raised so the gap is smaller. So just a note funcom, Doctors are the best healers, followed by MAs, then Traders, thn its a close race between an ADventurer and the MP pet. So dont think that adventureres are balanced because of a high healing ability we are actually 4th or 5th on the list for healing abilities.
The post stated that adventurers have the best damage shields. Well damage shield need to be looked at 2 ways. First is the amount of damage it saves the player from recieving, and 2nd is the amount of damage the shield dishes back at the attacker. The adventurer shield definately by far are not the best at reducing the damage recieved. Take a look at the engineer shields, the soldier mk, the nt's absorption and nullity, the mps shields, etc. The adventurer shields only protect for the first so many points of a certain type of damage. the other class's shields protect against all types of damage and for much higher amounts. so the adventurer shield definately lack on this aspect and are not th best but rather way down on the list. As for return damage, well the adventurer shields do ok, but the soldiers MK shield is still better. So point being is that the adventurer damage shields are not the best, especially since almost every group you team in will ask you take it off since it auto breaks roots and calms. So its a neat line of nanos that are useless in group play. They are also broken in PVP. Myself as an adventurer if I place my shield on and enter PVP with an enforcer who also has a damage shield on. When he smacks me he does damage and he recieves my shield damage.. Thats it.. As an adventurr when I smack him I do damage to him, his shield does damage to me, which sparks my shield to damge him, which sparks his shield to damage me again. So From the enforcer's side he gets hit by shield damage only once. However as an adventurer I get hit by his shield damage twice!!!! How is thsi fair?? Its not, plain and simple its broken.
And dont get me started on the fact that every other class can cast nanos levels ahead of themselves but yt an adventuerer at level 143 with maxed title caped skills, and level 145-175 implants all created with nano abilities maxed cant even cast nanos my own level without outside buffs. In short dont give adventurers any more credit than they are worth. In fact dont give us any credit as we simply suck at this time in the balancing issue
Android18 Lvl 143 adv.
Re: Monster aggro vs killing them
Quote:
Originally posted by Sigmatay
How about a little record with your character listing what you kill? Like say I have killed 2000 more fleas then anything.. so I get a title "Flea Exterminator" and all fleas agro on me on sight to show their hate for me
I LOVE IT! DO IT NOW! HAHAHAHAHA!!!
Where Have All The Advents Gone
Greetings, fellow travellers. My primary character is a 130+ adven on rk2, so i have some experience to draw from. Firstly, let me say that i agree with what most of the others had to say, on all counts (and adven shields ARE useless - i cant give them away in teams). I am pleased to see that the development team is in fact composed of intelligent and amicable people who are really trying to make this game as great as it could be. That being said, i have two beefs - and dont get me wrong, im not angry at all, just wanted this to get out there since it seems to me that the squeaky wheel gets the grease in AO - here they are:
1) as far as i know, the highest lvl char on rk2 is a fixer, so....
(not that im sayin they dont have real problems, just that it is possible to overcome them with clever play)
2) at the risk of sounding biased (which i am) i must say that the reason u all at development are not hearing more complaints from advens on the message boards is because there arent any advens to complain. My guild is 120 people strong and we have 3 advens - 1 of whom has not been online in at least a month. the other is a noob. That leaves me, and the amount of advens my level that i know of (including omni and nutral) i could count on one hand. Recently ive been seeing more pop up as twinks, but overall, all the advens i have known since the beginning are gone. This in itself must say something about the class.
See, the trouble with advens is that they were designed to be the jack-of-all-trades, like the bard (or so i am led to believe). But the adven is not nearly good enough at any 1 thing to do it even passibly well as a substitute.
- i cannot tank in group play without at least a heal pet and a doctor on me at all times
- i cant substitute for a doc even with the help of an ma
- i cannot solo, period
- with rare exception, i cant even give my buffs away
- since the nerfing of FA pistols there is not a single worthy pistol available in the game, which leaves an adven with only 1he as a truly viable option. Yet the only good 1he weapon is the rider executioner, and heavy weapons skills are dark blue to non-atrox
Keeping these things in mind and not wanting to be part of the headache for u in the development team who, im sure, already have more than enough to deal with at the moment, i leave u with some constructive suggestions, which may spark a train of thought (or at the very least fill some blank space on the forum :)
- take heavy weapons out of the ATTACK DEPENDENCY of rider executioners, thus it is still needed to wield one, but u will not be penalized in attack rating for not maxing a dark-blue skill every lvl.
- beef up the advens dam shields at least to the point of the shields that the MoB advens use
- add some new morphs:
I was thinkin of possibly a short-term dam multiplier morph - like the nanos for MAs - crash of thunder and such - possibly morphs for caster AND target, with brief duration and temporary nano shutdown afterwards
ex.: "Cat and Mouse" - transforms caster into tiger (graphics already done) and the target into a leet, giving AC and init debuffs to target and attack bonuses to the caster for a brief period
ex.: "Cornered Rat" - transforms target into a rollerrat for a brief period - giving substantial bonuses to attack and damage, but lowering ACs and health for the duration - like a last ditch effort to save the team from the terrible boss mob at one's own expense, a "berzerker" nano, if u will
those are just ideas but maybe they will give someone else a viable idea or just make u laugh, i dunno
Anyway, thanks for reading this (if u actually got this far) and overall this game is pretty amazing, gl to u all and i will see u in BS missions for the next 50 lvls :)
Re: Soloing and Teaming (the conclusions)
I like most of the ideas in the article however there is one suggested change that does concern me.
I prefer soloing to grouping presently. And so do many others. I do group as well but like the idea that I can go off on my own at any time and fight and hunt at my pace.
However in the suggested changes, there is one item that would change that thus making soloing impossible. That suggested change was the 'family' hate attribute or faction killing suggestion. If I am hunting solo, I like the fact that I can pick ones to fight without worrying about other creatures pouncing on me from behind. Many times it comes down to the last blow on whether I win or loose. If you implement this 'family kill' feature, anything that is part of that family will start in on me.. Now for groups, that is not so bad but for soloing?? It would give us NO chance to rest or heal or anything else.. Once we start fighting something, anything in its family will come after us and as a soloing hunter, that means no chance of survival.
I do like the idea when it comes to groups. I hate the idea for soloing. If implemented, everyone that solo's is going to find that doing things on your own will be impossible. We will be forced to group and for many of us, we prefer soloing over grouping many times over.
I think FC/AO needs to rethink this one item. I want to retain my ability to leave a group and go out on my own. I want the ability to log in for the one or two hours I may have at some point and be able to work on my character without spending an hour looking for a good group that is active and more interested in hunting than standing around talking. I want to spend my time doing something rather than be in a group where people are so afraid of dying that after ever third kill we have to stop hunting and wait while one or two members run off to save before they loose their experience.
Everything else sounds great. I hope this one item will be looked at again however.
Malakie