Wrend

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  1. Quote:
    Originally Posted by JuliusSeizure View Post
    Energy Transfer had about twice the DPA of Seismic Smash. That means that it was nearly twice as powerful as the second best single target attack in the game at the time, which was already markedly superior to any other such attack. It was broken beyond belief.

    What should have happened was the creation of a new animation that didn't backload the damage in the manner it did. The damage should have come at the same time as the previous animation-- after about 1 second-- but should have then had a 1.5 second wind down. This would have allowed players to strike as quickly as before, but would have neutered the broken DPA.

    I would still like to see the rest of Energy Melee fixed a bit-- particularly it's AoE damage.
    I would love it if ET did it's damage as quickly after activation as it used to, or even just slightly longer. I would also be fine with a longer down-time after activation and even a longer recharge if that was considered needed for balance.

    I like the ability to hit quickly with ET, and I got used to being able to do so. Also, I do not PvP at all, so I know that my perspective on that part of the game is useless to balancing the power.
  2. I can reach a speed of 87.95mph with Afterburner on, and I have been able to get the Silver Medal in each timed event. I have not been able to get a Gold, but you might be able to shave a few seconds off your time by skipping part of the course and going straight to each way point.
  3. Quote:
    Originally Posted by peterpeter View Post
    Also, if I read Positron correctly, they've drooped the RMT aspect entirely. These converters will only be available in game, by trading in merits. The only people who have a reason to complain are the PVP farmers who might lose their lucrative niche.
    That sounds great, I really like the idea of being able to get converters through gameplay. I am also ok with spending real money on them as long as you can also get them through gameplay. I doubt I would ever spend real cash on them but I have no problem if other people do.

    I am unable to do decent search (not enough time and my search-fu is weak), would it be possible to provide a link?
  4. Wrend

    MoM Inbalance

    We got wasted by the Avatar one time, other than that we have had little difficulty with any of them. We did a decent amount of AV farming for the first badge (Dreamkiller), so I have had multiple battles against all the AVs now. I do find that the Avatar is the most troublesome of the AVs, with Rulardark (not sure of the spelling) and Lanaruu the next most difficult.

    At least I finally got Caleb to spawn, he was the last one I needed to get Dreamkiller and MoMoM... That really looks weird... Master of Minds of Mayhem... got to find a better way to say that. The badge should have been "Master of Mayhem" that would have been a nice badge title to wear.
  5. I have been on several successful TPN runs now (around 10 I think), and except for the "Fair and Balanced" badge runs (2) we have not kept a team outside. It definately seems to make the trial easier for everyone to understand and it reduces the chance for any accidental civilian deaths. It is also a good way to get the badges for clicking all 4 terminals/HD health and completing each 500 pt challenge in 8 minutes.

    I actually think this will be the "standard" way this trial is run, due to the lower level of complexity.

    One thing that we have experimented with was having 2 players use the Incandesence Destiny to port the league to the required location. While the 2 people with league TP are running to the correct location the league stays out of combat. We are still fine-tuning this method, and it is very possible that we will find a better way, but it is fun to work it out.
  6. My main problem with EM is not with it's effectiveness, it is based on the "feel" of the set compared to how it used to be. I have a 50 WP/EM tank and he was one of my favorite toons. I left the game for a while and now that I am back the toon just does not feel like it used to, and the change in feel is enough to make me not want to play the toon anymore, and that is mainly due to the length of the animations of ET and TF.

    I understand why they were changed, and I am not really arguing that the changes were needed, but the last 2 attacks just feel too cumbersome to me now. I would be greatly in favor of adjusting the animation speeds to be quicker than they are now and will gladly accept any additional changes needed to the numbers behind the power to keep it balanced.
  7. Quote:
    Originally Posted by Trilby View Post
    From what I've seen, when they die they make a ring on the floor. While in this ring, mother mayhem can be stunned and slowed.

    Or, while in the ring she is slowed and damage sometimes makes her stop.

    Need confirmation please.
    From my experience in MoM, the ring appears when the monster is killed, that allows debuffs/holds/whatever to work on Shalice, but does not really slow her down if you do not use your debuffs.

    I think that the "damage makes her stop" is because a large amount of damaging powers also have a debuff attached to them, and when you have a full league shooting at her those debuffs stack pretty quickly. When we kill a monster close to her she is almost instantly stopped and held by several people and I found it almost impossible to determine which person got her, and it does not matter who got her held in the first place, just as long as you slow her down enough to kill her.
  8. I have completed MoM 5 times (I think) and failed 3. I currently have 10/16 of the monsters, and I have seen Jack and Lanaruu at least 4 times each. I seem to be missing the Lichen Walker, Jurassik, Bat'Zul, Deathsurge, Caleb, and the Kronos Titan. Most of the people in my SG (that have commented on there progress) also seem to be missing Kronos, Caleb and Deathsurge. Just luck of the draw, IMO, but I know we will get them in time.
  9. Part of the reason for the Test Server is supposed to be so that the player base can do things with the power sets/costume creator/missions that the devs have not thought of, or have not had the time/resources to test appropriately. I am not a programmer, but I would expect that there is a vast difference from running an updated CoH on their internal servers with a limited number of players and running that same update with 10x (or 1000x) the number of people using it.

    It would be impossible for the devs to try out every configuration of computer systems, every combination of powers accross all ATs, every possible combination of missions/maps/contacts and whatever. That seems to be why these bugs pop up.

    I would be truly curious to see a list of the bugs that the devs find and fix on the new updates before we ever see them. It might make a bit of a difference to the players upset about these current bugs if they knew that for every bug that makes it to the live servers they have found and fixed 100 bugs that we never knew about. Of course I have absolutely NO idea what the actual ratio would be, the numbers I used were purely arbitrary and simply a shot in the dark. But I would think that the number of bugs that we never see is quite a bit higher than the number we do see.
  10. Agility will help with your Defense, which is great for a WP tank, it will also boost your recharge and END mod, and you have a few powers that can make use of that boost (stamina, physical perfection, possibly conserve power if you take that to open up physical perfection). I would think that would be enough to keep you from running out of endurance.

    I would not think that a Cardiac alpha would be as advantageous to you as the Agility. But you might also consider a Musculature alpha. The damage boost might be nice to have, and it will also give some end mod boost as well. Not saying that it your best option, but it is something to consider.
  11. Quote:
    Originally Posted by Lothic View Post
    Yeah that's kind of what I was assuming based on what Energizing_Ion said. It would have been really crummy if it didn't track credit for a given secondary trial badge unless you had managed to complete the trial in the first place. I guess in this case we just have to deal with not getting a "cosmetic" progress bar until the main badge triggers.

    It could probably almost be considered a "bug" to be working like that, but I assume this is probably one of those kinds of things that we'll just have to accept as WAI.
    I would guess that it works like that to prevent people from getting a badge from a trial that they have not successfully completed. I would love to see the progress bar begin even on failed attempts and only have the badge rewarded when you complete the trial, but I am not sure if that is possible with the current implementation of these badges.
  12. Quote:
    Originally Posted by New Dawn View Post
    but AI is what it is for a reason Devs should know. I doubtful that there is a major problem with the aggro formula itself.
    I think part of the problem is that the aggro formulas in CoH are *not* totally understood. Arcanaville, who has more knowledge of the inner workings of this game than just about anyone you will ever meet on these forums, confesses to uncertainty of the aggro mechanics. Remember also that the original code for CoH was written by people who are no longer working on it, and sometimes things break for no obvious reason when something else is changed.

    As an example.. the way our zone maps become greyed out when we log in.. I am pretty sure that they did nothing new to the maps, some other changes to the game caused this bug, and the chances are that the change in question had almost nothing to do with the maps, except in some previously unknown snippet of code.

    The same sort of thing might be involved with aggro. So much has changed in this game since launch that it might be like walking into a minefield if they attempt to adjust the "core" of the aggro mechanics in the game. I would expect that there is a certain amount of "unless it is really broke, don't fix it" with the devs. As long as aggro is working mostly as desired then they are hesitant to mess around with it much. "Perfect is the enemy of good enough"

    That said, I would like to see some tweaking done to aggro and taunt, but I think that is what the Devs would call "a non-trivial task"
  13. Quote:
    Originally Posted by Terminotaur View Post
    You don't have to get all 4 terminals each time you are in the building. You just have to get all 4 in each building at some point in the trial. I got the badge today and that was how it worked for me.
    Thank you. That is what I was hoping to hear, and that seems veray do-able without too much difficulty.

    On a successful TPN tonight (without trying for anything specific), we got "Todays Top Story" and "Fair and Balanced." We had a very good group of people, but I was still suprised that we got those 2 badges on our first success and wihtout even knowing how to get them. (We had not really read any of the guides to this trial because we like to figure stuff out ourselves.. to be fair, I am sure a couple of people looked at the guides, but most of the people had no clue what to do when we stepped in).

    I was also lucky enough to lead a successful MoM tonight, I had failed 2 just prior to leading one, and totally enjoyed the trial. The "gimmicks" did not feel to bad, the trial moved quickly, everyone seemed to work together well (and this was a true PUG). We finished the Penelope Mayhem part with less than 30 seconds to go since it took the league a bit to really understand the mechanics of that fight, but we got it done.

    Personally, I love both of these new trials and would like to thank the Devs who worked on them, you did a great job.
  14. Quote:
    Originally Posted by Terminotaur View Post
    Trial Badges

    Section 1: TPN Trial Badges.[*]Television Addict
    • Hint text - Complete all four terminals in all three buildings during each 500-point Public Opinion challenge, while also keeping H.D. above 80% health at all times, and then finish the trial.
    • Completion text - During the raid on TPN Campus, H.D. offered you his assistance in delivering the truth to the world, with only his protection as his price. You accepted his bargain and delivered far better than would be expected with the IDF swarming the facility, thus ensuring that H.D. had the greatest chance to deliver your message with no interference.
    I have a question about this one. One the runs we did in TPN last night we were in each building several times. To get this badge do we need to hit all 4 terminals each and every time we are in a room with them? I am pretty sure that we got teleported out after hitting 3 of the terminals, so would that mean we need to click the last 2 terminals in a room at the same time? Or do we simply need to make sure that we use A,B, C, D terminals all at least 1 time each out of the few times that we are in each room?

    I am not sure that my question is very clear, if people have trouble understanding what I am asking I will try to clean it up some, but I have to head out for a bit, so no more posting from me for a while.
  15. Just logged in, and I had forgotten that today was patch day. I hit the LFG on one of my lowbies thinking I would hit up a DFB trial... and saw that both MoM and TPN are listed as iTrials now... does that mean they are live? Or is this just part of their preparation for the new stuff?

    Can't wait to see the notes for this today.
  16. Rebirth is VERY useful in UGT... *BUT* just be extra careful about using your Rebirth in the fight against the Avatar. If you are confused when you fire it off you will heal the Avatar, and that is bad. Very bad. I am not saying that you can not use Rebirth in the last fight (although quite a few league leaders have been requesting that no one use Rebirth and Barrier in that fight), but if you do you need to be careful when doing so.

    Rebirth is also an excellent destiny to have for Keyes trials.
  17. Wrend

    Incarnate Info

    Gather salvage and merits from BAF and LAM. If you can, run Keyes and UGT as well. I know that a lot of people do not like these 2 trials, but Keyes is much easier now and I see a lot more of them being run.

    When you join a BAF I would also suggest that you ask the leader if it would be possible to try for badges. Most runs typically go for the no computers and no escapees badges as a matter of course, but quite a few leagues will try for "Strong and Pretty" or "Got to keep em' Seperated". Obviously not every group will try for one of those, but I have been in plenty of groups that switched "on the fly" to trying for Strong and Pretty when a few people expressed interest.

    The reason I suggest trying for the badges is that when you get a badge you will also recieve a bonus Uncommon Salvage (or a bonus Astral Merit if you already had the badge) and Mo badges reward a Rare Salvage. MoBAF is the easiest of the 4 trials, MoLAM is tougher since you need to have a group that can deal with Marauder's regen/resist without the temps. That pretty much requires a dedicated badge running team.

    The first badge in Keyes "Anti-Anti-Matter" is extremely easy to get now as well. Bunker Buster is kinda annoying, but I would expect a decent number of badge hunters would be willing to do it if they knew about a Keyes badge run. The last 2 badges (and MoKeyes) is a very different proposition and is not really worth trying for just to get the bonus salvage.

    In the UGT, there are actually 2 badges that are not that difficult to get, 1 that is kinda random, and one that is tedious. The "Regenerate This" badge is for killing the 2nd/3rd walker in less than 8 minutes, If the team is doing well then this happens all by itself. The "Tour Guide" badge is for keeping Desdemona's health above 50% the whole trial, another badge that is not that difficult and often happens without any special activities by the League. The "Avatar Assassin" badge is the one that I find somewhat random. it is for killing the Avatar while a seedling is spawned (10 second window I think). I have never been on a league that actively tried to get it, but have recieved it on 4 toons just by pure luck (kinda like Syncronized in LAM). The final UGT badge is "Preservation Specialist", for killing all the bombs in the hallways and side rooms. This slows down a UGT considerably, is difficult to pull off, but a failure at it rarely causes a failed raid.

    If you can manage to get these badges you stand to gain a decent amount of bonus salvage, and that helps a lot while incarnating your toons.

    And the bonus Astral Merits are also nice once you have the badges.

    One thing you may consider: If you can get one of your toons to +3 and enjoy running him through the trials, focus on him and then use the Astral Merits that you gather to assist your other toon on his Incarnate path. My main has so many Astrals that I am constantly converting them to threads for my other toons (via Oro vendor) to make them progress a little more quickly.

    Edit: Mo= Master of, rewarded for having all the badges from a particular trial.
    I realized after writing this post that not everyone would be familiar with the term. Sorry about that.

    Additional note: Only iTrials, Tin Mage and Apex TFs currently use that method of acquiring a Mo badge. STF, LRSF, Khan, Barracuda, LGTF, ITF all reward Mo badges for running them with the conditions of "no deaths" and "no temp powers" and those Mo badges do not reward anything special beyond the badge (no bonus salavge or merits, or whatever)
  18. Wrend

    Regen vs Max HP

    Without knowing the actual formulas, I would expect that you would get a better return from increasing your Regen rate. Since the "ticks" ar always the same (based on Max HP), the faster you get your ticks the more you will regen, and I suspect that the increase in tick speed will be greater than the increased HP per tick with +Max Hp. The +Max HP set bonuses tend to be rather small for most ATs (tanks possibly excluded).

    I would think that the number cruchers among us would have determined the best way to get the most out of it, and if there was one method vastly superior to another then it would be rather well known by now.

    I would suggest getting your +regen as high as you can while also attempting to increase your max HP when possible.
  19. My Fire/Ice/Fire blaster (Firekraker). He lays waste to just about everything, has T4s in all slots, and several alternate T4s for specific situations. He is so much fun to play that I have a hard time working on other toons.
  20. Quote:
    Originally Posted by Arcanaville View Post
    The stealth procs don't work? Odd: I never noticed that. I stealth around with a stealth proc stacked on superspeed in Keyes all the time and I seemed to be invisible, at least when running into bunkers. If the stealth proc was off and all I had was SS, I think they would spot me at that range.

    Its certainly harder for blasters in general, but everything is harder for blasters in general as long as anything is shooting back. Which is actually why blasters tend to like BAF: not as much shooting back, and when it happens its usually when the league is in tight clusters of buffs and heals. But its not impossible for blasters to succeed in Keyes without special builds or powers. My blaster's only self heal is Destiny, and I don't have Electric Armor, and I'm not soft capped to anything, and I do fine.
    I'm a little late to this discussion, but I would like to comment on the "stealth procs". I run my blaster (Firekraker) through Keyes as often as I can. I find Keyes to be a very enjoyable trial, mainly because it is quick and easy. That said, it does take a couple of runs to figure out what is going on.

    I use Unbounded Leap +stealth and also run the Stealth Power for my ghetto Invis. I have found that I am undetectable (as usual) untill I am hit by the 30second pulses. Those pulses make me detectable for a few seconds. So, if I am in a bunker and stealthed when a 30 sec blast goes off, then I will most likely be detected on my way out unless I wait a around 5 seconds (I might be waiting too long, but better safe than sorry).

    This is also important while colecting glowies from the first reactor, if I get hit with the pulse while trying to sneak up to a box I am often noticed and attacked. Once I figured out what was happening it became much easier.

    I have very little healing on my blaster, and the first several runs of Keyes were filled with death. This did not really bother me, becasue I took it as a challenge to figure out a way to not die and still contribute. So I simply made a T4 Rebirth Destiny. I find that the Incarnate abilities are so easy and quick to make (even from nothing to T4) that there is no reason not to have several different abilities made to switch into for certain tasks. Of course my definition of "quick" is most likely different from others, I have spent a considerable amount of time in another MMO where it took me over 197 runs of 1 mission to acquire *1* part (of 4) to craft an item that I wanted. And that particular mission had a 1 day timer, took me almost a year to make that 1 thing.

    In CoH I find the high-level Incarnate abilities very fun to craft, and the fact thatyou are always getting closer to making one (even on a failed mission or with poor luck on end-rewards) a refreshing change.
  21. I have run all 3 arcs on 3 or 4 different toons. And I consider them to be among the most god-awful garbage in this game. I know that my opinion is in the minority, and I do not tell people to avoid those arcs like the plague (although it is tough for me to not do that), but I find the thought of running any of the 3 arcs to be slightly less appealing than drinking sour milk out of a dirty ashtray.
  22. I was away from CoH for about 2 years, and I just returned about 3 weeks ago. I was not here for the initial roll-out of the Incarnate stuff, but have been running a lot of trials and TFs since I returned.

    In those 3 weeks I have not converted any shards to threads, nor have I upgraded any Incarnate salvage (no rare to very rare stuff). I *have* downgraded a few uncommons to commons. You need less uncommons than you do commons, To mkae a power T4 you would need 2 uncommons, 2 rares, 1 VR and 12 commons (I think it is 12, might be off on that).

    In my 3 weeks of playing, I have unlocked my Alpha on my main, crafted a T4 Spiritual, T4 Musculature, T4 Cardiac, T4 Pyronic Judgement, T4 Reactive Interface, T4 Lore Robotic Drones (Assault and Laser), T3 Lore IDF (Shield Drone and ACU), T4 Clarion, T3 Ageless, and a T3 Rebirth.

    I have also used the Astral merit conversion to unlock the Alpha on 2 other toons (that would have trouble running the Alpha Arc solo). I currently have 112 Astral Merits and 29 Emperyan Merits.

    I have also earned close to 500,000,000 Inf while doing this (not counting the Purple Recipe I found and sold for 600,000,000, as that was pure luck).

    I have found the Incarnate system to be a lot of fun, not much grind and definately worth the time invested.

    Of course I was also playing Dungeons and Dragons Online for quite a while, and the "end game" of crafting Epic Items in DDO is vastly slower than Incarnates in CoH. In DDO I made the "Epic Sword of Shadow" (the most powerful 2-handed weapon in the game, at that time). To craft that Item you had to acquire the Shard of the SoS, Seal of the SoS and Scroll of the SoS and then combine them. The Scroll was a random drop from any *mininon* in the appropriate pack of content but was very expensive to buy, costing roughly the same amount of gold (actually platinum, but more people recognize gold as a standard currency) that could be carried by 3 toons holding all the gold the game would allow. The Seal dropped only at the ends of a few missions, and it took me 197 completions of 1 mission to get that Seal. And those missions are on a "hard timer" of 18 hours, so only 1 mission per day for your chance at the Seal. The Shard dropped only in the end of a Raid with a 3 day timer... took me about 1 year to make the final item.

    The reason I mention my experience in DDO is to point out that the Incarnate system in CoH moves much, much faster than the end game content in DDO, and much faster than the end game in many other MMOs. I am very happy with my return to CoH, and the Incarnate system is a large part of that.
  23. I am thrilled that they are adding new sets to the game, and it is obvious that Titan Weapons has a rather large following. But that set just looks... BLEH is the nicest thing I can say about it. I can not envision ever playing one for any reason. But that is why I like CoH, because I do not need to like it, lots and lots of other people will, and I will lose nothing by not playing it, and will gain a LOT by having more of my friends happy with the set. And there is much to be said about expanded choices.

    Keep up the good work devs.

    Now, about Staff Melee..... Bring it on
  24. Quote:
    Originally Posted by Kaiser_Soze_NA View Post
    1. I'm not being deliberately obtuse. I only quoted the paragraph about the book because I didn't feel it was necessary to quote your entire post in order to make my point. I read the first paragraph, but since the discussion in this thread is based at least in part upon people who just want to complete the tf for the badge or merits or what have you, I was pointing out that your book analogy was a poor one for this discussion as it fails when considered in that context.

    2. If you want to just make a general statement about running tf's and how you like to experience them as immersive that's fine, but that's your own little thing, for your own little thread. Just as this isn't about me (and i'd argue it is, at least to a greater degree than it's about you, since I was part of the tf in question), it's not just about you either.

    3. I played Sister Psyche for immersion too, stopping to smell the roses and all THE FIRST THREE OR FOUR TIMES I PLAYED IT, circa 2004. Having run this tf well over thirty times on close to as many toons, it's no longer immersion for me, more like chinese water torture if done in stop and smell the roses format. I do however, want the badge for each of my toons. I haven't yet done the First Ward content. Should you wish to do it with me, you may find I'm not quite the horrible speed run farmer you presume me to be.
    Just to clarify: Kaiser is a horrible monster, just not of the "speed run" variety.
  25. Originally Posted by TonyV
    Considering that a lot of these new players are playing these missions and experiencing the story behind them for the very first time ever, I seriously question whether XP has much to do with it. I know that the OP referred to XP, but it's possible that he is projecting what he thought the players were thinking onto them or that the new players were shy about admitting that they want to take a minute to read what they were doing instead of getting as far as, "The disturbance I have been sensing seems to spiral ever wider. The industrial complex--" MISSION COMPLETE!

    You are incorrect. The players which left told us, very clearly, that they only wanted the maximum xp from the TF. They also mentioned that they did not care about story or badges, simply xp.

    So, before you "serously question whether XP has much to do with it", or that I am projecting, I suggest you work on your reading comprehension, because I was very clear as to what the problem was.

    The players in question were not shy, by any stretch of the imagination, nor were they unable to express themselves in a clear manner. They made their expectations loud and clear.