Adeon Hawkwood

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  1. Quote:
    Originally Posted by Obitus View Post
    Am I understanding correctly that the one and only level shift in Issue 20 is tied to Lore? Ugh.
    My understanding is that all of the slots in I20 provide a level shift, but one that will only be effective in incarnate content. I would assume that in the next round of incarnate content we will start seeing enemies with their own level shifts to make it so that a certain amount of incarnate progression is required.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    That said, I do take pride in not repeating myself (much) and not falling into the easy, obvious costumes that everyone else seems to have.

    Just as a random example, a couple of days ago when going through the Praetorian Tutorial, I saw two completely unrelated people with almost the exact same "naked tiger" costume. This is the sort of thing which makes me sad. If I make a costume that someone completely accidentally makes almost the exact duplicate of, I'm doing something wrong.
    I disagree, [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/TropesAreTools]Tropes are not Bad[/quote]. There are a lot of character archetypes that get reused in stories and it is perfectly reasonable for people to want to use them to tell their own stories in CoX. In many cases particular archetypes carry with them certain styles of clothing which means that when two people use the same archetype they get similar costumes. For example, I have a DP/Storm Corruptor with a Trenchcoat and Fedora, I have seen several other Dual Pistols characters with a similar costume because it's a standard archetype.

    So please remember that while you may prefer to avoid the standard archetypes entirely the same is not true of everyone. Personally I like to make characters who apply a twist to the standard archetypes (he's a hardened trenchcoat wearing bounty hunter... with magic) or combine two archetypes (she's a catgirl... in power armor) but in most cases even that has also been done before (the two examples I gave are influenced by Harry Dresden and the Kzinti respectively).

    Oh yeah, my Cab Spider wears black armor with red trim. all hail Lord Recluse.
  3. Adeon Hawkwood

    Ohai!

    Quote:
    Originally Posted by beyeajus View Post
    Oh, and why is trapdoor so crazy impossible hard now? I spent a half hour on him with my bot/DM MM and not a scratch o.O
    His clones add to his regen and resistance so kill them off to get him down (send the battle drones after them).
  4. Quote:
    Originally Posted by Nyghtmaire View Post
    I've followed this thread from the beginning, but one of the assumptions passed around troubles me: do groups even ask for healers? I've never seen it happen, on any character, on any server, for any group type (whether a tf/sf or what have you) at any time since coming back with i19. I've seen lots of people looking for */kins but that's about the only specification I've come across (mainly on Freedom if it matters). Most times when I respond to a LFM broadcast, the team leader doesn't care or want to know at or primary/secondary selection.
    It's not as common as it used to be but it does still happen. Nowadays I see a general "looking for support" a lot more than "looking for healer" but I do see it from time to time and even see the occasional "LF2M, need Tank and Healer then g2g" style comment (which vastly amuses me).

    Heck, I when recruiting for an ITF last night I had someone who wanted to know what powersets the tank on my team had before he would join. He didn't respond when I explained that most of the team hadn't zoned in yet so I had no clue whether I even had a Tanker on the team.

    Quote:
    Originally Posted by Nyx View Post
    Healers are not 100% needed, but usually appreciated because other people playing a support set are not doing their jobs properly
    I don't think you meant it that way but this is a rather arrogant attitude. You get bad players with every set and I have met plenty of poor Empathy/Pain Domination players. I'm tempted to say that I've met more poor Empaths than any other set but I think that's probably perception bias on my part since it's often easier to spot someone doing a poor job with Empathy than with other sets.

    Healing doesn't have a monopoly on making up for the poor play of others it is simply the type of support where doing so is most obvious (giant green numbers) just as it's the type of support that is most obvious overall.
  5. Quote:
    Originally Posted by Comicsluvr View Post
    Second: Rearrange the salvage necessary to create recipes based on level. Thus the stuff at lvl 31 and higher (for instance) won't require Luck Charms which (IIRC) don't drop above lvl 30. I believe that one of the reasons for the higher prices on many of the items listed as 'Common' is that they are inflated because some lvl 50 needs it nao for his new shiny and doesn't mind paying 100k for it. This bumps the 'little guy' just starting out in the Invention System out in the cold because he can't compete.
    Actually this is already done. Recipes level 10-25 use T1 salvage, 26-40 use Tier 2 and 41-50 use Tier 3 (one caveat, there are a few exceptions for 25 and 40, any recipe where 25 or 40 is the lowest available level will use one tier higher salvage for that particular level).

    The reason lower tier salvage is popular with level 50s isn't because level 50 recipes need that salvage it's because:
    1. There are advantages to using lower level recipes (keep bonuses when exemping)
    2. Field Crafter

    I don't think there is a good solution to this. Removing the 3-level restriction on set bonuses would help but you're still going to get level 50s buying lower tier salvage either when working on Field Crafter or to equip their alts.
  6. Quote:
    Originally Posted by Supermax View Post
    In the end people will most likely keep doing what they want, at least on PUGs. In my experience, it's hard to force someone to do something they don't want to do, even if it benefits the team. And being asked to stop using certain key powers really angers some people...to the point where they actually quit the team. I've personally seen people throw a total fit when asked not to use ONE power that is disrupting the team.
    Sure I've seen it as well. Still at the end of the day that is why the devs gave us player notes.

    Quote:
    In my team's case, we had 2 kins and a rad. Which means BM constantly had AT LEAST 2 siphon speeds and a LR on her. Asking 3 people (38% of the team) to not use their powers...I'm not sure how well it would have gone over. Plus in the case of LR...you have to weigh the benefit of the -regen with the negative effect of -speed.
    See in that case the optimal tactic would probably have been to use LR on her (because the potential loss of melee damage is more than made up for by the regen) but not siphon speed (since the extra damage from the kins would probably not out damage the melee characters).

    But then as you say, trying to convince people that their powers are hindering the team is an uphill battle. I had a case once on my tank where the Fire controller on the team would cast bonfire directly under me before casting Fire Cages. When I pointed this out to him he insisted that the damage from bonfire was worth it, completely ignoring the fact that bonfire wasn't doing any damage due to enemies being immobilized outside it's radius. Although in his defense he did at least stop when I asked him politely.
  7. Quote:
    Originally Posted by Arcanaville View Post
    I don't play MineCraft so I can't pass judgment on its gameplay, but from what I've heard of the game its close but not quite in my opinion. It has strong exploratory elements, but it does have a structured gameplay goal in partial disguise: you have to survive. You could argue that its a sandbox, just a very dangerous one, but I think most people don't treat it like a dangerous sandbox, they treat it like a game you have to continuously complete the goal of surviving in, which then gives you sandbox-like open gameplay elements to play with when you aren't trying to specifically survive.

    It *looks* like its designed to provide open gameplay but with certain structural elements that make it an actual game, if a very loose one. Going back to the physic puzzler comparison, I think the difference between a true sandbox and something that offers open-ended play is that open ended gameplay games offer many options to accomplish gameplay goals, while sandboxes don't have explicitly designed goals leaving players completely free to decide what to do within them.
    The thing is survival in Minecraft is not a useful goal. If all you want to do it survive it's trivial to build yourself a small room with a torch and no windows at which point you can leave the game running forever and "survive".

    Survival only becomes an issue in the context of having other goals to accomplish. As such I don't think Survival is a goal, it's an optional challenge to accomplishing some other goal. If you don't want it to be a concern you can turn enemies off.

    Similarly (and referencing Samuel's response to my original answer) resource gathering is, again, a possible challenge to put between yourself and a goal (and is indeed the default setting) but you can also use the console to give yourself whatever resources you need rendering the need to gather resources moot.

    You defined sandboxes as games that have no explicitly defined goals and I think Minecraft meets that requirement. The end goal of the game is whatever you define it to be (survive a particular length of time, build something, explore somewhere etc.). The other aspects of the game (survival and resource gathering) are simply challenge setting you can use to make your chosen goal harder to accomplish.

    For example compare the following possible goals:
    1. Build a replica of the Eiffel Tower out of iron blocks
    2. Build a replica of the Eiffel Tower out of iron blocks harvested yourself
    3. Build a replica of the Eiffel Tower out of iron blocks harvested yourself with enemies turned on

    Now each is a possible goal you can set within the game but the later goals are harder. For goal two you need to find a LOT of iron (making an iron block requires you to harvest 9 veins of iron) so in addition to the building itself and the scaffolding required to work on it you need to spend a LOT of time mining. For goal three you need to do everything in goal two while also setting up your mining work in such a way as to avoid zombies.
  8. Quote:
    Originally Posted by Supermax View Post
    The biggest problem was actually doing damage to BM. I have a theory that -speed debuffs actually hurt the team. I was desperatly trying to taunt her out of the patches so we could attack her, but she was practically running in one spot from all the slows. So there was simply no way to get her out of the blue. Every time we just had to wait for the patch under her to disappear. The whole fight took probably 30 mins. Overall, definitely fun. But I may have had a different opinion if I had been on a squishy
    This is very true. My standard practice against AVs with all 3 of my incarnates is to spam them with web grenades since that allows some of my other powers (specifically ignite and/or poison gas trap depending on which character) to work more effectively. With Battle Maiden I try to avoid that because while it makes things easier for me it it going to cause a lot of problems for the melee characters on the team.

    Now the potential issue here is what if you have both controllers and melee characters on the team? I think at that point the team has to make a decision letting her run free will increase the damage the melee types can do while immobilizing her will increase the controller's damage due to containment. I don't think there's a single good answer here, in either case someone is being forced to perform sub-optimally so it really depends on team composition. The upside is both character types have another use in the fight controlling the ambushes so even if they aren't able to do max damage against BM they aren't useless.
  9. Quote:
    Originally Posted by galadiman View Post
    The market is fun, but seriously: remember your goals for having fun. If the market is the end goal, more power to you. But if playing the game is the 'fun goal', then worry less about the pennies. That's just my 2 pennies.
    Yep, this is pretty much my take on it. When I'm buying things for the purpose of reselling I'm happy to be patient. When I'm working on my build however I want it NOW!
  10. Quote:
    Originally Posted by New Dawn View Post
    I am not yet sure if any team mix is fully capable of Mo'ing it like I might be with STF etc.
    Except getting Master of Apex requires you to kill BM quickly, it doesn't require you to kill her without dieing. The two are very different problems, for Master you need people who can handle attacking BM while moving more than anything else.

    Now assuming you meant "do it without any deaths" rather than master I agree that would be tricky but I think it would depend more on player skill than particular team composition. The thing to remember is that most of the adds have limited or no ranged attacks. So what you need more than anything is for squishy characters to move around a lot and to make good use of AoE slow/immobilize powers to provide clear spaces to move to. A FF or Cold Dom character would also be handy for ranged defense and a few characters with suitable patch powers.
  11. Quote:
    Originally Posted by Golden Girl View Post
    Do they all drink that much at reputable bars??
    Some of them do although I'm pretty sure Back Alley Brawler trolls the seedy bars waiting for someone to pick a fight with him.
  12. Quote:
    Originally Posted by plainguy View Post
    Bah Curse you Adeon, I came back to delete. But anyways MIDS does show the Regen increase. I am guessing that a Doctor Wound heal recharge is just better as it is giving me an additional 5% increase over that proc.
    Not to surprising actually. The base regen of Triage Beacon is 150% (for a Corruptor anyway, I think Defender is the same) so ignoring ED the doctored wounds IO would provide 39.75% regen which is 14.75% more than the Regen Proc. If you already had some slotting then a 5% bonus could fit.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Quick off-topic question: Would something like MineCraft qualify as a pure sandbox?
    I would say yes. There is combat in Minecraft but even in survival mode the primary point of the game is to explore and build. Yes, there is combat and there is 'loot' but neither are really the point of the game they simply serve as the connection between exploring and building.
  14. The Regeneration proc is a "Proc120" what that means is that if placed in Triage Beacon (or any other click power) it will boost your regen for 2 minutes after casting th epower but will not affect the target of the power. As such most people put them in a toggle/passive power such as Health.

    I haven't checked but Mids' should show the effect of the proc but you will need to turn Triage Beason on (it could be bugged though).
  15. How many level 50's are you attempting to 'become an incarnate'?
    I am actively working on 3 Incarnates:
    AR/Dev Blaster
    Traps/AR Defender
    Bots/Traps Mastermind

    I have run the Incarnate arc on all of my other level 50s but I don't really work on them beyond the occasional task force.

    Do you feel that doing more than say one hero and one villain is doing 'too much at once'?
    I think everyone needs to answer this themselves. It really comes down to how much time you have to play and what you want. In my case I have 5 characters I really want to incarnate (the three above, my Inv/Axe Tanker and my Earth/Storm Controller) but I don't really feel like I have the time to develop all 5 at the rate I want so I'm focusing on the three above with the other two getting in an occasional TF (my other 50s I'm not even doing that).

    Do you feel a shift has occured to more time devoted soley to level 50's leaving far less time to level an alt?
    Do you feel this is a good thing?

    Yes and yes. I've never been as much of an fan of alts as some other people, I always tried to keep it so that at least 50% of my characters were level 50. I also enjoy playing my 50s and the Incarnate stuff has given me more reasons to do so. The downside is that I'm not leveling my non-50s as much.

    Do you seem to not have enough time to devote to alt characters because you feel you need to be collecting shards and such?
    They are developing slower but still leveling. At the very least I try to burn off their patrol XP once a week or so. Leveling alts gives me something different to do to avoid getting burned out on sharding.

    Do you think changing the Weekly Task Force to a Bi-montly Task Force would be 'better'? Perhaps offering a more relaxed atmosphere for the playerbase?
    Not really, I think "weekly quests" actually make a lot of sense in terms of time-gated content. I've never liked "daily quests" because I always feel depressed if I have to miss a day. Similarly much longer than a week (bi-weekly, monthly or more) feels horribly slow. Weekly offers a nice mix of making it easy to schedule time to do it while keeping it going at a regular rate.

    Am I just nuts?
    Yes, I am nuts, but I'm comfortable with it.
  16. Quote:
    Originally Posted by Lazarillo View Post
    I probably have a weird use of semantics.
    When I think "crunchy" as far as this game is concerned, I think more about powers, proliferations, QoL changes, things of that nature. TFs and raids fall under the umbrella of "content".

    Yeah, I'm weird. Probably.
    Fair enough, to me content is crunchy and everything else is filler .

    Quote:
    Originally Posted by LISAR View Post
    As opposed to....
    Cross-sever teaming.
  17. Quote:
    Originally Posted by Lazarillo View Post
    Pretty much all raids and TFs. Not much crunchy stuff at least at this point. I'd be lying if I said I hadn't expected more, but hopefully the raids'll be fun enough to make up for that, since I imagine there's going to be a lot of raiding once this hits.
    Raids and TFs aren't "crunchy"?

    Anyway in terms of general thought sit is VERY nice to see new lower level TFs/SFs. I think the devs have done a great job with the newer TFs but except for the Positron revamp they've all be focused on level 50s (yes, the ITF scales down to 35 but it's very rare to see it run as anything other than a level 50 TF). The level range on the new TFs/SFs is interesting as well, 20-40 is a pretty big range and it's also the range that includes the largest increases in power for a lot of characters so it'll be interesting to see how well it's balanced.

    Quote:
    Originally Posted by Lucky666 View Post
    Two new raids and two new TFs but that can be all there is considering i20 needed a physically signed NDA. But if it is, huh?
    Given the comments the devs made it seems likely that the physical NDA stuff was for the trials and the League system. In that case the physical NDA made a lot of sense, it's not about the quantity of stuff to test but the fact that those systems represent a major upgrade to CoX and as such something the devs would want to keep under wraps during the initial testing.
  18. I'd definitely recommend one of the debuff focused defender sets. They all solo reasonably well and are a lot of fun.

    Here's my $0.02 on each of the debuff sets:

    1. Traps: A very tough defender and gets some mez protection (which as a melee player you know the value of). Powers tend to be on long recharges which leaves more time for blasting.

    2. Storm: A nice set with a focus on positioning through knockback/repel along with a bit of team protection through resistance/healing and offense through lightning cloud/tornado/freezing rain. That being said, I personally find Storm frustrating to play on a Defender/Corruptor but a lot of fun on a Controller. YMMV.

    3. Radiation Emission: Probably the most popular debuff set. Provides strong offensive debuffs with healing and a bit of control. I've never actually played one so can't really say much beyond that.

    4. Dark Miasma: The Controller of Defender primaries. It provides some healing and defense/resistance and has a decent -resistance component in Tar Patch but it's primary focus is on protecting the team by controlling enemies and debuffing their hit chances. All in all a very nice set.

    5. Trick Arrow: The games only pure debuffing set. VERY good offensively combining high levels of -resistance and a high damage attack/debuff power. The downside is that the damage mitigation it provides is somewhat limited compared to other sets. It does have what is probably the best AoE hold in the game but the long recharge means you can't use it every spawn. Like Storm I think Trick Arrow works better for a Controller than a Defender/Corruptor but unlike Storm I don't find it frustrating to play on Defenders/Corruptors.
  19. Well baring the release of a new buff/debuff set there are 5 possible proliferation:
    Cold Domination
    Empathy
    Kinetics
    Radiation Emission
    Sonic Resonance


    To me Cold Domination and Sonic Resonance are the obvious choices. Both could be ported with no changes beyond the mandatory AT scaling changes and would (I think) be reasonably balanced.

    Of the other three Empathy is extremely unlikely to happen, the devs designed Pain Domination as a redside Empathy so I don't see MMs suddenly getting Empathy now. Similarly Poison seems to have been designed as a weaker version of Radiation Emission for MMs so I would be surprised if MMs got Rad.

    Kinetics is the wild card. On the one hand it's got a lot of powers that aren't hugely useful to pets since they don't benefit from recharge bonuses and most don't have endurance issues. On the other hand the damage a Fulcrum Shifted squad of pets can do is amazing (especially on the AoE heavy pets). In the end I think the devs are unlikely to port Kinetics to pets simply because a large number of it's powers aren't particularly useful for buffing/supporting pets.
  20. Quote:
    Originally Posted by Golden Girl View Post
    Or the entrance could even be the rift portal - like Vanguard might have found a way to hack it so we can use to to get onboard.
    Another alternative is that it's controlled by the Praetorian Resistance and we're being invited on-board to repulse an attack by Cole/Hamidon/Ninja-Pirate-Space-Monkeys.
  21. Quote:
    Originally Posted by Amanita View Post
    I admit, until now I've been something of an invention refusenik- just not terribly interested. But now I've got a couple of level 50's that I'm working through the incarnate slots with, and I'm looking at ways to make them better and stronger, including IO's.

    So here's a question for those in the know in these affairs- if you want to get a set of purple IO's for a character, what are some good ways to do it as cheaply as possible?
    One character is a Katana/WP scrapper, the other is Dual blades/WP.
    Well the first question to ask is do you really need purples? Purple sets are nice for some builds but in other cases non-purple sets actually provide more useful bonuses.

    That being said if you do want purple sets the purple recipes you are likely to want (Hecatomb and Armageddon) are the most expensive sets so there isn't a cheap way to get them.

    The easiest way to get them is to get alignment merits (either through tip missions or running TFs and converting merits). Now don't use the alignment merits to buy purples directly, it's not worth it. Instead use them to buy high value rare recipes (level 25 LotG 7.5%s are often a good choice but check the market) craft those and sell them on the market. You can often get 200 million for 2 A-Merits this way which, given the cost of purples works out to needing about 4-6 alignment merits for every purple recipe.

    Now most people only slot 5 pieces of the set and the proc is generally a bit cheaper than the others so you're probably looking at around 50 alignment merits per character to get 10 purples this way.

    The other options are:
    1. Farm until your eyes bleed
    2. Marketeering
  22. To me it comes down to Nerve or Musculature depending on how you are slotted. The incarnate content has you fighting level 54s and even with the level shift that means your battle bots are fighting +5s. Including Supremacy that means they have a base to hit of 40%. In order to give them a 95% to hit chance you really need both tactics and for them to have ED capped accuracy. If you don't have both of these then I would recommend Nerve because bringing their accuracy up is probably the most useful thing you can do.

    Assuming your bots have enough accuracy on their own I'd go for Musculature. The other contender here is Spiritual since Traps does benefit from recharge but the way I see it there are plenty of ways you can increase your personal recharge but relatively few ways to increase the damage your bots do.

    Personally I went for Core over Radial on the T4 since the tertiary effects (End Mod, Run and To Hit Debuff) aren't particularly important to my build. I only have a couple of powers with each of those and none are critical so I figure a bit more damage is more useful.
  23. Quote:
    Originally Posted by MaHaBone23 View Post
    I just noticed recently that the white comets that spin around active toggles seem to spin at slightly different speeds. Is there a reasoning behind the varied spins?
    Excluding lag the comets all spin at the same speed from what I can tell. However they are often phase shifted relative to each other (caused by the timing of activation) which can make it look like they are moving at different speeds.
  24. Quote:
    Originally Posted by Schismatrix View Post
    Well, according to what i've read shard drops are rolled for every eligible member of the team when an enemy is defeated. There is no "gets the roll and game kicks the salvage over to" effect. The game doesn't create a shard and then go "gosh, now I've got to give this to somebody on the team." Everyone getting a roll for a shard drop is different from the standard drop mechanism and gives greater rewards for teaming than the other drop systems.
    I agree that is how it is supposed to work but it isn't necessarily how it does work. The thing to remember is that while the incarnate shards are different from the standard drop system they are not different from all other drop systems in the game. The mechanic of "everyone on the team has a chance for a drop" is used for quite a few other cases in the game, for example:
    1. AVs: everyone gets an enhancement
    2. Mothership Raid: everyone gets a Vanguard Merit
    3. Monster: everyone gets a chance for an inspiration drop

    Now there are two basic ways these could be implemented in the code (obviously this is more relevant to the third case than the other two since it's not a guaranteed drop):
    1. Roll for each character separately
    2. Roll X times and distribute as evenly as possible

    Now the advantage of using the second method is that it would mean that the same piece of code is being used for all drops, it is simply told roll X drops with a chance of Y where X is either 1 or "number of team members" depending on the drop.

    Now if we assume that the devs did originally implement using the second method above and that they used the same system for Incarnate shards (neither of which I would consider unreasonable assumptions) then it is entirely plausible that there is a bug in the code where for Incarnate shard drops X is being set to "number of characters on team" instead of "number of incarnates on team".
  25. Quote:
    Originally Posted by GavinRuneblade View Post
    Even without needing them for favor of the well, you need 12 shards (or equivalent) for a tier-1 alpha, an ADDITIONAL 20 or equivalent (8 of them cannot be "equivalent and must be actual shards) for a tier-2, an ADDITIONAL Notice of the Well and I am not sure but more than 20 to for the tier-3, Then do it all over again from scratch for a second Tier-3 before combining both PLUS many more shards to make the tier-4.

    It is well over 100 shards to get a tier-4 even using taskforces and picking the component options.

    That is grinding. It is not bad as far as grinding goes in MMOs, but it is still grinding.
    There is some truth in that, but at the same time it's important to consider the relative effectiveness. The critical ones are the T1 (gives access to Apex and Tin Mage) and the T3 (level shift).

    Getting the T1 generally takes only 2 TFs (potentially 1 if you're lucky but I more likely 2). Similarly doing a T3 from scratch will probably take 4-6 component granting TFs depending on exactly which ones you run and how much you do kill versus speed (maybe one more if the WST for that week doesn't grant shards). Neither of those numbers seem particularly grindy to me.

    Now yes getting the T4 does require quite a bit more effort but from a power point of view it doesn't make a huge difference. The difference between T3 and T4 is definitely less than the difference between SOs and IOs and all of the current content runs fine with just SOs.