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Posts
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Quote:I know why you need to hold them, my point was that I'm pretty sure immobilizes don't help defeat their resistance/regen shield unless you have a hold proc in them. You seem to be implying that stacking regular immobilizes on them will help.The Holds/immobs have nothing to do with attempting to actually "HOLD" a Mitos.. they float in the green jello and never move at all. The Holds help to defeat their regen which allows you to actually defeat them. Immobs work as well and can help if you have only limited holds on a team. I am not saying it's impposible to defeat without and as I emntion I did it a while back with a team but it takes a long time and you can expect numerous deaths while you grind through one Green Mitos after another.
The way it works (AFAIK) is that they have a toggle which provides very high regen/resistance but will drop when they are held or stunned (as toggles used to behave for players). Since they have ludicrously high stun protection Holds are the only way to get them to drop the toggle. I don't think immobilizes help them drop the toggle at all.
Beating them through the toggle is another option but the things that will help there are damage, -resist, -regen and res(heal), the latter not available to players (ok, you could also use slows and benumb on the other greens to try and stop them healing as much) -
I saw someone saying this on a LGTF last night as well so I'm going to ask, why spam immobilizes? AFAIK you need to Hold them to drop the shield, they are already immobilized. The only reason I know of to spam immobilizes is if you're got them slotted iwth the change to hold proc.
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My view of FA is that it's an emergency power you turn on when fighting enemies with heavy perception or to hit debuffs (primarily Arachnos and Carnies). It's a nice power to have but if you want something to run all of the time you're better off trying to fit in Tactics instead.
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Quote:This is slightly wrong, I would word it: If you do not like buffing, DON'T PLAY A BUFFING SET.If you do not like buffing, DON'T PLAY A SUPPORT ARCHETYPE (argue playstyle all you want with me, Mastermind secondaries are support secondaries and if you try to tell me the MM archetype isn't made for support you are a moron).
I find buffing very frustrating (at least I do with the way it's implemented in CoX, but that's a separate issue) yet I have 5 characters from support ATs and enjoy playing all of them. If you dislike buffing but want a support AT then Traps, Trick Arrow, Storm, Dark, Radiation Emission and Poison are all sets that provide good support with minimal buffing (Storm and Poison have a couple of powers that require you to target an ally but the others don't even have that). -
And more importantly if you get the rare/very rare boosts the level shift will also apply to your pets.
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IMHO if that is the intent then they should reduce the raw shard cost and replace it with a shard-equivalent component cost. Currently you need 4 TFs worth of components but 72 shards which is probably somewhere between 9 and 14 Tfs depending on luck.
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Quote:That proves that one team you were on did not need the bubbles. As a counter-point I ran an ITF once where we had a FF on the team who did not use his little bubbles and people were dying left, right and center. Anecdotal evidence is rarely useful, you can produce an example that "proves" one thing and I can produce an example that "proves" the opposite.Ok, I just did back to back LGTF runs.
For the first, I kept the entire team near the defense cap. For the second, I never gave out any bubbles and for fighting those rikti war bots I turtled up in PFF so no one was even getting dispersion bubble.
The result: No difference whatsoever in the performance of the two teams. None. In both cases the teams health bars were at 100% the entire TF (except for hammi).
Sorry folks, but little bubbles aren't needed. The entire FF set isn't needed. Not at low levels. Not at high levels. And I didn't see _any_ evidence that mitigation out performed healing. In fact, it didn't even equal it, since not giving out bubbles meant I could spend my time attacking (which actually accomplishes something).
Yes some teams derive little benefit from having a Force Fielder on the team because they are deriving sufficient damage mitigation from other sources (IOs, other Support Sets, or just Melee Armor sets). This illustrates what I consider the fundamental design problem with FF, it's either wonderful (if the team has few defense buffs already) or damn near useless (if thye already have plenty)
Quote:There's a reason why teams look for healers and not bubblers.
No. I'm just pointing out that this what teams do. They look for healers. And there's a very good reason why they won't run missions without healers, but will run them without bubbles (or any other kind of buff).
Quote:That reason is teams with healers tend to succeed, whereas teams without healers tend to fail.
Traps is an excellent example of this. At higher levels a well played Traps character can carry a team and yet the set is not dependent on a heal. A personal anecdote I like to use to illustrate this is one a team I was on with my Traps/AR farming Master Illusionists in Radio missions. I turned left but for some reason the rest of the team turned right instead of following me. Anyway, long story short I finished off my group and went back to scrape them off the floor. -
My guess would be about the same, somewhere in the 2-4 million range. Salvage prices for a level 50 Crushing Impact haven't changed much compared to pre-AE prices and now (they did go up during the worst of the AE exploits due to lack of supply but before and after that they were down at vendor trash levels). My general experience is that if you want to sell an enhancement listing much above 80% of the "expected sale price" means it takes to long to sell and given the total costs listing anywhere below 2 million is not worth the time (assuming the recipe is less than 1million, it's been a while since I did much with crushing impacts so I don't know the current prices).
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The alpha slot simply increases the enhancement bonus of individual powers. It does not interact with set bonuses in any way.
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Quote:People are paying 10million but they aren't actually being listed for that:Crushing impacts used to go for 2-5 mil now they are regularly going for 10+
http://boards.cityofheroes.com/showp...67&postcount=2
Prices on the market tend to be somewhat sticky, people bid within the last 5 without even trying to bid creep. -
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The amusing bit here is that you're the one insisting on a specific team composition (specifically the need for a healer).
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Quote:And I will continue to giggle to myself whenever I see someone trying to form a team and looking for a "healer" or a "tank". Healing is pretty much the least useful method of handling damage in the game, I'd much rather have a character with controls, defense or resistance buffs or even grab a kin and watch as spawns disintegrate (yes, I know kins have a heal, trust me that isn't why I like teaming with them). Similarly Tanks are nice to have and a good Tank is a joy to team with but I've yet to meet any content where a Tank was required.And pretty much every time at every level they'll take a healer over a bubbler.
Now I don't expect people to know this right out of the box, I think most people go through stages when they believe that attribute X is necessary for a good team, I know I did. However over time it's important to learn that the only really required attribute is competent players. Yes some things make the game easier but healing and tanking are not pretty low on the list compared to things like defense/resistance buffs, controls, -regen (for AVs), -resistance and most of the other buff/debuff types. -
Quote:To some degree I actually agree with you. I like the original idea of Inf being whatever you want it to be (i.e. for Bruce Wayne it's dollars, for Superman it's actual Influence).Look: I do not like the fact that Inf is money. Believe me when I say this. I liked Jack's original interpretation, and everything they've done with it since then has been a mistake. I want you to be right, I want to agree with you. But I can't. The developers simply made sure that Influence is money. They don't call it money, but then Final Fantasy games don't call Gil money, yet it IS money.
I'm not saying you're stupid. If anything, I'm glad you can accept that. But I can't. Not with the rampant disregard with which Positron has been treating lore and canon while jackhammering his new systems into the game. Invariably, they smash some cool idea in the process of going in, and the fate of Inf was one of those.
I simply cannot suspend my disbelief enough to accept "influence" being bid in a silent auction. This IS wrong, and if feels wrong.
On the other hand for a market to work you need a currency of some sort (for an interesting example of a game that tried to do without see Diablo 2) and using Inf makes a lot more sense than introducing some new currency.
Personally I just ignore the illogic of Inf being traded but if you really wanted to you could no doubt find an in-character explanation. For example, WWs isn't actually a market, it's a means by which Heroes help each other improve their skills whether by providing new gear of some sort, or helping each other hone their skills. All heroes are welcome to request assistance but a hero is expected to "pay it forward" either by helping other heroes in turn or by aiding the city (completing missions). A hero who repeatedly asks for help but never offers it picks up a bad reputation, however, which means other heroes are unwilling to help him (lack of inf) whereas a hero who freely assists others but never asks for anything in return builds up a stock of goodwill so if he asks for something very specialized he is more likely to get it (i.e. buying purples).
In this context your market slots are an abstract representing the amount of time your hero has available to participate (participating more makes him more efficient which is why the market badges increase your slots). Marketeers meanwhile are the administrators of the system, prioritizing help to those who put in the most effort (flipping) and coordinating the efforts of multiple heroes (crafting).
EDIT: For Villains it represents the same basic concept but is instead based on a complex system of favors, money and blackmail. For Praetorians it represents the Powers Division cross-training policy. Don't think to hard about why the three markets are linked, however. -
Quote:This is pretty much my opinion. I hate individual buffing so I don't play sets which are based around it and I will never roll any character with Thermal, Force Field, Cold Domination, Sonic Resonance, or Kinetics (baring some miracle where the devs change those sets to not require individual buffing); Pain Domination and Empathy are borderline, I don't have any but I would be willing to consider it.Tsk. I honestly don't like playing buff sets. I don;t like worrying and watching others buff bars to work out the timing for buffing. Guess what I do? I don't play /FF, /Thermal, Frost/, or any of the 'Active Support' Sets. The have /Traps for a reason.
The good news is that leaves quite a few sets for me, I currently have two characters with Traps, two with Storm Summoning, one with Trick Arrow and I'll get around to rolling a Dark Miasma character one of these days. Radiation Emission and Poison don't interest me.
Other people can do what they want but honestly if you don't like buffing it's probably not a good idea to play a buffign set. -
I agree that it's not really something we'd want but I think both of these examples are poor. First off it wouldn't allow people to buy their way though the end game content. It would (potentially) allow someone to get the 100million inf they'd need for a NOTW for real money but they'd still have to farm up the 88 shards required. Secondly how would it cost NCSoft subscription time? It would probably increase subscription time since people who could not otherwise afford to play would get other people to fund thier playing.
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Quote:Yeah I saw that when you originally posted it (although I had forgotten about it), I think that would also work although it doesn't really address the difficulty issue. If the intent was doing a hard, but soloable arc as an alternative to TFs then simply reducing the rewards for teams solves the reward/time issue but not the reward/difficulty.I had come up with an alternative reward mechanism to do that:
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Five missions:
Mission 1: In this mission you run to the end of the mission, rescue Penny and fight your way out through clockwork. I believe that if Penny gets killed the mission fails so speed runs will often do that to save time.
Mission 2: In this mission you fight through the sewers and meet the 4 riders (Rikti Heavy Assault Suits with special powers). You fight them four times, first against one rider, then 2, then 3 and finally all four. I think that the optimal killing order is: Famine, Pestilence, War, Death although a good team can generally just zerg them.
Mission 3: This is the longest mission and the most popular to fail. You have to fight through the building and caverns to rescue 2 members of omega team, 6 psychics and kill Dra'Gon. Getting the first member of Omega team killed will fail the mission and as such is a popular strategy.
Mission 4: Hami Time! General strategy is to clear the Rikti and Towers first then do Hamidon as in a raid. Basid rules: Yellow Mitos are vulnerable to melee attacks. Blue Mitos are vulnerable to Single Target Ranged attacks, Green Mitos need to be held (a total of mag 10 holds are required) it is technically possible to do ti without holding them but the DPS required makes it generally infeasible on a PUG. Some people will use EoEs to make this easier but on non-masters runs people generally opt to zerg it.
Mission 5: Either TP or fight to the last room. The big bad guy (I forget his name) and Honoree are near the portal surrounded by Rikti. Most team opt to pull them back a bit to avoid fighting them together but a tough team can just zerg them. Afterward destroy the four generators. Watch out for respawning Rikti.
Team Composition: As with most high level content regen debuffs are always very nice to have along for the AVs since it decreases the total damage required form your team. Additionally having sufficient holds for the green mitos vastly increases your chance of getting past them. Controllers/Dominators are obviously the best source of these since almost all have one and they get much better base stats but a decent number of Blasters, Defenders, Corruptors and Masterminds will have one although it's a crapshoot as to how well it's slotted. Melee toons have some access to them in Epic pools but in my experience very rarely take them. -
The problem with that is that it's more abusable. If it's put in at all people will trade them for inf.
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Quote:The thing is by the time you've farmed up the 88 shards needed for a NOTW you should have way more than 100million. Yes, it's a large chunk of change but the time required to get it is miniscule compared to the time required to get the shards.Maybe not with the Alpha alone; however:
- Getting the Very Rare Alpha with just influence takes 400 million (plus shards, but I'm talking only influence costs here). Multiply that by 10 slots, and that's 4 billion influence per character.
- Not every character can slot a Gladiator 3% resistance, or a Panacea. But every single character can get the Incarnate abilities. There's not as much choice, either; if I can't afford Panacea I can slot the much cheaper Doctored Wounds, but when it comes to Incarnate slots, there's just one path.
- We don't know what the other slots are going to cost. What if Judgement needs 10 Notice of the Well to get the Very Rare? Or if Omega needs 20 Notice of the Well? The costs could get crazy very quickly. If each slot costs 2 billion influence to craft, that's 20 billion influence per character.
Ignoring the last point, it's still 4 billion influence per character with the currently known numbers; someone who wants to Incarnate a lot of 50s is looking at massive costs if they don't want to wait or don't have time to run the weekly task force for every Notice.
In any case, the Notice of the Well was just a tangential point to the original post. RMT is happening now, so even if it won't increase significantly due to the Incarnate salvage, it's still there. -
Quote:Agreed, the only way I could see to do it and have it be remotely balanced is to use the praetorian alignment mission tech so that you cannot bring any teammates with you and that would open up a whole other set of complaints.On thing I find amusing in the requests for an alternate path to solo shards ala a mission arc akin to the Remmiel arc is how people call that arc a good example.
Solo, it is a fine arc for difficulty. Some of my alts have breezed through it, and some have had to yell for help.
In no case have I ever had a whit of difficulty duoing it. As soon as I've added anyone to help me out, they enemies drop like tenpins.
Therefore unless the devs are willing to develop this new shard path as solo only mission content, balancing it is likely to be a bear.
On the main topic:
Personally I think for the solo path they should have set the cost to a more reasonable level and simply made it so that you have to wait a long time between crafting them (i.e. one every 2 weeks or more). Admittedly this would increase the rate at which people who do the WST get them (since I suspect having it so that the two methods are mutually exclusive would be tricky) but it would also make the WST the better method for getting them without feeling like a huge "screw you" to soloers. -
In abstract I think it's not a bad idea. However in practice I'd be concerned about the impact it would have on the social aspects of the market. Prices on the market have always been a sore spot with a certain percentage of the game population. Allowing people to (effectively) purchase inf for real money is potentially going to make that worse. As soon as there is an officially supported real money value attached to Inf then there is a real money value attached to all items on the market. Do we really want to see threads where people complain about how many dollars it costs to purple their warshade?
For the curious, assuming that to purple your warshade you purchase full sets of: Absolute Amazement, Apocalypse, Armageddon, Hecatomb and Ragnarok to slot the most useful WS powers without running into rule of five this woul probably cost you something like 11 billion inf which, if you financed it entirely through subscription time salvage sold on the market for 2 billion each would, cost you about $90. -
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Because if the team wipes he sometimes goes unstoppable again. Also it's a cool gun and a pretty animation so the devs wanted us to be able to use it occasionally outside the TF to look cool.
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I did, once (a long time ago), see him regain his Untouchable state midway through the fight and require a second application but I'm pretty sure that was a bug since he dumped all aggro at the same time and started running randomly around the room.