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Posts
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This is a tricky one. Poison works ok as an MM secondary but it's usefulness for Defenders, Corruptors or Controllers set is questionable. Even assuming that Noxious Gas was changed to not only work on Henchmen the set as a whole really comes across as a nerfed version of Radiation Emission.
I can definitely see wanting Poison for thematic reasons but I think it would need major changes to make it a useful set to ATs that have access to Radiation Emission. -
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It's a common problem in most MMOs with "end game" content. You get a huge oversupply of the more solo-friendly classes and a lack of the team support classes. The upside in CoX is that for the most part team support ATs are not required so the solo-friendly classes can form their own teams and still be reasonably successful.
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I don't think it is. Double XP existed before Patrol XP so assuming the two are related it's more likely that Patrol XP leverages the double XP code instead of visa versa.
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Quote:Not necessarily. They could set the power to not benefit from external buffs (as they do with enhanceable resistance powers).IIRC the problem with allowing enhancement for something like Assault is that allowing damage enhancements would also make the power boost itself, so it would boost its own effect, continuously increasing the damage boost it grants with every tick of the power.
Something like that. It's been a long time since I've read a discussion of the topic. Maybe someone who remembers better will come along and explain it properly, or Arcanaville, who I believe was the one who laid it out in the first place. -
Quote:Grai Matter is limited to one purchase per day so it would take 12 days just to craft a common boost (9 days if it was one that used Grai Matter as a component).So ...
During this double XP weekend, a non-50 could head to RWZ, participate in raids, get a holy crapton of expees, rack up a bunch of Vanguard Merits (I can land about 600 - 750 / raid),
and then, at 50, craft a bunch of common components, deconstruct those into shards ... and get a headstart on Alpha slotting?
Fascinating -
Quote:This is true. The general problem I have with relying on Defense Debuffs is that they end up failing when you really need them: in AV fights. This is one of the things that really bugs me with my Earth Controller. Against regular mobs I can use Quicksand which even against +4s is a 12% defense debuff but AVs get 85%+ resistance to defense debuffs so if I want to boost my hit chance I really need to hit buffs.I think people forget that Accuracy isn't the only component in calculating whether you hit. Against enemies with high defense or a large level advantage, -def or +tohit can be necessary, even if you have a 3.0x accuracy on your power. If your base tohit is reduce to 5%, your massive 200% accuracy bonus is still only going to give you a 15% chance to hit.
I do enjoy my musculature radial boost a lot. Irradiate giving -48% defense for 30 seconds means that everyone can hit everything, regardless of their builds. Also, it's nice for unenhanceable veteran reward powers.
That said, it seems uncommon to fight enemies with large enough defense to cause most players any trouble, and many groups will have 2 or 3 tactics running, giving enough tohit bonus to wipe out any minor defense the enemies have. Once in awhile it's nice to get a couple hits off on a paragon protector and see people kill it through its unstoppable or elude, but they probably don't even realize you're helping... -
It has a chance to apply a mag 2 hold every 10 seconds.
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Quote:Now all we need to do is come up with nick-names for various levels of incarnatation. I vote that an incarnate with the first four slots unlocked be called an Agile Incarnate (AJIL = Agile).I can't comment about the specific powers in this thread, but I can comment on the names we picked.
One of my driving goals was to not repeat a "first letter" so players would be able to abbreviate Incarnate Slots without duplication (like we deal with with Skyway City, Steel Canyon and Siren's Call). -
Part of the problem I think you're going to run into is that it's very hard to infer demand based on the information available to us. For example nevermelting ice is in quite high demand (since it's used in endurance reduction and run speed common IOs) but the supply at the moment is so high that it's largely down to vendor trash pricing.
If you want to do it with common salvage my recommendation is to use the Tier 2 salvage since that tends to be where you get significant price variations. Tier 1s tend to be moderately oversupplied and Tier 3s tend to be heavily oversupplied unless there's an AE exploit doing the rounds.
For Tier 2 commons I would say go with:
High demand: Alchemical Silvers
Medium Demand: Masterwork Weapon or maybe Iron (the price of iron seems to fluctuate a lot).
Low Demand: Commercial Cybernetic or Circuit Board
The other option would be to do rares in which case I'd look at:
High demand: Magical Conspiracy
Medium Demand: Mu Vestment
Low Demand: Any of the Tier 1 rare salvages or possibly Synthetic Intelligence Unit if you want something with low-ish demand but some value. -
Unfortunately most procs and globals are in the "gold" pool so except for a few people like Fulmens who have characters locked at level 30 the main supply is very rare drops from bosses. For the more popular ones (like LotG 7.5%s) the price is high enough to encourage level 50s to do direct buys but for the most part the demand is not high enough to support people doing random rolls at mid-levels.
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What recipes and levels are you looking at? If you are talking about mid to low level recipes then yeah it has been a problem pretty much ever since merits came out. The nature of the merit system means that generating recipes at anything other than th emaximum level for the recipe is a huge pain so consequently good recipes tend to be in short supply at the mid levels.
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I would say try to keep everything as free-form as possible. Look at the personal base as an extension of the character's costume. Some people will make a personal apartment, some will do a secret cave, some will make a combination, the thing here is trying not to limit people's creativity. The idea of having an apartment and a bat-cave is based on a very specific type of hero and not all character's in the game will follow that model. Some will not need hero facilities and will simply have an apartment, some will live in their secret lair while those who have a public identity will simply build any hero facilities as a simple extension to their living quarters.
Features I would like to see:
NPCs. Is your character married? Are your Mastermind's minions hanging around (i.e. a barracks for your Mercenaries or an Assault Bot standing quietly in the corner of your workshop)? Is your character poor and living in a two bedroom apartment with three other down on their luck heroes (hopefully two of them do night patrols and two day patrols)? Adding wondering NPCs allows for this sort of thing.
Trophies and Costumes. Allow for setting up costume dummies not just with your active costume slots but specially designed costumes as well. That old costume you deleted because it looked dumb? Your character keeps it in storage as a reminder of the old days. Similarly allow for the display of some of the items acquired as souvenirs. Maybe your reformed villain keeps the letter from Miss Francine framed on the wall as a reminder that 'It's never too late'.
I don't think there is much need for functional items but I would like to see some which I think could be used to help build on personality. A techie character might well have an invention table and vault access. A character who makes their own costumes might have a small sewing room to edit costumes in. A rich character might have auction house access inside their apartment.
In any case I think if such a system is to really work it needs to be viewed like the costume creator, as a means fo defining the character's personality. -
Assuming that the system avoids people losing stuff (i.e. stored items, prestige etc.) I have no problem with bases being nuked. But then I'm not really a base builder, I have done a bit of building but it's been almost entirely utilitarian.
Personally I think if the current code for bases is making it impossible for the devs to update then they should nuke it and start from scratch. The problem is that this would require a huge amount of effort on their part at which point it comes down to how "valuable" (in terms of subscriptions retained/gained) is it for the devs to devote that amount of resources to a new base system?
This is partly why I think adding personal "mini-bases" is such a good idea. The costume creator has long been one of the major draws for CoX and, to me, adding "mini-bases" is a good way to expand upon that aspect of the game. They don't necessarily need to add much in the way of functionality (although limited functionality would be nice) the point it to allow the player to make a small area that is, essentially, an extension of the character's costume. At that point base building becomes open to everyone and I think a revamp would be justified (although I doubt it'll happen). -
Quote:Heck yeah. I was really hoping the incarnate content would be focused on the shard and not Preatoria. I'm still holding out hope that some of the later slots will be shard focused though. The zones are beautiful, they need more reasons to go there.While we're on the subject of the shard, this is a great opportunity to put in some solo/small team, Incarnate-appropriate content, as well. After all, the Shard's the broken mind and prison of a godlike being that devours dimensions - the Incarnate "theme" is you getting that level of power. It's someplace apart from the Praetoria storyline that would be fully appropriate to pull a Superman-ish "... but you can take it, can't you. I don't have to hold back..." style fight.
Agreed. Synapse and the Shard TFs are probably the worst offenders here. Manticore gets it a bit but those are more justified by the plot (as exemplified by the name Following Countess Crey). -
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Quote:The third team will not work. In order to enter a particular base an individual player must meet one of three requirements (assuming correct permissions set by base owner):Let's step through this again....
Leader SG X - 8 members, good to go
Leader SG Y w/coalition - 8 members good to go if of the same SG
Leader SG Z w/coalition - 8 members good to go because on the team with a leader that has a coalition with Leader SG X. All team members inherit leaders status temporarily(sidekicked/exemplared and SGX access)
1. Is a member of the SG
2. Is a member of an SG that is coalitioned to the SG that owns the base
3. Is on a team with a leader who is a member of the SG.
If I'm reading your setup correctly the option used for the third team (on a team with a leader who is a member of a SG that is coalitioned to the SG that owns the base) will not work. You can enter the base of your team leader but cannot enter the base of an SG coalitioned to your team leader (unless you have permission to enter it normally). -
As far as I know that page has not changed since it was released. The full list of slot names based on the in-game interface is:
1. Alpha
2. Judgement
3. Interface
4. Lore
5. Destiny
6. Hybrid
7. Genesis
8. Mind
9. Vitae
10. Omega -
For Acid Mortar I wouldn't bother with the damage procs, although I do find the Devastation Hold Proc quite useful.
For PGT I'd replace the Recharge IO with a Rech/Hold IO (it depends a bit on what you skipped from Basilisk's, I skipped the Acc/Hold and the Proc). I'd also recommend the Lockdown proc over Unbreakable Constraint. -
Which neighborhood of Nerva is it in? The longbow base includes a large underground complex.
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Out of curiosity since I've never actually seen it written down, what is the conversion from Fury to damage boost?
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Maybe. In my opinion ending up in a situation where you have to defeat the nictus to win is not WAI. Personally if I had designed the encounter WAI would have been that Rommy could rez without LOS to the nictus but the nictus would still buff/heal him without los as well. That solves the problem of ending in a situation where you have to kill the nictus itself (which is harder than killing rommy) without introducing a situation where he can rez from the nictus but the nictus can't buff him.
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One thing to keep in mind is that with respec recipes you can unslot 10 IOs for about 150 million - 250 million (depending on the length of time since the last freespec). So if it costs 100+ million to unslot an IO it becomes cheaper to use a respec recipe.
I would say 30-40million is probably a good number. It's still more expensive than using a respec recipe (paying for convienience) but not so much that people won't use it. -
I found with my Earth/Storm that slotting some cheap IOs into the T1 and T2 attacks made a large difference when solo. In addition to getting slightly better end reduction, recharge and accuracy numbers than standard SO slotting I was able to work in about an SO worth of Immobilize/Hold duration enhancement which helped a lot soloing. Maelstrom's Fury and Ruin tend to be cheap around level 28-32 and slotting a few of those in helps, Thunderstike is also available but tends to cost more.
Roughly speaking I would say aim for 3 multi-aspec IOs with a damage component, 1 generic level 30 damage IO and two multi-aspect IOs with a mez component. For the multi-aspect damage IOs using dual aspects will ED cap you to damage or use triple aspects for about 82%ish damage and more end/rech/acc.
I think I used:
Dam/End
Dam/Rech
Accuracy/Damage/Recharge
Damage
Accuracy/Mez/Recharge
Mez/End
Assuming all level 30s that works out to (pre-ED):
95.8% damage
43.6% end reduction
56.6% recharge
34.8% accuracy
39.2% mez duration
I didn't keep a lot of track but I think I spent less than 3 million getting all 12 IOs and that was paying buy it nao prices for recipes and salvage. -