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Quote:Well maybe we'll get lucky and the devs will eventually implement some alternate Hybrid trees in this manner.I would have liked a "stance" toggle as well, but to be honest if I made the stance toggle there would be no trivial way to work around the stance trade off, and I think the only times stance toggles are accepted is frankly when the players believe they can trivially work around the stance tradeoff.
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Quote:Well the idea was to do it automatically in order to avoid the whole "I forgot to move my stuff in time and now it's gone" problem. Now on the issues you raised, if I were doing it it would default to SG Leader only access after the transition with him being able to set permissions or just manually move it all himself.Who is putting stuff into that special storage tho? The players or will it be done automatically?
As for the issues with SG having personal storage that isn't technically supported by the system so I wouldn't worry to much about having it work that way during the transition. What I would do however is give plenty of warning so that if there are any SGs where the members do feel a strong need to separate their stuff they can manually remove and stash it on characters prior to the transition.
No it's not a perfect solution but it would work well enough and I doubt that there are that many truly dysfunctional SGs that couldn't figure out a way to redistribute the items after the move if necessary. -
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In general lower level content is assumed to come before higher level content. There are a few places where this gets screwed up but as far as I know Night Ward comes before all of the Incarnate Trials.
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Well having a special storage area means it the how long can easily be "until the servers shut down".
Basically what I'm envisioning is a setup where all items are moved into permanent storage and the old bases are deleted (with prestige being refunded). When you start your new base you can place a "Permanent Storage Access" item for zero prestige in any room which will allow you to remove items from the permanent storage area (but you can't add more items). Once that is setup it's pretty easy to leave it as a legacy item even once most people have removed their stuff. -
Quote:Well the obvious way to simulate an area with no gravity would be to have a zone-wide power that buffs flight speed while providing a very heavy run speed and jump speed/height debuff with no visuals. That way characters can maneuver freely in three dimensions without needing flight but won't be able to cheat and run around on the "ground". Of course such a zone would really, really suck for certain powersets such as Traps and Earth Control.I'm aware, which is why I suggested that as an option. But the upside down building and floating warwalker suggest it could be otherwise too. They ARE in the flight poses. But it might not be because they're -using- flight powers.
Of course if you wanted maximum realism you could just apply the debuff portions of it and make characters buy a Raptor Pack . -
They don't make the link particularly easy to find but you can view archives of the Coffee talks on their YouTube channel: http://www.youtube.com/ncsoftnorcal
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Quote:It's possible. The risk there is that you'd need to have both types of base operational at the same time which potentially causes other issues.One way it could be done would be to give people with existing bases "credit" towards building a new base and a period of time to transfer everything from the old storage to new storage. Say 6 months to a year.
Sure there will be people complaining they didn't have enough time or they didn't know the old system was being replaced but ya gotta draw the line somewhere for the good of the active players.
A possible alternative would be to move all existing stored items into a special storage area where you can remove items but not add new ones. So everything gets tossed in there and you can transfer it to the new base storage once you get it built. -
Ah, I don't use Facebook so I wasn't even aware that they do that .
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My only concern with such a change would be what happens to base storage. As long as they can figure out a way to make sure that I retain my stockpiled inspirations, salvage and enhancements I'd be cool with it.
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Quote:The one thing I would say here is have a bit of faith in the dev team. When the early Incarnate slots were released there were only two trials you could run for them now there's seven trials and a zone full of story arcs.What I absolutely do NOT look forward to, though, is another round of endlessly running one single iTrial over and over and over and over again to unlock each new slot we get, a la Hybrid/Magi.
So yeah at the moment there's only one trial you can run to unlock Hybrid at the moment but I think that we can reasonably assume that there will be more content that unlocks it in the future. -
Well the Attuned version of Achilles is 3PPM so in I24 it should get 3.75PPM while the current crafted Achilles Heel has a 20% chance to proc.
Now working backwards at 3.75PPM Achilles will have a 20% chance to proc when the recharge time of Gambler's Cut is 2.53 seconds (ignoring global recharge). That works out to 18.5% Recharge Enhancement.
So yeah unless you aren't slotting any recharge in Gambler's Cut itself it's a bit of a nerf but not a major one. Even at 95% recharge enhancement you'll still have a 13.8% chance to proc. -
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Yeah, I pretty much agree with Werner and Hopeling. Hybrid is numerically quite powerful but the mechanics mean that it is interesting.
Status Resistance reduces the duration of mezzes by the formula: Final Duration = Base Duration / (100% + Resistance). So the 40% status resistance will reduce mezz durations to 71% of their base duration. Which for the most part isn't that useful (there's a reason status resistance isn't a popular buff). -
Back when the Magic costume set was released the subject of Wizard Robes came up. According to the developer who worked on it a proper robe was impossible to do in a way that didn't look very very silly with a lot of animations. Hence why the Magic pack was more along the lines of a stage magician than a fantasy wizard.
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Quote:I think that it depends a lot on which Destiny you pick. The tail benefits for Barrier and Ageless are pretty weak but Clarion provides 6 points of mez protection right to the end and Radial Rebirth provides a very respectable 200% regeneration.I've never found Destiny to be that useful, actually. Even if you do get it to the T4, which takes forever so I almost never do it, the 'perma' benefits it gives are minimal.
No. Mostly because the devs aren't stupid . Veterans have 5 sprint powers and allowing them to slot Winter's Gift or Blessing of the Zephyr would be a bad idea balance-wise. -
Quote:The problem I see there is that when you factor in damage enhancements that makes for a pretty substantial increase in SS's damage at one stack of Rage.So, if Rage were reduced from 80% to, say, 50%, you would then add 30% to the base damage of the SS attacks. That may be too strong at the high end, but at least the majority of what is removed from Rage should be added to the base.
Quick example. Tanker Jab does 30.25 base damage currently. Assuming 95% damage enhancement and 80% Rage you get a final damage of 83.19.
If you increase the base damage to 39.33 (a 30% increase) then assuming 95% damage enhancement and 50% Rage you get a final damage of 96.35.
To maintain the same damage with one stack of Rage then you'd need to increase the base damage by about half the amount that you take off Rage. That would maintain about the same damage at one stack while bringing the double-stack damage value down. -
You will also lose access to some powersets, specifically: Dark Assault, Darkness Affinity, Darkness Control, Time Manipulation and the four Going Rogue Powersets (although if you purchased Going Rogue prior to Freedom you'll retain access to them).
You may lose access to any Epic AT characters you have, you're supposed to lose access but people have reported retaining access to existing EATs so you may be able to keep them.
You will lose access to the Signature Story Arcs, First Ward and Night Ward unless you buy them separately (Night Ward is not yet available).
You will lose access to Incarnate Abilities (any that you've created will remain but you won't be able to use them).
You will lose access to a few costume sets and will not be able to change costumes using them unless you buy them. -
Yeah given Hybrid it does feel a bit like the Incarnate system peaked early. Hybrid is ok but I think I'd prefer something that was a lot weaker but more constant than the actual Hybrid powers.
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Quote:Yeah, it's definitely a nice buff for blasters but it feels to much like trying to balance the AT through gear. In many ways I think I'd have preferred it if the T1 and T2 Blasts had gotten that as an inherent ability at a lower proc rate with the IO being a way to enhance an inherent ability by allowing the Blaster to either increase the proc rate in one of their first two attacks or allow one of their later attacks to also proc.The new Blaster IO that procs mez protection will also help. I don't know if I like a design where much of your effective mez strategy comes from one IO though.
So all Blasters would be able to get three points of mez protection by using their first two attacks but IO'd Blasters would find it easier to maintain. -
Quote:To some degree market prices are always going to be out of line with Inf gained form Defeats/Missions.Items of this sort being for sale with inf for quite a large amount might help a bit to slow down the wild growth of inf in the game. There's so much inf floating around in the market that the amount gained from defeats/missions is nearly meaningless by comparison.
The market fee is the primary Inf sink in the game taking 10% from every transaction. What this actually means is that every Inf generated through combat can generate up to 10 Inf worth of market sales (sum from x = one to infinity of 0.9^x). Now obviously in practice it's a little bit less than that but I'd be willing to be it's pretty close (close meaning more than 9). So in general if you look at the amount of inf generated by kills in the time it takes to generate one "good" recipe and then multiply that by 10 that's the scale the market is operating on for prices. -
Quote:Well I'm not sure about Energy Melee (since I've not played it) but I definitely agree with you on the other two. It's pretty easy to see why they have issues form a numerical viewpoint but harder to make a fix that doesn't make the set into something completely different.I feel like these sets are kind of in this place where the devs aren't sure what to do to fix what feels "off" without affecting what works wells.
There are several buff/debuff sets where I kind of get the feeling that the goal of the set was essentially to make a new set that attempted to capture the feel of one of the older sets without the design flaws inherent in it. Cold Domination to Force Field, Thermal Radiation to Empathy, Traps to Trick Arrow. -
Quote:Forcefield has mez protection as well.Ah, yeah, I'd overlooked the mez protection in Traps. That's huge. Only other place to get that is Sonic, and while that provides some resist and awesome -res debuffs, it offers even less healing than Traps.
Quote:Also - how does "Detonator" interact with human pets? It seems that a nonhuman pet outright dies when you throw the ability on them - does the human pet have much chance of living? Does it mess with your AoE placement in the process of not dying? -
Quote:No, Thugs/Time is a good Tankermind combo, I just find Bots/Traps to be a bit better.Going by theory, Thugs/Time seems to be the winner. 16% unbuffed defense from the stacked lieutenants' auras, plus 9.375 from Time, plus a 9.375 -to hit PBAoE aura a tankermind can actually position themselves to use, plus an AoE heal for pets to recover from bodyguard damage. This seems like the easiest combo to both cap defense and have an AoE heal. Is the boss pets' taunt abilities too much for a tankermind to overcome? Or is there something else I'm missing that brings this combo down?
You are correct that Thugs/Time is extremely easy to softcap but Bots/Traps isn't that much harder and offers several other advantages. First off Traps provides mez protection which is pretty important for a Tankermind. Even with softcapped defense you will get hit by mezzes occasionally and for a Time that means that Time's Juncture goes down (ouch) while the Trapper is virtually immune (except for Sleeps). Now the AoE heal in Time is useful to an MM but in my experience a Trapper can do just fine with Triage Beacon and a single target heal (either Repair or Aid Other depending on preference).
As for Bots versus Thugs, Bots has a couple of advantages. First the Protector Bots have a quite nice heal (which helps make up for the lack of heals in Traps). Secondly Bots concentrates most of the AoE damage in the Assault Bot which (especially if you give him the OF proc and the Chance for Build Up proc) makes it easier to keep some bots in BG mode while still maximizing your AoE damage.
Factoring in IOs and Incarnates it evens out a bit. Time can take Clarion to close the Mez hole while Traps can take Rebirth to give a strong "all my pets are at full health" heal. Thugs does get a slight IO advantage due to Gang war and the ability to double-dip for Aura IOs but it's not a major difference.
Just as a general thing on the subject of Robotics versus Thugs and Demons, the different styles on the Tier 3 pet are VERY noticeable. The Assault Bot is all about offense, he can grab aggro but that isn't his primary purpsoe and he doesn't really have the tools to survive it (he's basically a tougher-than-average Blaster). The Bruiser and the Demon Prince however are designed much more to function as a Brute and have the tools to do that. They don't have actual taunts but they do use PBAoEs and debuffs/mezzes to help them hold aggro and stay alive.