Aett_Thorn

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  1. Quote:
    Originally Posted by Black_Marrow View Post
    Considering the effects of Quicksand, wouldnt enemies gathered around me try to run away? I'm working on a Stone/Super Strength Build and I'm not sure if Quicksand is worth it when Mud Pots is fairly similar. Would stacking them for a 90% run speed debuff be worth it?
    The enemies will not try to run out of Quicksand, that I know of, and your Taunt effects should make sure of that.

    The main reason to get Quicksand really isn't the RunSpeed Debuff, though, but the Defense Debuff.

    Whether that is worth it to you, though, is up to you.
  2. Quote:
    Originally Posted by Kruunch View Post
    Think about what you're saying Aett.

    Since day one, the levelling curve of this game didn't match the content correct? So instead of fixing the levelling curve, or content, they superceded both by giving a generic pass to everyone.

    In other words, at that moment in time (well before actually) that Ouroboros was instituted, the devs in essence, gave up trying to match the levelling curve of this game to its content.

    That right there is tacit approval (or admitting defeat ... however you want to look at it) of the devs that short of hacking the game, level at whatever pace you like.

    And at 5 years in, the devs shouldn't be worried about levelling paces (except to make them faster if it were applicable) but should be worrying about what to do with all those max level players.

    Something they should have been doing at the 1 month mark of the game when skads of people were hitting max level for the first time .... sigh.

    P.S. - Badges weren't in at day 1 (can't tell you how much I hated doing Posi over again) and they didn't have badges for Story Arcs until after I6. Kruunch was L40 when Badges came out (had to do the new Sewer Trial over again too grrrr) ... he also had done every TF and most every arc (which only served the purpose then of filling up your souvenirs tab) through to those levels including all the herding and portal farms and so forth. So you didn't quite miss all the content you were talking about ... unless ... gasp ... you were power levelling
    1) You mean the steps they took to smooth out the XP curve don't count as trying to, umm...fix the leveling curve? I believe, but could be wrong, that that was done either before or at the same time as Ouroburus went live.

    2) Having more content than possible for you to do going up through the levels is a good thing. It allows you to have options, and not have to do all of the content in order to gain levels. The bonus XP for teaming would also throw off any attempt to prevent people from leveling too fast and make them experience all of the content. Adding in new content in current level ranges also adds new options to the game, but allows you to miss other content while leveling up.

    3) Players will always, always, ALWAYS be ahead of the Devs in terms of content. It happens in every game, and every MMO, that I've ever seen. How long did it take people to go from 40-50 and get bored again in this game? How long did it take people to go through Burning Crusade or the Wrath of the Lich King in WoW? Faster than the Devs created new content? You don't say! Adding new things to do at level 50, which they have done a couple of times now, will always be behind the curve of when players do them.

    That is one of the reasons that the Devs wanted to put in the MA in the first place. It allowed players to create new content to do at a much faster rate than the Devs could. 100K players can create content faster than 15 Devs. It allows them to work on other things in the game rather than just new contacts in existing zones, which players will finish in a day, then be asking for more.

    4) As for your P.S. - I know that badges weren't in on Day 1. I said "Since day 1 in this game, I have been able to take characters through the game normally, and still miss out on content, including things like Badge missions and new content that has been added that I'm now currently above level to do." I never said that was everything, or even hinted that badges were the only thing that you could miss out on. I said "including" for a reason.

    Other things are just plain story arcs, Trials (which didn't allow you to start them unless you were exemped to within their level range), etc. There's more content than just the badges to miss, and I never said there wasn't.
  3. I forget which one is which, but whichever one does more damage (but has a slightly slower recharge).
  4. Quote:
    Originally Posted by Call_Me_Awesome View Post
    What bothers me about the aggro cap is the very thing I mentioned at the start of my post... that if you're tanking on a full team there are going to be situations where you're completely helpless to prevent an added spawn from wiping out the team. THAT is why I hate the aggro cap.

    I think you'll find, if you read through the thread, that most people here aren't outright against raising the cap to something along the lines of 23-34 mobs, which is high enough to deal with those situations. I think you will find that there are a decent amount of people here who don't want the aggro cap eliminated completely, but don't mind it being raised.

    I haven't seen anybody here who has minded the idea of increasing the aggro cap enough to handle two-spawn scenarios.
  5. Quote:
    Originally Posted by Kruunch View Post
    The devs even acknowledged (and by proxy gave it their blessing) of extreme farms and levelling with the addition of Ouroboros so characters could go back and do content they out levelled.
    Kruunch, this was done in no way as a blessing to farming or extreme leveling. Since day 1 in this game, I have been able to take characters through the game normally, and still miss out on content, including things like Badge missions and new content that has been added that I'm now currently above level to do. If I was teaming with people, it became even easier. The only way, prior to Ouroborus, to do that content on an established character was to find somebody else doing the content, and exemplar down to them to do the content.

    A lot of people were upset about that, and requested a way to go back and do the content themselves.

    THAT is why Ouroborus was created. It was in no way a blessing on farming or extreme leveling. It was created so that people who had missed out on content through normal leveling could go back and do it.
  6. Quote:
    Originally Posted by Boxcars View Post
    What happens when a Shield-using toon uses Sands of Mu (or any other two-handed attack for that matter)? Does the shield disappear?
    No, the shield stays out. Some of the two-handed punches had their animation changed, but the Vet powers don't, nor does Shadow Maul, specifically.
  7. Quote:
    Originally Posted by Kruunch View Post
    I'm of the opinion that it's not really a large issue either way but if you're going to do it for Brutes and Scrappers ostensibly for allowing them a more useful mandatory T1 power, and you've already admitted that new players have taken RPD because it sounds stronger then TI, then for the same reasons it should be done for Tankers as well.
    Well, for Tankers it really doesn't matter, since you get the choice between the two anyways. Having TI as the Tier 2 power, though, might make it seem more powerful, since it's of a higher Tier. However, a name change would definitely clarify this. A switch in the 'order' for Tankers, though, just doesn't seem necessary when a simple rename would do.
  8. LOL.

    I'll sign this for the hilarity factor.
  9. Quote:
    Originally Posted by Calash View Post
    GM Farm...


    Wait...I used that joke


    Random and insane thought of the day....Scaling aggro caps? The more people on your team the lower you aggro cap goes reaching current levels at a full 8 man team. Solo you are set at 40. As you aggro cap goes down your endurance discount goes up say to a max of 1/3 stamina fully slotted.

    Endurance part is just because I want an endurance discount for tanks
    Wouldn't that sort of be the exact opposite of what you'd want?

    The larger the team, the larger the spawns. If there's an area where there are two spawns right next to each other, on a 4-man team, the Tanker can already likely hold all of them, but on an 8-man team, that is not the case.
  10. Quote:
    Originally Posted by Kruunch View Post
    All kidding aside, this is really the cruxt of the point I was trying to make to them.

    My proposal doesn't effect their game. It effects ours.

    Additionally I am not proposing anything new to the game but something that had already been in it.
    Kruunch,

    While I agree with you that theoretically this won't affect the game of anybody that doesn't want to herd, I can also recall times prior to the aggro cap being put in that I was kicked from teams for not wanting to herd (and some of these times where on teams where most of the team didn't want to herd, but the leader did).

    I think more than a few of us remember those times, and think that removing the aggro cap will bring back those days. In theory, even back then, it shouldn't have affected us, but it did.

    Certainly, farming in the AE is a similar thing to what happened back then. I remember back when I first got onto the forums people complaining that they couldn't find teams that didn't want to herd, much as today we see complaints of people who say they can't find non-AE teams.

    Of course, they probably can find teams if they put some effort into it, but I do understand some of the hesitation you're seeing when talking about removing the cap. I think there is a perception issue that this could increase frustration in out-of-AE non-farming team finding. I really do think that an increased aggro cap could work. I just think that there should be some sort of limit that prevents people from herding whole maps.


    As a complete aside, I do find it a little odd that people spend a lot of time getting their characters uber-ed out with IOs, then complain that the game offers them little challenge. Well, that's because the game is still balanced around SOs. IOs allowed you to make tings easier. If you have a fully-IOed out character, and want some challenge, use the second build as an SO build, and make things tough for yourself again. But hey, maybe that's just me.
  11. Quote:
    Originally Posted by _Deth_ View Post
    "Wildly exaggerating"? Honestly, that is essentially what it would come down to, with the exception of mission mob size, which scales with the size of the group, anyone doing outdoor content would encounter exactly the scenario of 1 or 2 mobs at a time. How often do you actually come across groups with more than 5-7 mobs, unless of course you are in a full group in a mission.
    Ummm...how is that different than now outside of missions?

    I think it was pretty clear that Sorciere was talking about tanking for a team, where about 16 mobs can be spawned now, and dropping that down to about 9 or 10 harder enemies.

    Even outdoors, in a Hazard Zone, spawns would still be larger than 1 or 2, even if you cut spawn size in half.

    I really don't see many people in this game street hunting on teams anyways.
  12. Kruunch, one other thing I thought of here:

    The old Herding methods took a great deal of advantage of the mob stacking bug, where a good deal of mobs could exist in one spot, allowing for great stackability of mobs in a very tight spot.

    This bug has since been fixed. What this would mean now is, if you were to herd up an entire map, and brought them to one spot, there's no way that you could hold aggro on all of them, since you'd be losing aggro from not being able to affect them all with your aggro aura or gauntlet (and trying to cycle Taunt among a couple hundred enemies wouldn't be possible).

    I would think that this would lead to significant team deaths due to aggro loss if massive herding was performed.

    Hmmm...maybe it wouldn't be such a bad thing... ;-)
  13. Quote:
    Originally Posted by Kruunch View Post
    Very true, but all had a large impact on herding. Anyone of those (and certainly ED and GDN) by itself really took care of that issue by and large.

    Adding the target limits (which I agreed with) really put the kabosh on herding altogether. Adding in the agro cap was overkill imo.

    Even considerring that IOs sort of repealed the effects ED and GDN had on the game (at least partially).

    The sad truth is that the game doesn't have content that fullfils a fully developed character and fully developing your character is too easy (made moreso by the MA system).
    I agree with most of this, even though I think that your first point and third kind of point out the problem with just ED and the GDN having this effect. If IOs partially repealed the effects of ED and the GDN (which I think they were at least kind of designed to [allowing you to remove the effects of some, but not all, of the ED and GDN nerfs]), then if the aggro cap was removed, people could herd again without much worry.

    So, if we can partially get back to pre-GDN days with IOs (and when it comes to Defense values, you can), then a well-built Tanker could herd again, and the only thing stopping him is the aggro cap. If the Devs felt that herding was a problem (and I'm not saying that they do, only if), then the aggro cap is really the only thing left preventing it from happening.
  14. Quote:
    Originally Posted by PhiloticKnight View Post
    So then Spider-man was really bitten by a MAGICAL spider???

    No thanks, /unsigned.

    So there are some heroes it works for, and others that it doesn't. Those who don't want to/need to use it won't have it forced on them.
  15. Quote:
    Originally Posted by Profit View Post
    I agree. They implemented 3 fixes to herding, ED, GDN, and the aggro cap. Any one of those would have been fine.

    Well, ED and the GDN weren't done to specifically limit the ability to herd. They were done to weaken the characters, and bring the power levels closer together, to allow for more balanced content in the future. Basically, the Devs, without the GDN and ED couldn't have created content that challenged Tankers without it being nearly impossible for someone else to do.

    Now, those did have an impact on the feasibility of herding, since your power levels weren't up to snuff to herd whole maps anymore, but they were not done to specifically limit herding. The aggro cap and the AoE target caps were specifically done to limit herding activities.

    The aggro cap has a completely different purpose from ED and the GDN, though they are corrolary.
  16. Quote:
    Originally Posted by Talen_Lee View Post
    Given the irrelevance of origin, I'm actually inclined to want this. Not for the reasons given, but origin is such a meaningless element of a character's design, and we have all the other tools to completely revamp a character (gender, height, name, server), this last bit would be a nice finale.

    Heck, hybrid origins would be nice. My widow should be mutant/natural, and my wife has a character who should be natural/tech/magic!

    Also something to keep in mind, but several of the signature characters in the game have changed their origin a bit over the years.

    In Manticore's Lore thread, Minx's science origin basically wore off, and she trained so that she'd have a secondary (changed from Regen to SR through training). So, she went from Science to Natural.

    Positron got his powers through Science, augmented them through Tech, became trapped in the Tech, and is now free from the requirements of the suit. So, one could say that he's Science again, if they wanted to.

    I'm sure that there are more examples of this in the game, and I wouldn't be opposed to being able to change your origin once or twice over your career to express these kinds of changes.
  17. Quote:
    Originally Posted by EmpYou View Post
    <QR>
    One thing people need to remember is that when there was no aggro cap, when mobs were aggro'd they were always aggro'd.

    It doesn't work like that now. Mobs get bored easily and it would be very difficult to do the things you used to be able to do. Herding a full map would not really be the ideal thing to do because it would take far to much time to make sure EVERY mob on the map is interested in you.

    I say remove the aggro cap for tanks. With the way farming is with AE and other reset/repeat missions, I doubt you will see herding moving to the front of the pack.
    The aggro mechanics haven't changed much over the years, just our knowledge of them.

    Even back in the herding days, mobs could get bored and wander back to their starting points. That's why you had to chain them often, and stop every once in a while to prevent them from wandering away.
  18. Aett_Thorn

    Tech Support?

    The Tech SupIssues and Bugs forum is just a few up from the player questions forum. That's the only, 'Support' forum there is.

    But, until they come back, go into the folder that it's telling you the bad file is in, and manually delete the file. Then, restart the updater. It should work fine.

    If not, you can contact NCSoft support by e-mailing support@ncsoft.com.
  19. Quote:
    Originally Posted by Wolvorine View Post
    Hmm, I thought that an idea like this would get more comments than just one person, although I'm glad to see that the one comment was positive.
    Just as an aside, but people are more likely to comment on something that they don't like as opposed to something they do like.

    It's akin to people not calling the cops just because they're having a good day. :-)
  20. Math time!

    Okay, let's take, for ease of math, a 100 damage attack, that animates in 1 second, and has a 9 second recharge time*.

    With no slotting (except for accuracy, let's say), you deal 10 DPS with this attack.


    Slotting 1 even-level SO of Damage gives you 33% more damage. Thus, your attack now does 133 damage, and still recharges in 9 seconds. You're now doing 13.3 DPS.

    Switch out that Damage SO for a Recharge. Your power now recharges in (9/(1=.33)) = 6.77 seconds (+1 second for the animation). Doing 100 Damage, you're now at 12.8 DPS. So, the Damage enhancement increases your DPS more than the recharge enhancement does.

    Now, let's take a look at 3 Dam, 1 Recharge vs. 2 Dam, 2 Recharge.

    196 Damage in 6.77 seconds + 1 second animation = 25.23 DPS

    167 Damage in 5.39 seconds + 1 second animation = 26.13 DPS


    So there is indeed a switching point here, because of the 'diminishing returns' on additional slotting. Adding a bit of both seems to do best in terms of DPS, so that might be a way that you can go, but this isn't taking into account your endurance concerns, either.



    *None of the DPS calculations here take into account Arcana-time, which will skew things more heavily towards the slotting-for-damage side of thise, I believe.
  21. Aett_Thorn

    Dev Digest?

    Not up yet. They are working on it. I feel like this was just asked, too.
  22. First off, great guide on the whole. I do have a few things to point out though, but they really are quite nit-picky, and don't necessarily mean that I want you to change anything.

    1) DPA on Frozen Touch.

    You compare this power to other set's heavy hitters, and mention that its DPA is better than things like Greater Fire Sword and Incinerate. This is technically true. However, we also need to keep in mind that FT's activation is 1 second, which is why the DPA is so high. The DPA value, therefore, is kinda thrown off by the fact that the attack animates much faster than the ones you compare it to. People may (and I stress may) get the wrong impression of this attack, based on how it's presented. It will not do as much damage as those other attacks, and only because of its ludicrously short animation time does it look like it compares.

    Also, unlike most of the other attacks you compare it to, FT is a DoT attack, which can make it seem much weaker than it is.

    2) Frozen Fists

    I used this attack to hold some damage Procs, since it can take three. The fast recharge and low damage help in that case, since the Procs are not influenced by the base damage of the attack. Combined with some high-level set IOs, you can get some decent performance out of it.

    Not saying that it's great, but you have to take it, so you might as well get some mileage out of it.

    3) Frost

    I've found that Frankenslotting this to get more range, in addition to good damage, EndRed, and Recharge has helped me a lot. While the Posi set is good, Frankenslotting, IMO, is the best way to get the most bang for the buck on this power.

    4) Ice Patch

    May just want to add in your note at the bottom of this power that if you stack the power (put two Ice Patches on top of each other), it can turn into KB as well, since the two KD effects could hit at the same time.

    5) Damage types

    Cold is one of the least-resisted damage types in the game.

    Add to this the fact that Frost, Frozen Touch, and Frozen Aura are pure cold attacks. This means, that if you come across things that have Defense against Smashing or Lethal damage, these attacks will still hit as often as ever against them while your other attacks wiff. That can help a lot in certain fights and against certain critters.



    Just a few things I was thinking of when going through this great guide!
  23. Quote:
    Originally Posted by Meruru View Post
    I don't really know where to post this, so I guess this is the right spot. I should have got my 15 month veteran reward a couple days ago, but I looked at my account and it's saying I won't get it till next month. My 12 month reward was on May 9, but I don't get 15 month till Sep 9.....isn't that 4 months? (account was active whole time between) I got my 3 month last year in may and my 6 month in aug.

    Would the free month I got from the AE disc be the problem and not count as paid time? It's saying I have 1 year 3 months of veteran time, but a month less of paid time. Since that was bought/used in between this time, that's all I could think of that might be the problem.
    Contact support. There's something wrong there. The AE edition free month should NOT be harming your total vet time. Support can help you with this issue.
  24. Quote:
    Originally Posted by sydney View Post
    I must say, as a newer player, this is what I find to be the most frustrating.

    When I learn how to, I'll be more than happy to head up missions. With the number of people I see on chat typing "lvl x charactor LFT" you'd think it would be easy to throw teams together. Lastnight when I was asking for a team to join, there were three othere similar level ATs also looking for a team at the same time.
    I don't really understand why people hate forming their own teams. If there were three other people broadcasting at the same time for a similar-level team, that would have been a four-person team (which is fine in this game), and you could have all been off.

    All it would have taken is for one of those four people to start inviting. Whenever I see that kind of thing, I start inviting, and it's amazing how fast a team will form.