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Quote:You're reading the words and missing the meaning. I will rephrase:Because most people actually enjoy playing the game as it was intended. I know it sounds hard to believe, but given the choice, the majority of players are willing to pass up the chance to run endless monotonous AE farms and instead run the 6 year old story arcs they fell in love with when they first bought the game.
Who'd a guessed that people play this game for the content and not the phat lewt they could get by farming.
My question there is if 200 tickets = 1 merit is so horrible why is AE farming not considered the absolute best farming method now?
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Quote:You're making a lot of assumptions about how the AoE buffs would work. Suppose they made them AoE but left the range, endurance cost and recharge time the same as they currently are? That would eliminate your ease of use objections and frankly I don't think it would affect balance at all.They're not hard to maintain *now.* In addition, I can concentrate on only a few if I so choose, or if someone comes by (they get hung up on geometry, etc) they're not SOL until the buff's back up. Plus, teams split - I don't mean heading to one side of the map vs another, but melee staying in melee, range staying at range. Individual buffs, I can hit them all. One big AOE, only some get them - or none at all. Last but not least, if I'm low on END and buffs are running out, I can re-buff the ones that need it *now* and worry about the others later.
I can't do that with one big AOE buff. I dislike single-big-AOE buffs. I've run rad, I've run Empathy, I know how single-big-AOE buffs work. I'd MUCH rather do the individual ones with, say, FF, Sonic and Thermal.
So, no, for me they wouldn't be easier to use.
The current PBAoE buffs (i.e. Accelerate Metabolism, the Empathy Auras etc.) are the way they are since they are (supposedly) balanced around having a limited uptime (or requiring lots of recharge for 100% uptime). The "always on" buffs on the other hand are supposedly balanced just fine as they are now with short recharges, long ranges and low-ish endurance costs (the balancing factor being that they take up two power slots). I fail to see how making them easier to use would destroy their balance (except Speed Boost, but I think that should be nerfed anyway).
When the devs made the MM upgrade powers AoE they did increase the endurance costs and I think it made sense for MMs but wouldn't necessarily make sense if other buffs were made PBAoE. In the case of MMs the increased endurance adds a tactical element to deciding when to re-summoning and/or requipping henchmen who die in combat. With player buffs I feel the element is unnecessary. Int he case of henchmen the equipment accounts for a large part of their combat capabilities so the difference between requipping immediately versus waiting until after combat is critical. For players the decision is less important, a single buff power accounts for a smaller percentage of their total team contribution so with a high endurance cost the decision would almost always be to wait until after combat.
Quote:Uh... how would having a team buff be AOE vs individual help soloing? Hell, those heavy-Team sets are a godsend to me soloing, as I can set up a second build, completely *ignore* those buffs and take other pools that will only help me out more - for concept or other reasons. (Presence, Leadership, Stealth, etc.) It's part of why I *like* taking them for soloing, as it is. . -
Furry is a term that can cover several different interests. In the context it refers to people who like artwork (not automatically pornographic) depicting anthropomorphic animals. And I suggest we leave it there lest the thread get locked .
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Quote:Why? I fail to see how having powerful buffs (shields, speed boost and the mez protection powers) that have to be individually cast on every teammate every 4 minutes contributes to enjoyable game play. I acknowledge that there are reasons a person would not want a particular buff (hence my comment about some means of canceling or suppressing them) but I fail to see how making them easier to use would make the game worse. I'll also point out I'm only talking about buffs that can be maintained on the entire team constantly, powers like Fortitude or Forge should not be changed.And I vehemently disagree that they should be done for all buffs for everyone - which presents a problem with the mastermind pets, as I don't believe there's any mechanism in place to really determine that (or determine "my pets" from "someone else's pets,") plus TBH I don't want that to lead into "do that for everyone."
Balance-wise it comes out a wash. If the powers are considered balanced now then I fail to see how making them easier to use would unbalance them. If the only reason they are balanced now is that they are inconvenient to use then they aren't really balanced, they are simply inconvenient. Changing these powers to PBAoE would make them much easier to use.
It would also accomplish a second goal of evening out the solo ability of the different Buff/Debuff sets (especially for Defenders and Corruptors). One of the issues of Buff/Debuff sets is that the number and usefulness of the solo abilities varies significantly when soloing. Force Field, Thermal Radiation, Sonic Resonance and Cold Domination (to a lesser degree) are generally considered amongst the weakest soloing sets and this change would help them a lot by increasing their survivability a lot. Obviously it doesn't help Empathy and if Speed Boost was changed it would need to have no/reduced effect on the caster (as with Grant Cover). -
The Corruptor, hands down.
Buffs and Debuffs are hideously overpowered in teams simply because there is no limit to how deep you can stack them. The extra damage that the damage ATs brings pales in comparison to a support character's ability to boost the entire teams damage not to mention their ability to help keep the team alive. -
Personally I think this change should be made to pretty much all such buffs for everyone, not just masterminds. However I also feel that there needs to be some sort of option to block/cancel/supress certain buffs. In particular Speed Boost and the Thermal Shields can cause problems for people on lower end computers.
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How about this. In the pet pane have a little shield icon in front of the name of any pet in bodyguard mode (like the star that designates Team Leaders)? It's not a great solution since it doesn't answer the issue of explaining it to new players but it would at least provide an obvious indicator "hey this pet is doing something different"
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My question there is if 200 tickets = 1 merit is so horrible why aren't people doing mass AE farming now? Lets say you can get 200 tickets in 3 minutes. That means that you can get a Gold roll in 1 hour right now. Now add in a ticket to conversion ratio of 200:1. It still takes 1 hour of ticket farming to get a gold roll whether you do it with tickets or merits. The only change is that now you can potentially spend tickets to buy specific recipes instead of doing random rolls. I don't think that this is necessary (especially with the introduction of A-Merits) but I fail to see how this would suddenly make AE farming more attractive than it is now when random rolls are generally considered superior to direct buys and it changes neither the time per random roll or the ratio of random rolls to direct buys.
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For the most part it rolls for the drop and then awards it to one person.
There are some exceptions to this:
1. Mission completion recipes are rolled for individually
2. Tips are rolled for separately (but you seem to have a decreased chance on a team)
3. AVs, GMs and Monsters seem to roll separately for at least some of their drops. For example most AVs give everyone a guaranteed SO while GMs and monsters seem to give everyone an Inspiration roll.
It's also important to remember that each drop type is rolled separately giving:
Enhancement
Inspiration
IO Recipe
Salvage
Costume Recipe (minions only)
I'm not sure where the Temporary Power Recipes fit in. The wiki says that they come from the IO Recipe drop but there is some evidence that they are either in their own category or lumped in with Costume Recipes. -
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Actually Quartz buffs To Hit not accuracy. This is considerably worse for Robert's team since To Hit directly counters Defense (while accuracy is applied afterwards).
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Quote:The general consensus I've seen from people in the market forum is that Gold rolls are already to expensive. Most people who farm tickets spend them on silver or bronze rolls instead (and my own experience supports this strategy). Similarly with merits it's generally considered that random rolls are, over time, more profitable than direct buys. By setting the price in the 200-300 range it means that the conversion is only beneficial to people who are planning direct buys (since with rolls you could spend fewer tickets directly) or using them to buy A-Merits (which are time limited anyway).200 merits takes like literally less than 15 min to get in most cases, and a single map can make up to 1500 tickets, which nets to almost 7 reward merits by your formula
you also have to take into the fact people make farms based on their toons strengths so they could blow through it and make 1500 tickets in less than 20 min
i see what your saying that 5000 for 1 merit is prolly a little excessing but i doubt the devs would go as low as 200 for 1 merit
The time aspect is not a convincing argument to me. Let's say you farm up the 48,000 tickets necessary to direct buy a LotG 7.5% (using 200 tickets = 1 merit). With that amount you could already buy 88.9 pieces of rare salvage, 685.7 bronze rolls (level 30-34 or 35-39) or 13.7 gold rolls (level 30-34). Even taking the rare salvage option (a reliable but low profit item) and selling them for 1.6million each (in the middle of their standard 1-2million price range) you would get 140.8 million which is about what you'd get for the LotG 7.5%. If you converted the 48,000 tickets to merits and did direct rolls there you'd only get 12 rolls so that's clearly a loss as well.
Even at 200 tickets = 1 merit I don't see the conversion as being a better option than spending the tickets directly. The A-Merit conversion is a little trickier. It enables people to do that solo more easily. I don't think it would be game breaking though since those are time-locked most people who farm merits or tickets are going to have more than they can convert to A-Merits anyway.
Personally I agree with Bill that it isn't really needed however if it was implemented I think 200 merits would work fine as a price (alhough I'd probably set it to 250 to make spending the tickets on bronzes more appealing).
I realize that this is hyperbole but think about what that actually means. The earning power from being able to convert 250-300 tickets to merits is not out of line with the current options for directly buying items with tickets as I think my analysis above indicates. Yet despite that the AE is not the most popular method of farming. I really don't see how adding merits to the purchase option for tickets would make AE farming the most popular option unless the price was significantly lower than 200. -
That is way to harsh to be useful, at 5000 tickets for 1 merit you're much better off spending the tickets on random rolls. If you do Rare Recipe Rolls that gives you 20 merits = 4000 tickets. So 1 merit = 200 tickets. Now Reward Merits are slightly more valuable than tickets since you can do direct buys and convert them to A-Merits so I'd say set the price at 250-300 tickets.
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Tha'ts one thing I'd really like to see. I'd also love a weapon based Dominator Assault set where you wield a Sword and Pistol (Swashbuckling Assault?). I think that would open up some very cool options, especially combined with a "Grenade Control" set. The downside of course is that unlike most of the other Assault sets it wouldn't be able to reuse animations since the sets that it would be based on (Dual Pistols, Dual Blades and Broadsword) are animated using two identical weapons or only one weapon which wouldn't work.
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Very much this. LotG 7.5%s seem to fluctuate between 100million and 150million. Lets say you get a conservative 120million after costs (market fees, salvage and crafting costs if you craft it). A purple recipe costs 20 A-Merits which equates to 10 LotGs. 10 LotGs would sell for 1.2 billion which even with the current prices is enough to buy 2 or 3 purples from a popular set. I'm less familiar with PvPIO prices but even there I think for everything except the +3% defense one you're probably better off using LotGs.
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Wolf Spider Armor provides 3% S/L resistance and 2% Psi resistance which is pretty much useless. It also provides 2 points of mez protection which you probably don't need as long as you have fortification (Fort + Crab armor gives 12.3 points). Unless you're a PvPer I wouldn't bother with it (if you've got a spare power slot take Recall Friend or something).
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I don't. They desire them because they don't realize that they don't need them . Or to put it another way there are plenty of teams out there that want a "healer" so if you play one you can get teams. Now whether they are good teams...
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Well first off I'll say that honestly, you aren't missing much, none of the shard TFs are particuarly great (Faathim the Kind isn't to bad except for the lack of a phone and the fact that it's about 3 or 4 missions to long).
Justin Agustine and Dr. Q lack an AV at the end so I'd recommend starting with those for a 3 man team.
Both are pretty horrible TFs though. Justin's consists primarily of "Kill 50 Ralaruu at location X" hunt missions. Dr. Q just consists of base after base full of Crey that you have to kill (and a few other enemies from time to time).
Regarding ATs that's harder to say. I'd lean towards a tough-high damage character (a Brute, Scrapper or Mastermind) backed up by a pair of support characters (Controllers or Masterminds would be best, Defenders or Corruptors otherwise). -
Yes and no. Personally my attitude is the same, I pretty much ignore anyone who advertises as a "Healer". However I do see people forming teams and specifically looking for a "Healer" so while I disagree with Klaw's assessment as to the utility of a "Healer" he does have a point about them being desired.
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Yeah I noticed that. I'm not to surprised that that sort of clumping occurred but the effect was stronger than I would have expected. In the case of Traps though I think it's primarily caused by the relative newness of the set, give it a few years and the numbers will pick up.
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Quote:Easiest way to find out is to check the wiki:Whip/Demons with a Storm chaser. (Heh.) I have no idea where to find out what they specialize in.
http://wiki.cohtitan.com/wiki/Demon_Summoning
The Ember Demon and Steamy Mist boost resistance, plus Steamy Mist boosts defense a very small amount. As such Maneuvers isn't essential but it is useful. If you do take it I'd recommend trying to fit the Defense pet Aura IO in somewhere (or better yet fit in both of them once you get Tornado or Hell on Earth). If you can fit in both defense aura IOs and Maneuvers any pets within 40ft will have an extra 16.4% defense (a little more with slotting) which reduces the damage they take by about a third.
Assault is always worth taking if you can fit it in (more damage never hurts). Tactics is also a solid choice for a Mastermind. The lower tier pets are affected very strongly by the purple patch, and if you're fighting at +2 or above you really want tactics to help them hit. +0 or +1 they are ok with supremacy and 2 accuracy SOs, +2 you need 2 SOs and Tactics or 3 SOs without it, +3 or +4 you really need 3 SOs and Tactics (defense debuffs help a bit but they get heavily resisted by the purple patch as well). -
The only option slotting wise is to slot endurance reduction enhancements in the pet power which is supposed to decrease their endurance usage. Things like Numina and Miracle or set bonuses will affect you not the summons. You can use outside buffs (such as Speed Boost) but obviously you'd need someone else to provide them.
However there are reports that the demon prince is a bit buggy when it comes to endurance reduction enhancements:
http://boards.cityofheroes.com/showthread.php?t=242479 -
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Quote:The problem there is that EPPs have to be open to every powerset available whereas powers like this would basically be for one set. The important thing to remember though is that the Swap Ammo power doesn't actually do anything. Adding Swap Ammo power for anything would require the devs to modify every power in the existing set to make it work.Apparently I wasn't clear in my OP. I meant to add separate versions of basic types of abilities: Swap Ammo Arrow, Swap Ammo Axe, Swap Ammo Broadsword, Swap Ammo Dual Blades, etc. That's why I said made it part of an EPP. Castle made it sound like the way the thing was designed was an entirely new way of looking at powers, which sort of had the implication that it would be relatively easy to add it to new powersets. We already see EPPs specifically tailored to the characters we're playing, so this would be no different.