UberGuy

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  1. For most stuff, I think prices may have peaked after the combination of the great Monkey roast, plus the wave of I19 respecs. Prices of things recently expensive I have been selling have been falling this week.

    Of course, that could be a short-term trend. I'll know better when I see what they do on the weekend. In my experience, the average price of given stuff rises on the weekend, presumably because "want it nao" demand is higher.

    Purples have been doing some interesting things. It's not clear to me where they are trending. Lowball pricing has been on a steady rise on several of them. Their prices do seem to fall mid-week, but not as much. That could just be because their rate of supply is a lot lower than most other stuff, so their long-term trend tends to be even longer term than some other goods.
  2. Being able to jump off of a one story building and probably being injured and sometimes even killed would be realism. What we have here with respect to taking falling damage is the barest nod towards realism's general direction.
  3. Quote:
    Originally Posted by NuclearToast View Post
    After reading this thread, my only comment involves the only other game that even came close to occupying my attention (and hours) as CoH: Tribes and Tribes 2. And my biggest disappointment with that franchise was that the loud forum majority, which was a game minority, succeeded in their wishes to make the game harder. And it killed the franchise. Thanks, jerkwagons.
    To take on the airs of that game's forums in a bit more than my usual character here... wut?

    I was active in both games' forum communities, and I don't ever remember the T1 community asking for what we got in T2, and I don't remember anyone asking for what we (almost) got with Tribes:Vengeance. T2 was widely received as a big disappointment by most of the forum community.

    T2 was significantly slower-paced compared to T1, in a game where the forum regulars were addicted to the raw speed of T1. T2 was both slower-paced and less strategically interesting, since they made practically every structure in the game impossible to defend. Everything was laid out to promote big, open field battles, which only a tiny part of the forum community I ever noticed ever asked for.

    Of course, I considered TribalWar the "community" for Tribes, not the game's own forums.

    Honestly, what they did to PvP here reminded me of what they did to T2, though it was more severe here in terms of both mechanics and impact to a community.

    More to your point, I'm honestly left with the impression that the doomsaying is the forum minority in this matter, even if the mythical average gamer isn't awesomesauce at this game. I haven't seen people doing much more than asking for help with the new stuff, which they don't seem to find that big a deal to do.
  4. Quote:
    Originally Posted by Jibikao View Post
    A full team that fails to finish a tough TF is not because it lacks ST damage. It's because it lacks debuffs/buffs. If your team has decent debuffs/buffs, any Blast or Melee set can complete. You do not need Martial Art or Dark Melee to kill a hard boss.
    If you have more ST damage, you don't need the buffs and debuffs, which are, by and large, lost lesser foes if you have meaningful AoE from even a couple of characters.

    The whole point of the way things work now is that you can have a mix, and it works out well as long as you get some workable permutation. To say that single-target damage is useless, and then point out that's only because you brought enough buffs and debuffs that you don't need it... duh?
  5. You guys are saying it yourselves. "I just don't feel as epic," "I feel much more effective on a team". Are you more effective with more AoEs? Sure, in terms of raw, total DPS across all foes, AoEs in this game are basically always more effective.

    This gets back to the point I made in my very first post. Why are you so worried about being that much more effective? If it makes you feel super in some inner RP kind of way, then I have no argument with it. If you're really concerned about the performance benefit, I think you're playing the wrong game. An experienced player can steamroll most of the content in this game with three fingers and a straw to drive the controls. Unless it's truly an internalized preference about what feels fun, I can't wrap my head around worrying about it. Play what you want, make it the best it can be and enjoy yourself. If you need AoEs to enjoy yourself, go to town building for them, but if you don't, don't sweat it.

    I'll tell you what, though. If you're in love with AoEs, I wouldn't run around trumpeting it. The reason you guys feel this way about single-target damage is that AoEs are massively imbalanced here. I am pretty certain that the only way this situation will change, assuming it ever does, will not be to make single-target damage better.
  6. Did you forget to leave "Hover" in that snippage?
  7. Quote:
    Originally Posted by Eiko-chan View Post
    Because getting hurt from a fall doesn't feel super. All sorts of supers take falls of remarkable height without damage in comics, whether they can fly, jump high, or are just badass normals.
    Yeah, OK, next time you leap off of a seventy story building and it takes half of your life off, be sure to explain how it didn't feel super because of that to the normal human who jumped off next to you who's now a fine red paste with chunky bits on the pavement.

    I think my eyes rolled so hard it hurt.
  8. It's not just you, but it's not uniformly considered hard. For example, I find the TF straightforward, and have not yet been on a run of it where I did not end up with the "Master of" badge. I think the most I've ever died in one run was twice. I usually don't die, even in the last mission.

    The strategy I use is as follows. The main challenge in my view is the patches on the ground. Keep an eye on the ground, and stop activating powers when you see a patch appear under you. If you have queued powers, cancel them. (This took me a few tries to get into my reflex reaction to the patches.) Move away from the visible warning patch, quickly. It's best to keep active a movement power that doesn't suppress, such as Sprint, Combat Jumping or even Hover (or any combination thereof), so you can move away swiftly.

    If you are a melee character and Battle Maiden is left in a patch, use whatever ranged powers you have on her until either she comes out of the patch or the patches on her expire. Then re-engage in melee range. This may lead to a hit-and-fade situation where you beat on her, patches form on her and you recede, then the patches on her fade and you can go back in, then the cycle repeats. She doesn't seem especially regenerative, and this hasn't been a problem for teams I have been on, even when melee-heavy.

    Beware the brown hills behind where Battle Maiden appears. My experience is that the warning patches do not dutifully appear on top of the terrain, and sometimes clip into the hill. This means the nanite patches can seemingly appear without due warning.

    I play with sound on. The patches have a very distinct incoming sound. If you are having trouble seeing them, try using the sound as a warning. It's much louder if it's centered on or centered near you.

    If you can't afford to ignore her swords and subordinates during the fight, or if you are fighting during BM's retreat phase, the advice I've been given is to concentrate on the human subordinates. I believe this is because there is a literally never-ending supply of sword waves, but the same is not true of the human allies.

    The patches are extraordinarily damaging. They ignore defense and resistance, and their DoT frequency is very high. I don't even recommend jousting through them, though it's do-able with strong enough healing and high HP.

    Edit: One last bit of advice regarding flying and hovering. The patches appear at the elevation the character they targeted was at. However, the patch effects themselves are a sphere. This can lead to the situation where a flier can cause a patch in mid-air that people watching the ground may not see but which can still kill them. The recommendation here is for fliers to stick near the ground, and if anyone forms an "air patch", they should warn the team ASAP.
  9. Quote:
    Originally Posted by Bosstone View Post
    Which is why you lure the EBs out one at a time. See, they're not linked to each other nor are they linked to any of the Rikti. Pack a ranged attack of some kind, be it primary, secondary, pool, or temp, and pull one EB. At most only a few Rikti will come with. My Blaster sniped each EB from max distance and they came running to me on their own, where they met a faceful of Trip Mines and fire. Yes, if you don't have a defense set you'll probably want to load up on purples and oranges, but that's what they're there for.

    That all said, I completely agree that Holtz and Honoree are by far the more difficult fight. Even so, I'm pretty confident the entire story arc can be soloed by someone with a good understanding of their abilities and how to best use them in an unusual situation.
    Yep. I haven't fought both EBs together on anyone, even though I have a couple of characters who could probably handle it. I've always taken out the closest two portals (one at a time) then pulled Holtz, then pulled the Honoree.

    I think I died a one or two of times fighting the EBs across six characters. One was a Defender being defeated by the Honoree because I tried to outlast his stuns without using a BF. (It didn't work.) and one was a Corruptor who was hit by Holtz's Plasma Grenade. I think that was the name. It's a huge pink explosion that does somewhere north of 600 points of damage and stuns you, accompanied by a very impressive sounding thundering explosion noise.

    Note that I'm aware my own characters are not representative of those of the playerbase at large, as evidenced that I always ran the arc at +2.
  10. Quote:
    Originally Posted by Wonderslug View Post
    Relative elevation is a good general guideline simply because that's how things tend to work out while traveling, but I think what's actually checked is the distance between your peak elevation and your landing point. Simply landing lower than you started won't necessarily cause you to take damage: if you step off the roof of a two-story building with SJ on, for example, you won't take damage.

    I suspect the game simply adds your maximum jump height to the normal safe falling distance; whether you start lower or higher than you land isn't actually relevant.
    Yeah, that is indeed more likely, and your example of falling off of something with SJ on makes that pretty clear. It works out that if you actually follow a full parabolic leap path, that has the effect mentioned above, but it's more general than that.
  11. You know, I knew PvPOs didn't care about exemplar, but for some reason I never made the connection that would mean the level of this thing wouldn't matter.
  12. My understanding is also that you only take damage if you land at a point lower than where you "touched off" from, and that the damage was based on how much lower your landing point was from your starting point.
  13. Quote:
    Originally Posted by Dragonkat View Post
    Personal curiosity for those in the know on math, but if we already have ED for all our powers. What would be the big deal about putting a system like that in for buffs and debuffs cast on mobs (I guess this would be DR?)? And how they effect mobs?
    That's exactly what PvP DR is. It's primary effect as implemented is to ensure that you basically never need more than one source of most buffs or debuffs, because one usually slams you into a region where adding another is essentially meaningless. Extra buffers/debuffers offering the same capabilities at that point can really only contribute their native damage, so you might as well bring someone else who does something different and/or offers better damage.

    Quote:
    And if not that why not a hardcap? Say 150-250% of what a bubble def could do with every defense power up? OR a dark could do flooring acc, or sonic's -res? (again keep in mind I'm not a numbers fan, so I leave this to the experts) That way you don't impact the solo ability of the lone def through a hard nerf. And while the second one may not be operating at peak he's still bringing something to the team.
    We have hard caps today. They're just significantly higher than that.

    Quote:
    I mean the only thing i could see it really impacting might be all defender teams, after all when do you actually see more then 2 of any one defender type (defense buffer, or def and acc debuffers such as storm or dark) on any one team?
    As mentioned, there are multiple classes with buff/debuff powersets. Controllers, Corruptors, Masterminds, Defenders, and to a more limited extent, Villain Epic ATs. Just limiting things to the four "main" support ATs, there, I typically see 3-4 such characters on a team, especially a TF team.

    Quote:
    Just don't see why it would be such a big deal, and might put the whole buff/debuff aspect of the game more in line with other goodies such as purple patch, global defense nerfs and ED.
    Because, done properly, it's a major rebalance of the the game. It would not just affect buffing ATs. It would affect self-buffs as well, such as armor powersets. IMO, it would likely have much more far-reaching balance implications than ED ever did. It would almost certainly require rebalancing at least some NPCs or encounters.

    Done right, that's not just some fiddling in a spreadsheet and call it done. It needs to be tested, extensively, to find the right rate of decay, caps, what have you, to determine what powers no longer work well under the new regime (including NPC powers which might be too strong or weak relative to modified PC powers).

    In short, done correctly it would be a lot of work, and it would almost certainly come bundled with a vast supply of nerdrage. One could argue that the result would be a game with better balance which gave the devs more leeway in encounter design by reducing the dynamic range of player strength on teams. The question is, if the game's had a reasonably stable playerbase for six years, is now the time to rip out the foundation and repour it? I think that's a huge gamble.

    Now, again, I'm talking about what would be required to modify the existing game. Somehow engineering the new Incarnate-specific content in I20+ to include something like this would probably still be bundled with a big dose of outcry from the forums, but it doesn't constitute game changing in the same way. Personally, I'm not actually enthused about the possibility. But we'll see.
  14. Quote:
    Originally Posted by Charcoal_EU View Post
    Do you know what happens when a level shift meets GM-code ? That is, does "set to 0" or "+1" have a higher priority ?
    I guess I'm unclear on why anyone is thinking it has to do tomorrow what it does today. Level shifting is, in effect, a new mechanic. We don't have any live examples today of what happens when a level-shifted player meets a GM, and if we did, it might not be the same thing that happens in, say, I20.
  15. The ticket cap varies by map. The largest is 1500 tickets, and that includes the end bonus. That means that, barring any bonus ticket effects you have going on, there's no point (from a ticket earning perspective) in earning more than 750 tickets fighting foes even on the largest of maps, since the completion bonus matches the number of tickets earned up until then.

    The rise from 0 to max is wildly variable. It depends on your character and what they are fighting. It's possible to tune foes in the AE to your own strengths and weaknesses, which can make you more efficient than otherwise. Note, however, that building farms in the AE is ... frowned upon, and a farming arc can get banned and the AE mission slot locked out, if it's reported or otherwise discovered.
  16. It has significantly longer base recharge than those powers, and it cannot critical. It also has a longer activation time, and activation times affect base damage in PvP, because PvP attacks are "balanced" around normalized DPA.

    I suspect the power is not broken, based on the rules they use.
  17. Quote:
    Originally Posted by Antigonus View Post
    It looks as if that time may soon be upon us.
    Based on what? The woe of a small part of the forum population?

    None of this is new. What's the wake up call that you think is happening now?

    Edit: to be clear, I took parts of this conversation as it being about time that Diminishing Returns be added to the already existing game. I consider that outstandingly unlikely.
  18. Yep. And given the rarified market for these, I think you are likely to find people who really don't give a damn what level it is. If you can find someone in the know, they may actually pay you more for a minimum level one. That is what tends to happen with pool C stuff that follows these rules - the sale rate is lower, but the price you can get is generally higher.
  19. Quote:
    Originally Posted by Eiko-chan View Post
    Or if you are a Mastermind. If you are a Mastermind, you might consider viewing AoE defence as the most important; AoEs are a quick trip to dead henchmen otherwise.
    I have to assume you're talking about the effects of being included in an AoE that hits your henchmen while they're in Bodyguard mode here, since AoE defense for you doesn't include your pets.

    The OP talked about a Scrapper, so my response was centric to melee ATs.
  20. Quote:
    Originally Posted by Dispari View Post
    If you have nothing, and can only slot one thing, either S/L or range are best bets.
    I wouldn't consider Ranged defense the best single thing for a Scrapper to build for. However, if I really could only build for one thing on a melee character, it would be L/S. I think that would cover more attacks than Melee (or Ranged) alone would.
  21. Here are how I approach these.
    • Work with what you have. If you have any in-powerset defenses, use them as your basis. If they are positional, build for more positional, and if they are damage-typed, build for more damage typed. If you have zero in-powerset defense or all your defense is uniform against all positions and types (like Weave), then this doesn't matter.
    • Positional defenses only have a "hole" to non-positional attacks. Damage-typed defenses typically have a "hole" to Psi and Toxic damage. In my experience, non-positional attacks are (much) more rare than Psi attacks, though there are well-known psi attacks that are also non-positional. Addressing the Psi "hole" in a damage typed build would require you to build for a fourth defense type, because Psi damage defense isn't paired with anything else. Of course. it's actually impossible to build for Toxic defense, making it good that pure Toxic attacks are fairly rare. A saving grace of damage-typed builds here is that you always end up with some positional defense, so if you're worried say about positional Psi and Toxic attacks, you can try to beef up your E/N and F/C defenses which will also increase your ranged and AoE defenses. (There aren't enough melee pure Psi or Toxic attacks to focus on, IMO, and good L/S defense will have moderate to good Melee defense already.)
    • Work with what you can get some uniformity with. For positional defense, I like 25+% Melee/ 20+ % Ranged / 15+% AoE. For damage-typed, I like 25+% L/S / 20+% E/N, / 15+% F/C. These are bare minimums, IMO, and I definitely like some of these values to be higher if I can pull it off, especially in first two categories. I have a preference for Positional defense, because I like being able to think tactically about my admitted damage by position - high melee defense = less damage when in melee, for example. However, I have found some characters for whom I could not build for positional defense and get sufficient defense in the Ranged and AoE positions without making undesirable sacrifices in other areas of my build. In these cases, I was still able to build for high L/S defense, and moderate E/N and F/C defense that met my minimums above.
    • I rate the positional defenses in importance (high to low) as Melee, Ranged, and then AoE. Ranged damage used to be somewhat ignorable. However, mobs now regularly fire their ranged attacks even standing in your face, so moderate to high ranged defense is now fairly important, IMO. AoE defense may be least important of the three, but can be very important if you face much in the way of AVs and Giant Monsters.
    • I rate the typed defenses in importance (high to low) as L/S, E/N and F/C. Vast amounts of attacks in the game have a Lethal or Smashing component, so high L/S is the biggest bang for your buck. Dark and Energy attacks are also very common, and frequently have no L/S component. Dark Blast and Electric attacks are great examples. Fire and Cold are relatively uncommon, and very frequently have Lethal or Smashing components attached, at least to damaging attacks.
    If I could cap whatever I want, I would go positional, because I feel it offers the least conditional protection.
  22. Quote:
    Originally Posted by PhroX View Post
    I see this complaint about avoidance based characters a lot, both here and in other game, and I have to say, from my experience, it's not something to be worried about. A streak bad enough to kill you is very unlikely, so you can pretty much ignore it, and if you do die once in a blue moon, so what?

    On the other hand def does have one big advantage over res - non-damaging effects (eg CC, debuffs etc) can be avoided along with damage.
    Yeah. The "once in a blue moon" affect mostly matters when facing truly extreme per-attack damage, where just one or two hits can kill you, such as in an AV fight. Here, resistance is 90% can be viewed as superior to high defense. But 90% resist with no defense is going to eat far more secondary effects or primary debuffs, assuming at least those which are not auto-hit.
  23. Quote:
    Originally Posted by Arbegla View Post
    Yeah, he shouldn't aggro until you get to him, and he should stop summoning clones once you die.
    I've gathered he never stops summoning them if you just do regular de-aggro things, like die or leave and come back later. In that regard he seems to be like the Rikti Portals in the Honoree mission. I have a hard time believing that's working as desired, but it's possible it's working as designed.

    However, I've never verified this myself. I've, ah, never died fighting him. >.>