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Posts
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Joined
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All my 50s tend to hover around the 2B mark, and as they overflow, I shunt bits of it onto the market, usually between 0-1B stored. I'm not a hard-core profiteer, though, so I am quite sure I represent small potatoes.
Like others, I will not store inf in the mail system unless it goes a long, long time without obvious *****. Right now it's far too unstable to trust -
The answer is complicated. It depends on the strength of the enhancement provided by each enhancer, as well as the level you are exemplaring to.
You can find the details needed to determine the answer for your examples here. -
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Same TF as Nord's shot...
We actually got the Director 11 badge in that run, which is why several of us got the Master Of badge.

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When I've done it she goes through waves. She starts out open, people pile on her, patches appear, people fall back. Then those expire, and new patches appear scattered around at people's fall back spots. Then she's open, people pile on, and the cycle repeats, with some variations.
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Re: Venture,
Based on your posts (historically, not just in here), you are one of the most inflexible, intolerant players I have ever had the opportunity to read the posts of on this forum. You have always come across as wholly intolerant of game mechanics, lore, and just about anything else that does not fit nicely into your own box which outlines what is good and what is bad. I mentioned it before - I subscribe frequently to slippery slope defensive positions. However, even I have some damping in my feedback loop - you're in full avalanche breakdown mode here. We have the barest hint of a couple of mechanics that try something new and you want to "shoot the camel". That's ridiculous, as most of your positions are, no matter how eloquently stated.
I'm happy to come back later and say I was wrong if this turns into some vast episode of the new dev team wandering down some unpleasant change path. I also trust that there will be other, more reasonable people providing ever louder negative feedback if that happens. I'm willing to risk certain unpleasant outcomes in order to give the devs some leeway to try new things, because I want the game to continue to evolve. -
Quote:I'm sorry it won't be fun for you, but brutally honestly, I can't respect your outlook. I have nothing in particular against tank-and-spank, and I wasn't aching for the devs to provide new alternatives. But if you need tank-and-spank in order to facilitate your inner role-play narrative, in my opinion you're not very good at it, and I believe catering overly much to interests like yours are not good for the game.For me, this breaks immersion, and turns the game into a series of dull rehearsals. You are no longer reacting to the hostile character with your own character's imagined voice. You aren't reading the NPC chatter for what it says. You're monitoring team chat for scripted instruction on what to use next. You're talking with other players in your telephone voice. And you can't see the content that lies beyond unless you endure these mechanics.
At this stage, my interest in the game will inevitably start to wane. I do not want that to happen here. Please keep that kind of gimmick encounter out of this game. City of Heroes absolutely does not need progression raiding. -
Do you know what I did with Snaptooth two years ago? I got him on a level 14, loaded a level 50 into the mission, and I cleaned his clock, repeatedly, for candy canes. I then used those canes to buy Winter's Gift slow resist recipes. Earlier this year, those were selling for 50M apiece.
So yeah, I'm totally sure Lady Winter was given GM scaling code just because of Level Shift buffs that no one even has yet. I'm sure that stunts like what I was doing had nothing at all to do with the devs experimenting on ways to counter things like what I did. (And yes, you can still do them with a little variation, even with the addition of SSK.)
If you look at our game's history, the game has been rife with examples where the devs get some new tech, and they use it extensively. The next release after they gain a new tool, they often have rolled that tool into several encounters, or new powersets, or new entities. This sometimes continues for one or more additional issues, even in cases where the new tool doesn't become deeply ingrained in the game. (For an example of the latter, look no further than the invention system. No, I don't just mean IOs - I mean every interface in the game where you can spend something to craft something, including all merit currencies and the Incarnate system.)
I see this as no different. The devs have some new toys and they're playing around with them, seeing how they can make new encounters and challenges. There's no such thing as "regular" content. There's just older content and new content that will continue to include this sort of experimentation by the devs. Some of it will be a great success, some of it people will hate, and some of it will get mixed reviews. Give feedback certainly, but consider that your conspiracy theories suggesting that the devs are out to get us and make everything going forward ludicrously difficult is really overboard. -
Quote:Bearing in mind your clarification that you weren't addressing me, I did want to respond to this.As I said earlier, using the stupidly overpowered walking Jell-O mold doesn't make your character Incarnate-worthy. It makes the green guy Incarnate-worthy. Pulling, on the other hand, is using your brains and your character's inherent abilities.
I think there's a tendency to interpret the "worthiness" of our character becoming an incarnate on the notion that they are already inherently very powerful. In this game, the primary direct metric most people use to determine "powerful" is damage output. But in the lore of the Incarnate arc, no matter what one may think of the arc itself, there's no indication that the Well of Furies seeks out only those with the best DPS. During the cutscene in the last mission, Mender Ramiel says the Well "responds to power and will alone".
I would agree wholeheartedly that showing our characters are innovative in problem solving is a satisfying way of illustrating their will to achieve something. I objected to the part of this patch that removed pulling, and I still do. But I also feel that going out and obtaining some tool to get the job done when our characters' lack the raw brute force to succeed shows will. They have the will to do what's needed to win out and take that artifact from Trapdoor, and essentially show the Well they are serious. I don't see that as showing lack of worth. I just see it as not as gratifying in the sense of expressing that worth as raw power or wit. I would prefer a more gratifying route, certainly, but I don't dismiss the other as valid. -
Quote:This x1000. I love my melee characters to death, and the fact that they're essentially immune to mez is a huge part of that. But I don't just play melee characters, and it gives me some sense of pleasure to have encounters where the ranged characters get to shine in comparison.Given that melee ATs have advantages in most other game content, which throws around stuns and holds far too liberally, I'm not terribly concerned that some encounters are harder for them.
Does that mean I think ranged abilities should suddenly shift to a position of dominance over melee ones? Certainly not. Nor do I believe that's what's happened. I appreciate slippery slope concerns. Let's just not act like we've already suffered an avalanche. -
Quote:The very first Apex TF I attended was six melee characters, a Defender and a Blaster. I was one of the melee characters.Know what happens if you "joust" with a melee character? You cut your DPS about in half as you spend more time running back to somewhere you can hit the target from as you spend actually hitting the target. The day the devs decided that some characters wouldn't be able to fight effectively at range and that characters can't move while attacking was the day they decided encounters based on mobility would be broken.
We got Master of the Apex Task force. We weren't trying to get it. We didn't use any Shivans, or nukes, or anything like that.
Does having to hang back away from such effects cut DPS? Of course it does. What matters is how severely that cut affects your performance relative to the difficulty of the encounter. It's a subjective observation, but Battle Maiden doesn't seem to regenerate HP very fast, and she does not come back from her retreat fully healed. She's not that hard to defeat.
The devs could over-use this. I don't think they have yet. What I consider the two serious "don't stand near me" encounters so far (Lady Winter and BM in the Apex TF) are, IMO, coupled with comparatively weak entities. Protean just didn't stand out to me as that dangerous or inconvenient at all.
And I'm sorry, if you're getting killed with any regularity due to animations, I do think you're doing something wrong. I've been caught in the warning for BM's nanite patches activating stinkers like Twilight Grasp, and I still got away in time except in cases where I queued a second power and didn't cancel it. And that's my fault. I've learned to start hitting the cancel key when I see the "incoming" warning while I'm animating something, and then I move right away after the root period.
I'd love our powers not to root us too, but I think the objections being raised here are being blown out of proportion. It's not impossible for my view of that to be changed by future encounters, but right now I'm not not that concerned. -
The answer to that depends on how many slots you have to spare, and what you value more - recovery or regen.
If you do decide to slot it for recovery, and you only have one slot to do so with, a Performance Shifter is your best average recovery/sec compared to a single level 50 end mod IO. -
Unless you don't have access to TF teams, or don't like to attend TFs, you should focus on them as your means of access to common components. If you can do this, you should save your shards for crafting uncommon components.
There is one common component I regularly create from shards, and that's the Penumbra of Rularuu. No one I know of on Justice runs (successful) Cathedrals of Pain, so it's easier for me to gather the four shards for that one component.
By the time I did all the stuff I wanted with my "go to" characters after I19, be that badge collecting, earning various merit types and/or money to fund respec IOs, etc., all had 35-50 shards after creating their uncommon. In the case of the character with 35 shards, that included crafting two uncommon alpha boosts. -
Something I only really noticed recently... as one can see there, it really delivers a respectable chunk of damage.
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Mids currently lists the proc as granting 10% end, so it looks like it does reflect it.
However, I don't think Mids has ever counted the procs as part of average recovery rate. It'd be a bit hard (or at least special case) to know when to count it that way. If people slot it in something like Speed Boost, it's not going to contribute to their recovery. -
Quote:If you watched my video, you'll know I soloed him at +2 with no temp powers. I also didn't use any inspirations.You missed the middle part of the thread, then.
Pulling isn't the only way to beat him. I hope the Devs take away using temp powers and temp pets, too. That way the rest of you can see why other players are annoyed at having pulling removed.
I'm not sure why you'd want them to remove one of the only ways you might have of soloing him. If they removed them, it wouldn't particularly harm me at all. -
Quote:Director 11 is more of a pain, as far as I can tell, because of the difficulty of getting his badge. Running in to tank and spank him means, unless you're exceptionally lucky, you just won't be getting it.With the exception of Maria Jenkins' new arc (haven't played much high-level blueside in a while), I've not had any real trouble with the tings you list, even in melee.
Protean? I jumped in to help a friend using my SK'd Tanker and smacked him around without noticing or doing anything special. I didn't even know he had nasty PBAoE stuff, before or after the fight.
Warwalkers? I had to ask a teammate what the orbital strike text was talking about, because nothing was happening to my MM or henchmen. And I had henchmen in melee range of nearly every single Warwalker through both TFs (same PuG did both of the TFs back-to-back).
Director 11 and his Proximity Mines? Well, I get hit with the mines a lot, which throw me through the air, but other than that he's a fairly simple AV. (Haven't tried for Midnight Dodger, myself.)
Lady Winter? I just use Gang War and dogpile her with 16-20 bodies. Haven't noticed any issues soloing her. The hardest part of the LW mission for me is finding all three totem thingys to destroy in the poor lighting of the map.
Talking about dogpiling Lady Winter with a mastermind kind of misses the point entirely. She has something that's meant to keep melee moving. Sending sacrificial pets who don't care if they die clearly doesn't touch on that.
War Walker orbital damage is pretty meh, compared to a lot of things. It's certainly spit compared to BM's nanite patches. Of course, most things are spit compared to BM's nanite patches. I get the idea, though, that you've never been targeted by them. I am pretty sure your pets would notice, unless they're heavily buffed, which is possible. It's not a general PBAoE. It's a targeted AoE that picks one entity on the map and centers on them, and being near a War Walker really doesn't seem to have much to do with being picked as the target. -
1000 is not 500-800. I go to raids where 700-800 is pretty common. People have reported 1000 at them, but I do not have first-hand experience with it from anyone I know personally, and people saying numbers that high has been very rare. And I'm talking about 1000+, not 500-800.
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1000 is probably possible, but I would expect it to be quite unlikely, currently.
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I was unaware that setting a bomb awarded any merits at all. That sounds like a terribly likely culprit.
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Actually, BI may be right. I don't know what exactly allows it, but it's extremely common for people who have forgotten to run the arc to look and have 10 Vanguard Merits after their first raid. Since this is 30 and not 10, this case may not be the same, but you can earn them, probably through some bug or oversight.
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Yep.
More and more I think the strategy folks having problems to try is going to be to kill existing clones, then beat on Trapdoor, then hit him with -regen (stabbing him with Envenomed Dagger if nothing else), go kill the current clone, then come back. This means you aren't facing his increased resistance and hopefully can blunt his regen some while you're off defeating each summoned clone. If you can't find a clone fast enough, you're going to lose ground. -
Quote:I know when I've been attacking him, especially since the patch, I've been focusing on either my power icons (making sure I'm attacking with as full an attack chain as I can manage to maximize DPS) and then also sometimes firing at him while looking around for clones. You can actually see me do this several times in the video. So I have certainly been distracted away from the damage "floats".Ironically, it seems to have distracted players from watching the big flashy numbers everyone is usually focused on.
But I also never let him get more than a couple of clones out, so I'm sure that's part of it too.
I wondered if this was what you would tell us. It could explain one report we had in this thread of someone's MM robots doing dinky damage to him.Quote:Trapdoor's clones also buff resistance. At least, they did when I last ran Trapdoor, which was admittedly before the latest patches. This could be not so easy to detect when there's just one or maybe two clones out there and you kill him fast, but I'm surprised the people that let the clones go nuts didn't notice that. The first time I ran the mission, it was actually the first thing I noticed, even before the regen.
So it buffs his regen and his resistance? That seems a bit rude, because the resistance makes each point of regen effectively worth more, so the DPS requirement needed to defeat him actually accelerates with number of clones instead of increasing linearly. -
Bah, late to the party on this one. * Shakes fist at the RSS feed reader in his browser *
Castle, like most long-timers I certainly haven't liked every change you've made to the game, but I definitely believe that the game's PvE balance direction took a dramatic turn for the better at the time you accepted the reins of power development. I'm sure there are folks behind the scenes who've been helping shape that direction, but if so, you have always been the most public face of that group. I believe you deserve our thanks for the job you did in both roles - lead powers guy and public face for those working on powers. I think those of us who frequent the forums have immensely appreciated your participation here, and your frequent candor. I know I have.
Here's hoping you have a happy holidays and then a fruitful change of pace thereafter. You've been here for a long time, through some big changes, and for many of us you've grown familiar. I will miss your presence around here, and I think those following in your footsteps have big shoes to fill.
