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Posts
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ED was necessary for the game to have any sort of realistic balance. When we've got people soloing AVs and GMs why on earth would the devs want to make people MORE powerful?
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I tend to scan guides for sets I'm not familiar with just to get an idea of what powers are considered "good" but I tend to level up my character picking powers that I think I'll want and then decide what powers I want to actually keep long term. Once I hit 50 I'll respec them into an IO build if I get around to it (I have 5 level 50s, 2 have full IO builds and one has half of an IO build)
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Quote:The core issue here is that you're trying to solve a problem that doesn't exist. The devs have no problem with people farming or playing the market. They do act to stop farming that breaks the risk/reward/time ratios but they don't care about people choosing to repeat the same content over and over. Similarly in the past they've stated that they consider the market as a form of PvP and are fine with people using it to make inf.I really feel it will allow players to actually play their characters instead of the 2 games within Cox called Farm and Market.
Your ideas are basically an attempt to force people to play the way you want to play and what makes you're way of playing the "right" way. -
Well it's a mostly reaction set so it does require more effort than more proactive sets.
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Well -heal reduces the effectiveness of all heals you cast so using that on her will still reduce her heals.
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Quote:It does matter a bit, there are more enemies who resist smashing/lethal damage than the elemental damage type.Does Smashing/Lethal damage type vs. an elemental damage type matter for a blaster? I mean, are Archery and AR somehow weaker overall than fire/ice/electrical blasts?
For a starter solo blaster you might like Fire/Ice. Fire has slightly higher damage than other sets so you'll kill faster and Ice provides good mitigation from level 20 onwards. You'll have to be careful with the AoEs on teams but other than that it should be good. -
Quote:Actually the ticket reward system is a much more reliable source of income than regular missions. True you don't get purples and a lucky purple drop is a major cash boost but bronze rolls are cheap enough that you can easily fill your inventory in a short period and if you do that you've got good odds of getting one or two decent recipes.The problem I see with AE is that it fails to produce or have a good reward system. I frankly find going out into the streets and just mogging mobs to yield better drops and wealth than the AE ticket system. Doing level 50 newspaper missions, in simple mode, has gotten me purples, something I can not possibly hope for in AE.
If you're a hardcore farmer you probably will get better income with a regular farm simply because of the occasional purple drop but for someone looking to casually make a bit of cash the AE provides a better income source than newspapers or TFs.
I'm to lazy to dig it up but Nethergoat has posted a few times about his experiences using tickets as a money maker. -
Quote:Or a -200% to hit debuff so he's capped at 5% chance to hit (like enemies have to hit him).Why don't we just give this guy what he wants, so long as PFF carries a 99.9% damage/special (mez mag/duration and buff/debuff strength) debuff to the caster. That way all of his attacks do around 1 damage.
...hey, never said the attacks actually had to do anything! -
Of course the worst part is he never uses the heal, he just scrapper-locks until he dies and then asks for a rez.
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Quote:It's a fair point, the fact that the preferred boss for the boss farms were Maniac Slammers probably contributed as well (since they are very weak for bosses). Even ignoring that though I think that the difficulty of N bosses is less than N times the difficulty of one boss, mostly because certain player powers (AoE attacks and debuffs) become a lot more effective against multiple bosses.Wouldn't count on that, it certainly seems that there is more going on there than the common wisdom suggests.
If you look at the rewards and the hitpoints
If anything the rewards for the boss decline relative to their difficulty. Especially seeing as bosses tend to have more defenses and attacks that add to both their survivability and lethality. So if you define difficulty in the normal sense, I.E. lifting a 100 pound weight is twice as difficult as lifting a 50 pound weight, its pretty clear that, that concept of difficulty is not applicable.
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The reason that this was considered an exploit was because bosses give higher rewards relative to their difficulty than minions/lts. Essentially their rewards are partly balanced around the fact that you encounter fewer of them than minions/lts. They give up to about 10times more XP than minions (IIRC) but they aren't really 10 times more powerful.
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In case you never got an answer to this, yes the rewards will scale based on the enemies relative level (so for example farming at +1 will give more rewards than farming at -1 or +0). Increasing the group size does not affect the reward per kill but does make it so that you can get more kills in a shorter space of time.
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This has been bought up a few times, it's not really a practical option as a retrofit for the existing sets but it's something that could theoretically be done with new MM sets if the devs decided that they wanted to.
The current MM sets have a very specific power structure and this would need to be changed for a single pet set. Current MM sets have 3 summons, 3 blasts, 2 upgrades and a utility power. Obviously we need to repalce at least two of those in a single pet set . The obvious idea would be to replace them with more upgrade powers but IMHO that would be a bad idea for build balance. If we assume that the single pet is roughly equivalent to the 6 regular pets in terms of power then having more upgrade powers would basically mean that a single pet MM save up to 10 slots compared to a traditional MM for the same power level.
So what I would do instead is keep the set with 2 upgrade powers but then replace the 2 extra summons and the utility power with special pet-only buffs or special pet attacks (like Detonator). The idea here would be that the single pet is actually slightly weaker than the regular group of 6 pets but the MM gets additional buff powers for himt hat need to be slotted and actively used. -
Not really. The majority of Tanks get a single taunt aura power in their primary and these are all pretty much identical (in terms of taunt mag and duration). Arguably the damage based auras are slightly better than the debuff auras since the extra damage does increase aggro but it's not a huge difference. The two exceptions to this are Willpower which as mentioned above has a much weaker taunt aura and Dark Armor which has three different taunt auras although few (if any) dark tanks run them all at once.
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There are also a few animation/power types like water powers and stretching powers that the devs have stated are flat out impossible with the current engine.
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Yeah this is a pretty common request (it comes up in pretty much every speed boost thread). As far as I know the devs have never made any statements one way or another regarding whether they are considering it but it's a good bet that it would be a lot of work to implement.
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Aeon Corp Patented Spider Shrinker Deluxe
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Quote:You're missing the point. As I said Origin contacts will give you a new contact if you outlevel them. Zone contacts behave slightly differently, they will give you a new contact but only within their zone. So if you're in the level 20-24 range then either Penelope or Jim should pass you on to Doc Delilah but if you're 25 or higher they won't give you an out of zone contact. It's possible that there's a bug that affecting you but I know it works this way because I've done it multiple times on different characters both in Faultline (I frequently skip Penelope) and Striga (where I tend to skip Long Jack and sometimes Stephanie as well).Yeah, that's what SHOULD happen, but it's NOT what's happening. Or actually, it is... The problem is by the time I completed Tremblor's last mission, I had already outleveled P. Yin. If you have outleveled a contact the first time you talk to them, they won't give you any misisons, and if you haven't done any missions for them, they won't give you a new contact. [Actually I have seen Azuria do it, which leads me to think that zone contacts behave differently than origin contacts, or that there's a phase-of-the-moon bug that makes the behavior vary.] If you don't believe me, TRY IT. Do the Faultline arc, get Tremblor to introduce you to Yin, and wait until you're lvl 20 to talk to her. She won't give you a mission, and she won't give you a contact. I promise. That, or a variation of it, happened to me at least a half a dozen times in the last 2 weeks with different arcs (had same problem in Hollows) and contacts.
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It's not going to win any Corruptor of the year awards, DP is often regarded as a bit low damage due to the longish animations and TA is often regarded as a bit weak compared to other (de)buff sets.
Personally, I'd recommend either Archery/Trick Arrow, Dual Pistols/Traps or Assault Rifle/Traps over Dual Pistols/Trick Arrow for a natural theme character since it seems like they will work together better.
That being said the two sets do synergize reasonably well. TA has both slow and -dam in it's repertoire and Dual Pistols can also provide one of those at a time by switching between Cryo and Toxic ammo. Additionally Piercing Rounds mean you can stack even more -resistance against tough targets.
In terms of powers For Trick Arrow the essential powers are Entangling Arrow (because you have to take it), Glue Arrow, Poison Gas Arrow, Acid Arrow, Disruption Arrow and Oil Slick Arrow.
Of the other three Flash Arrow is skippable but I'd definitely try to fit in EMP Arrow just because it's a great panic button. I would also normally recommend Ice Arrow but the problem is that the long redraw on Dual Pistols means that it's going to be painful to use mid-combat and you'll probably find Suppressive Fire a lot more convenient on teams. If you solo a lot then having Ice Arrow and Suppressive fire so you can mez a boss is handy but you'll probably find it hard to fit both in.
In terms of Dual Pistols there aren't any obviously skippable powers. You might try skipping one of the first two blasts (especially if you have Hasten) but YMMV there. Hail of Bullets is also worth considering skipping. It's a decent power but it requires you to get in close which goes against how you want to play Trick Arrow (side note, this is partly why I mentioned DP/Traps above, PGT and FFG will make using Hail of Bullets a LOT safer). -
There are two types of IOs that provide a static bonus: Globals and Proc120s. Globals work when the power is not on but are dependent on your level relative to the IO level. Proc120s require the pwoer to be on but don't care about level. The Steadfast IO is a global.
http://wiki.cohtitan.com/wiki/Table_of_Special_IOs -
SM also provides resistance so I think you can argue this one both ways. Taking one of the resistance shields means you have resistance to a wider range of attacks.
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Quote:You can team effectively starting at level 1. The sidekicking system means that if you join a team with players who are higher or lower level than you the game will adjust the level of your powers to compensate. In general though most people prefer not to let the team level range get to large simply because you end up in situations where either someone doesn't have the powers they really need for the enemies level or the higher level players get bored because they only have access to their basic powers.I again want to thank all who comment and help me as I grow in City of heroes and since I have you reading this i have always played solo and am curious about team playing? At what level can you start effectively? Folks tend to invite me when I am amidst a mission assignment.
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*shrug* Maybe it is better this way but it is still inconsistent with the formula that all other Defiance bonuses are adhere to which makes it inconsistent at the very least. It's entirely possible that the devs did it deliberately, there are cases where they ignore the formulas for specific powers in order to balance a set (see: Archery for Blasters) but I've never seen anything suggesting they did so here.
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They are calibrated whenever the devs feel like it. I suspect that they keep an eye on the general completion times but they don't recalibrate to any set schedule.
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You know, I've never really understood what powers the devs were aiming at with the Slow sets. Most powers that focus on slow effects have damage that is minor at best. Powers which focus on damage with some slow (such as Ice Blast) are generally better served by the damage sets than the slow sets.