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Posts
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Quote:Personally, I'd just like them to decrease the animation time on Ignite. I think the power as is works well with the feel of the rest of the set. Assault Rifle is an AoE damage monster but pays for this with weak single target damage (Ignite in palce of a third blast and no Aim). Ignite is essentially the 3rd blast in the set twice about twice the damage of a regular third blast (like Power Burst) but with twice the recharge. This means that AR has much weaker single target damage using normal attacks but they can get comparable single target damage against tough targets as long as they can hold or immobilize the target. This encourages ARs to use AoEs against multiple enemies and only bother with single target attacks against a single foe (i.e. a boss).In my experience, most of AR seems pretty good. The Beanbag speed-up helped its utility a lot. The only odd child to me is 'ignite." It's an attack power that actively discourages enemies from getting damaged by itself. Immobilizes make it good, but without those it's very limited in usability. It's also pretty small.
I know it's a longshot, but keeping the cttage rule in mind, what if burn was a low damage +terrorize patch, targeted. The patch does its thing, but the target is given a medium/high damage over time to self power, which attempts to duplicate itself onto nearby mobs for a certain period. This power also has a full-body fiery aura attached. Yes, I'm talking about an 'ignite patch' that literally sets a foe on fire. (That is drenching a foe in burning propellant.) The 'contagious,' nature of the fire mean that once you light an enemy on fire, they run crazed and ablazed, and any foes they brush against also catch fire. It's then an odd sort of AoE, where it isn't an immediate area attack, but can become so when the foe comes near other foes.
In theory this works well, but in practice it has some issues. Blasters are generally ok, with the exception of AR/Energy they all have an easily spammable immobilize power to setup Ignite (EM doesn't but it provides more single target melee damage to compensate). Defenders and Corruptors are a lot more problematic however. Trick Arrow and Traps are the only sets with an easily spammable immobilizes and TA, Rad and Dark are the only ones with options to hold a boss (which are all less practical than Blasters get). Epics help a bits, Defenders can pick up either Electric or Psychic for an easily spammable immobilize or a less spammable single target hold. Corruptors are worse off since they only get AoE immobilizes or 32s recharge holds.
So given all that I think is a practical reason to change it so that an immobilize or hold is not required but I'd still like to see it designed to be of limited utility on weaker enemies to help maintain the "feel" of the current power. I'd also like to avoid turning it into any sort of real AoE since that would invariably mean it has it's total damage lowered and thus AR would have even more trouble with tough single targets.
My Suggestion:
Steal the mechanic used by the Incendiary Swarm Missiles the Assault Bot gets (but not the stats obviously). Essentially Ignite becomes a single target DoT attack which applies a high DoT (both damage and duration) to it's main target but also summons a small fire patch that damages any enemies entering it. Keep the total damage and recharge roughly the same as the current version but split the damage between the main target and the patch (maybe 80/20). This would mean that it has roughly the same impact as the 3rd blast from other sets when used on a boss but it's unappealing to use on lesser enemies since it has double the recharge of a normal 3rd blast and is a DoT meaning it frequently won't deal full damage to them. Immobilizing/Holding the target is no longer required but does give a damage boost making it desirable. -
-Rech and slow are very different things. -Rech reduces the rate at which enemies power's recharge while slow just reduces the speed at which they move. Slow is mostly only useful if you're a ranged character fighting melee enemies. Additionally Slow enhancements only work on speed debuffs, not recharge. That being said most powers that debuff speed also debuff recharge (there are some exceptions such as Caltrops).
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Quote:The need for both currency and item sinks in a game is pretty well established. Everything players do in a game generates both influence and items, if there are no means of removing them then they accumulate until supply of both reaches the point where the existing supply far outstrips the newly generated supply. An ever increasing supply of currency means deflation, currency is worth less than it was before and you need to kill more enemies to have the same earning power. An ever increasing supply of items serves to further accentuate the difference in price between "good" items* and "poor" items. The supply of "average" and "poor" items builds up causing their price to decrease and people can afford to spend a higher portion of their income on "good" items. Over time you reach a point where the price of "good" items is out of reach of most players. Eventually you would theoretically reach a point where there are so many "good" items in the game that they start to decrease in value but that would take a long time.I saw a poster, quoting developers, and appears to be a proponent of the influence sink dogma, and would like to point out, that like with many developer statements in the past have been reversed.
Good MMOs have both item and currency sinks to remove the excess from the game and try to keep the economy reasonably balanced. In a lot of MMOs gear is "Bind on Pickup/Equip" meaning that once used you can't transfer it which effectively removes it from the game as far as the economy is concerned. Here we don't have explicit binding but the difficulty and limited nature of enhancement removal serves as a sort of defacto binding. The fact that we can "unbind" any items at all is pretty unusual for an MMO but I think the nature of character design here makes it a good idea to allow some leniency.
At the moment you can remove unlimited IOs by using a respec recipe. This is good in terms of the economy since it means the price to remove an IO is flexible based on the amount of inf currently in the economy and the relative prices of IOs. The downside is it's extremely inconvenient. Adding a recipe that allowed you to remove a single enhancement would have a similar effect although it might require tweaking to the drop rates for respec recipes to compensate a bit.
*side note: What constitutes "good", "average" and "poor" items are of course subjective, for my purposes I'm basing it on the number of an item desired by players divided by the number available. -
Quote:Actually if you've got a spare HD or a large memory stick you can copy most of the files over to avoid having to redownload it. It's pretty much the same process as doing a fast install of the test server:All very good answers, I thank all of you. I was debating on downgrading from Vista back to xp because it would use less memory, and at the back of my head is that huge download time. I guess I'll just have to pony up the cash and buy more RAM.
http://wiki.cohtitan.com/wiki/Test_s...p_Installation -
People who say that Defenders are only good for Healing and Buffing are not correct. However unfortunately your stance, that Defenders can be good Blasters, is also erroneous.
The truth lies somewhere in the middle. Defenders, when built correctly, can deal decent damage but their lower base damage means they will only deal a little more than 50% of Blaster base damage (on teams at least, the new Vigilance means they deal a bit more solo about 70% blaster damage).
The character you seem to be trying for is sometimes referred to as an Offender. An Offender is a Defender who deals high damage generally by using his primary to boost the damage in his secondary.
In your particular case you've got a Defender optimized for ranged damage but his damage will suck horribly compared to a Blaster since you aren't using your primary to full effect. You're also going to be weaker than a Blaster since Defenders get fewer hitpoints than Blasters and you aren't using the tools in your primary to mitigate incoming damage.
Regarding your primary at the very least you should pick up Freezing Rain for the resistance debuff and Snow Storm for the slow (so you take less damage). I'd also recommend Steamy Mist (stealth, defense and resistance) and Hurricane (an excellent debuff especially when solo).
For your secondary Electric can work but it's damage is a bit low compared to the other blast sets. Sonic is the most popular blast set for a high damage defender due to the resistance debuffs but any of the damage sets will work to some extent.
In regards to power pools I personally wouldn't bother with Resuscitate and the Concealment pool is useless for a Stormy since it doesn't stack with Steamy Mist. Team Teleport is similarly a pretty marginal power.
As a final note, it is perfectly possible to make a Defender who neglects one or both of his sets and they are still at least marginally playable but the best Defenders uses both sets in harmony. You buff yourself and your allies or debuff your enemies but in between you use your blasts to help defeat your foes. -
Quote:I assumed she meant a Cylon.
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Yeah I'm going to agree with Wendy here. In general video game companies try to avoid any explicit mentions of real world religions. Fantasy worlds have their own made up theology but for worlds in a modern setting the easiest solution is simply to avoid all mention of theology. For example there aren't (as far as I can recall) any places of worship whatsoever in Paragon City .
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Well you can actualyl only have one of the craftable ones. The point I think the poster was making is that you can have both the Raptor Pack and the craftable one. This could be useful if, say, you log on for a Hami raid and realize that your Raptor Pack is almost empty and you don't have time to go to the Shard for a new one. It's a pretty limited application but it does exist. Although I would say the main usage is to get a pack for a mew character without needing to trek to PI or do a safeguard mission.
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As Forbin said it's a neat idea but it's something that really needs to be built into the powers system from the get go. Trying to put it in at this point would be horrendous in terms of keeping it balanced.
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Quote:Yep, if you check the thread Cat linked several other posters gave similar figures. 300K+ an hour is very much on the high end but it's definitely doable.Here is an image that Smurphy posted in the City Life forum:
That says 18,067,929.45/hr. That's eighteen MILLION an hour. A bit over 300k a minute. -
Well there are two things to keep in mind. First off it's not about the quantity of money it's the profit margin. As long as the profit from the sales generated (after subtracting operating expenses to generate the Inf) exceed the costs of the account then it's a net gain for them. Secondly they probably don't pay for the accounts themselves, a lot of the gold farming businesses acquire accounts through less than legitimate means such as using stolen credit cards or stealing accounts from their customers.
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Positron is obviously the CoH equivalent of Iron Man
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The intent of the feature is that it serves to indicate how well regarded a particular poster is by his peers. However since it's so easy for people to work together to either boost their own rep or lower someone else's it's essentially useless for that purpose. Therefore as the mods stated it's a forum game.
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Quote:I turned mine off because I think the rep system as implemented is basically pointless. I (occasionally) check my old posts for rep because I like to see the comments people give.What's the point of turning off rep if you're going to check it out anyway ? I've also seen someone with disabled rep who went through the trouble of hunting for his individual posts to check the associated rep (or whatever it is you need to do to actually see rep comments). It puzzles me.
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I to used to be like that. I had a fixed array of inspirations I would collect and save to use in emergencies (or on EBs). Now I pretty much use them as they drop. I keep two wakies and two break frees on most characters (melee characters with mez protection generally skil the BFs) generally level 2 since I can get those easily but level 1s or 3s if I have them.
Other than that I pretty much burn them all. Level 1s I use immediately unless my tray is pretty empty. Level 2s I'll generally save until I can combine three into a damage inspiration (or to refill my stock of wakies and BFs) although if it's a green or purple I might use it directly if I need to. Level 3s I generally use by the end of the mission at a decent moment although I'll save purples for a few missions if I need to fight a tough EB soon. -
It really depends what your goal is. If your goal is inf accumulation then either random rolls or direct buys of rare recipes are good. Random rolls tend to be better value in the long run but direct buys are safer.
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Quote:I was going with: http://en.wikipedia.org/wiki/MutantI will admit that while i was double checking, i didnt find your definition anywhere, as most mutation definitions i found dealt specifically with the offspring and its "parents" and how it was defined by either environmental or genetic error alterations to have traits not predicted by its genetic fore bearers.
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Not really, the general definition of a mutation is a change in the DNA that isn't found amongst the general population of an organism. Being a redhead isn't a mutation, it's simply the result of a genetic combination that occurs infrequently in random genetic pairings. If we wanted to as a society we could set up a program to deliberately breed for redheads. Pretty much every trait started as a mutation but once it becomes present in a decent percentage of the population it can't really be considered a mutation anymore (otherwise we're all mutants for having spines).
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Quote:I completely agree, and to be honest I think the same applies to the various shield powers as well. From a balance point of view balancing them around frustration and inconvenience is crazy. The design should be done so that either they are balanced with a 100% up time or they don't have 100% uptime. Personally I'd advocate either changing them into a PBAoE power (that has a reduced or non-existant effect on the caster) while keeping the current recharge and duration or keep the current setup and increase the duration to 30minutes. The main downside is that for both cases some method of not-accepting the buff would be almost required due to the potential for griefing.First of all Speed Boost is not the only power that is considered a near must-have. We don't get discussions like this about Insulation Shield because there's pretty much unanimous agreement that skipping it is a mistake.
The second part of the problem isn't so much that Speed Boost is overpowered. It's the combo of Great Buff + Fast Recharging + Short Duration that makes it such a sore topic. The power just absolutely sucks to use, because it goads you to bot it endlessly. This is the exact same thing that would happen if Insulation Shield were on a 2 minute timer instead of a 4 minute timer.
So no it's not a matter of power. The problem is that SB provides benefits players want up all the time, combined with a recharge time which permits that, combined with a short duration which means you're stuck constantly recasting it. If the power was supposed to be limited in some way the Recharge should have been longer (see: Fortitude, Forge). Instead it's "balanced" based on pure frustration. It's assumed that the cost of keeping the power active (that it's a PITA) balances its benefit. Instead it just irritates the heck out of the person stuck casting it, which is why you see a lot of people scrambling for excuses to avoid the power. Its great to have cast ON you, but casting it on other people is a lesson in tedium. All of this is why I said previously I hope this power is never ever used as a template on which to base future powers.
If making either of these changes means that the powers need to be nerfed than as far as I'm concerned they need to be nerfed now. If the only thing balancing a power is frustration then it isn't really balanced, you're just hoping people can't be bothered to use it. -
If you missed the Faultline arcs (or simply don't want to do them) it's pretty easy to get someone to drop a portal for you. If you go somewhere with plenty of people (the Wentworths in Talos or Steel are good options) and ask politely in local chat someone will almost always open a portal for you.
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Quote:As others have said a change like this would actually benefit marketeers at the expense of everyone else. Most marketeers plan on a turn-around on items of less than 1 week in the first place unless they marketeer on a lot of alts. If it has to sit for more than a week it's almost certainly a poor option in terms of profit per slot-hour (or more realistically slot-day). Additionally every marketeer has felt the pain of an item that doesn't sell and has to be re-listed (incurring an additional listing cost). A decrease of 10% if it doesn't sell after a week would actually work in my favor more often than not.Prices of posted Items at the market should be bumped down weekly (or bi-weekly) by 10% taking an item no lower than 30% of the original posted price. I have played other MMOs and when I came to COH I was very excited that there was no market to inflate. Time has past and that to has changed. I remember how hard it was entering a game that was new to me only to find the market inflation had place much far beyond the grasp of a new commer.
Agreed. Long term I think it would work out ok as the extra inf currently in the system got used up in market fees or re-distributed but in the short term it would cause a lot of problems. Ideally the best solution would be to go back in time to just before Issue 16 and tell the devs "look, don't fix the level 50 influence bug, ok? It's going to cause a lot of inflation". Maybe Mender Silos could take care of that? -
Well the mastermind AE bug caused a massive boost in the amount of infamy generated during that period. It could be that we're still seeing fallout from that as players who primarily play heroes transfer their extra infamy to blueside.
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It'll be either my AR/Dev or my Traps/AR
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Yeah if I get a tell which just says "team?" or similar I generally send a polite "no thanks" back. If you can't be bothered to tell me anything about your team I'm not going to join.
When I send out tells to recruit for teams I always include the level we're running at and a general discription of what we're doing ("newspaper misssion in X", "contact missions", "Striga Arcs" etc.)