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Posts
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Quote:I'm sorry, but that is not what "random" means. Random does not imply equal weighting. Random events are not all equally likely to occur.The essence of "random drops" is that each thing in the given class has an equal chance to drop. This has been the opposite of what I've observed to be happening.
It's essentially random who gets struck by lightning. Obviously, it greatly increases your odds to actually be under a thunderstorm, but it isn't required. Likewise, holding a golf club up while in an open field during a thunderstom is a good way to make it way more likely that you will be struck, but it doesn't make it certain.
You can have something be random and one outcome be much more likely than the others. The outcome is still random.
If random meant all possibilities were equally likely, you could conclude we all have a 50% chance of being struck by lightning all the time. Wouldn't that suck?
By the way, Hamidon Enhancers are not equally weighted. As far as we know, all purple drops are equally likely with respect to one another. As has been mentioned, this is actually somewhat unfortunate, because some of them are much more in demand than others, so an equal drop probability means that the less desired pieces are oversupplied. -
Quote:I think it's important to remember, though, in a lot of the cases we talk about it's hard to view the buyer as "getting soaked". If they don't even bother to bid creep, and walk up and throw from 2x-10x what they needed to buy something (or 500x in the case of 100k for some salvage), no one really soaked them, unless it's possible to ... soak yourself.Yeah, I'd heard "bid low, have patience" plenty of times before, but it never sunk in how much people who buy things nao get soaked for until I became the one doing the soaking.
That sounds either kinky or wrong, or possibly both. -
Quote:I would vastly prefer that it got -recharge resistance.I think it's a dead horse issue that comes up fairly often. /regen needs -regen resistance and that's about it. I soloed in my 30s for 5 levels without using the click powers and I never died.
(a) The regen debuffs out there are preposterously large. You would need on the order of 90% resistance to make them not automatically floor you regardless.
(b) While I am regen debuffed from time to time, I cannot ever remember that alone getting me killed if I still have my click heals.
(c) When I am recharged debuffed (which happens a lot more often than I am regen debuffed), my regen alone is never enough to save me except sometimes if I can still use Instant Healing. My click heals and Reconstruction in particular are a much larger component of my regularly-available survival tools.
However, I do think that such a buff would be "nice to have", and aren't "needed" per se. -
Quote:Heh.I'm a pretty new player here, but from what I can see, there's only one AT that's in danger of going "obsolete", and that would be the blaster.
Yay, you get 2 attack sets! Does anyone ever need TWO? Sure, I suppose I can see the attraction of having high dps as the primary, and something like energy as backup so you can use the kickback in clever ways but... really? No defenses, no resists, no buffs, nothing - and all to get two attack sets you don't need? You don't even end up with higher dps than other ATs. The one advantage a blaster gets is being able to fire despite mezzes; that's a real small advantage.
These guys could use an overhaul of some kind.
Blasters are probably one of the most widely loved of ATs. People play them because they do container ships worth of damage. Yeah, they die pretty easily. They're the game's "glass cannons". There are plenty of folks, though, who adore that about them. For these players, it's a rush to play something so fragile that wipes things out so well.
Just so you know, they've gotten some overhauls in the past. They really didn't focus on the AT's fragility, per se. Data mining by the devs showed that the AT lagged others for rate of XP gain, apparently because they died a lot and so had lots of debt. (This was a source of intense debate on the forums, because some players, while acknowledging that the AT was fragile, did not die so often that they were in frequent debt. Other players reported living in a perpetual state of debt.) It seems likely, based on the data mining, that a Blaster that didn't suffer debt drag was the realm of players of above average skill. It should be noted that Blasters were still rather popular, despite that this revelation from the devs about leveling speed didn't really surprise a lot of people.
The first change the AT got (which was now a very long time ago) made Blasters deal more damage the more injured they were. (The AT was also given a HP boost at some point, and I think it was at this time.) I don't know what data mining said, but I'm of the opinion that this probably backfired more than it helped, because Blasters would actually try to get hurt just so they could deal more damage.
The second major pass on the AT gave us the one we have now. The more you attack, the more damage buffs you get, and you can use your littler attacks even when mezzed. Their ranged damage was increased at the same time. (The HP increase was retained.) Again, I don't know what data mining says, but this version seems a lot more popular.
I don't think you should ever expect the devs to change the fact that Blasters get something that feels like two attack sets. It's an intentional, defining characteristic of the AT, and there are a lot of people who like it.
Edit: It's extremely important to note - Blasters are expected by design to have teammates, with the presumption that those teammates can help keep them alive. It's very common for CoH players, especially those who frequent the forums, to strain against that particular design limitation in every AT where it applies, but it's still worth pointing out. -
Quote:* Raises hand.Haven't specifically heard if stalkers or H/Veats but I wouldnt be suprised, and I'm sure someone will come and say they have.
I only have one VEAT, and it's a melee spec Night Widow. The biggest challenges were managing endurance burn and hit streaks, since a VEAT has comparatively low HP.
I didn't solo everything. Part of that was I just did it a few times to see if I could, and then kind of lost interest. Some if that was that there were AVs that were just stupidly hard for me (Back Alley Brawler sucks the cold vacuum of space), and I gave up on ones that felt like I was "praying to the RNG", to borrow a phrase.
I saw lots of screenshots from someone who did it with a Fortunata spec, but I don't remember who it was. I seem to recall thinking that I didn't recognize them from the forums at the time. -
Quote:In my experience, it's always a squishy.I've run plenty of successful and not so successful MoSTFs, and in my experience, the tree room is the spot where people die most.
But it's never my team's blasters.
It's always the scrapper. Always.
Well, except that one time it was me on my Scrapper. I swear it was (client) lag, because from my perspective, I got the whole initial damage + DoT in one instant, leaving me no time to react.
Typical MO tactics for teams I run with are to clear the surrounding CoT while staying out of LoS, then have the "hard" ATs clear the front vines while at the defense softcap by whatever means they have at hand. If have good +def/DR buffs and we're feeling cavalier about it (sometimes we just figure "hell, if we fail we'll try it again later") we don't even clear the CoT. Usually, the only time that doesn't work is when someone hanging back doesn't watch their LoS to the tree and it jacks them when they aren't expecting it. -
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That person was likely using Herostats.
Personally, I think trying to apply min/max philosophy to pug teams (especially ones you join, and don't form) would be silly. There are so many factors involved, ranging from player skill to team AT/powerset composition, and they can swamp actual build contribution easily. Edit: that said, if something like XP/time was really important to that player, using Herostats to measure real performance was a good fit for them.
I'm not saying it's nonsense to min/max a team, but that's a different beast. I also think that actually doing so tends to downplay relative weakness of ATs and powersets at things like XP/time, because the difference in, say, survival performance between a Scrapper and a Blaster when they both have strong support becomes a lot less important. -
The two powers do need to have the same activation period for that to be true. I haven't looked, but it does seem likely that Stamina and QR have the same activation periods.
The reason that matters is that the proc actually activates when the power's refresh activations tick, but checks are only allowed once per 10 seconds. I presume the 10s suppression window has to be start after the last allowed activation check, otherwise you'd end up with problems aligning the proc's activation window with various power activation intervals. -
Good min/maxing is about taking what you have and making it the best it can be. You have to set a purpose, though. For a lot of people, I think the dual goals of "be as survivable as possible" and "kill as fast as possible" are common optimization targets. What's important is that there's usually an implied "for this AT and powerset".
When people want to min/max on absolute performance, like "what's the fastest farmer" or "what solos AVs best", they usually ask those question directly. But we see lots of posts and threads about "how do I make my 'X' character better?" People want to give new ATs or powersets a try, and it seems to me plenty of them become attached to the various benefits and features of those different ATs and powersets, even when they aren't "best" at commonly assumed goals, like XP/hour or drops/hour. If they enjoy playing 'X', some of them still want 'X' to be as effective as they can make it, even if it's not "best" at something.
And I think that's the problem with claims that something is obsolete. It usually revolves around unstated assumptions that a given performance metric like solo XP/time is the whole reason people build characters. It's not. Not does it need to be. -
Quote:That's interesting, since, IMO, you're vastly more likely to be blinded or face a stealthed foe on red side.I noticed before the market merger that the proc you're alluding to was going for much higher on blueside than they were on red. I could sell a level 10 for about 20 million on blue but they were worthless on redside. Level 20s were about the same on both sides but the recipes were much more pricey.
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Almost all my non-melee characters fly. Almost all of my melee characters do not fly. I find flight inconvenient as a way to move around with the relative precision that you tend to need for melee. (In melee, I need to move adjacent to a particular opponent. With ranged powers I usually only need to move to a position where I can fire from, or at most specific, get centered on my foes or my team.)
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Quote:Isn't that pretty obvious? The discussion is around reasons why they might do that.You're getting less spam because most gold selling groups have dropped City of Heroes from their supported games.
I'm sure we could trot out the old "the game is dying" shtick, but there are others, ranging from the nature of this game de-emphasizing end-game gear, to relatively accessible ways to earn (gobs of) money, to changes that have made it harder to spam sales pitches.
CoH has always been small compared to the elephant that is <the-fantasy-game-not-to-be-named>. It's probably never had a big return on investment for RMTs. If there's any chance it's getting harder for RMTs to sell product here, it may well make sense for them to move on to other, more productive environments. -
Nope, it definitely did not do that before. If it was doing that, it did not report it correctly. I had no idea it was doing it now. I hope it sticks around. >.>
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I wasn't clear, for which I apologize. I wasn't trying to defend the low reward by saying I didn't think this qualified as "end-game" content. I was just using your mention of end-game content as a springboard to mention that I don't really see what's so end-gamey about it. I don't know, I guess needing large-scale coordination has an epic feel about it, but somehow this feels like all the "epicness" is front-loaded into the planning stage and not in the actual execution.
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Quote:If you want people to do something, you motivate them with either a good reward, or excellent enjoyment. IMO, this trial provides neither mechanical reward proportional to its required effort (mostly the "cat herding") nor sufficient intrinsic enjoyment to provide motivation without a better mechanical reward.If the merits aren't worth doing the trial for, find a different reason to do it. If you can't, don't run it. Content doesn't have to be for everyone.
Frankly, saying reward/=time spent, and only talking about merits is getting real old.
This trial takes time and effort. Making the reward bigger doesn't change the fact that you have to develop strategies and practice. If it can't be done successfully every time you run it, I say great. It's about time there's something to do that doesn't have an easy button.
Telling people "don't play it if you don't like it" is dumb, because the problems with this trial seem likely to mean that most people will not play it very long after its creation. We don't want the devs to create content people don't like to (re)play. -
Quote:I am at a total loss as to how it is that this can't be reproduced internally. He consistently attacks while protected. He always has.The AV should not be able to attack through the force field, but pets he summons (snow storms, etc) can continue to attack once he is protected.
Unless you changed something related to that this patch (which isn't in the notes), I expect he still will. -
Quote:It doesn't have any special "end-game feel" for me. It feels like a TF run on settings I play the game at normally that happens to have a variation on the Winter Lord in it.One of my issues with the CoP is that it feels like its endgame content but doesn't reward like it.
Despite having some nice new technical features in it, such as the coordination needed for the pillars (complete with display GUI) and of course the ability to get multiple teams into an instanced zone, I consider the Trial to be very weak in terms of "content". The fact that the Aspect is essentially nothing but a large sack of HP who requires an epic beatdown is at the core of why Warburg nukes are an issue. If the encounter completion required something more complex than epic DPS interrupted by a phase timer, Warburg nukes probably wouldn't even be that useful.
Compare what we have to do in the CoP with the old Sewer Trial, where damage buffs or summoned pets can't even help you defeat the end boss.
Edit: IMO, even 21 merits isn't worth cat herding the 24 odd players needed for this. This is exacerbated by the fact that the encounter itself is just a DPS-fest - if it was really engaging that might help counter the cat herding aspect. -
Don't get me wrong. I'm positive people do pay for it, or the sellers would have stopped selling a long time ago. I just have a hard time picturing it as widespread, given how many people I know in-game, none of whom admit to using it. I recognize that it's possible people aren't admitting to using it. and of course there's no guarantee that my circle of acquaintances is representative of the game's population.
I stopped tracking a while back, but their price in real $/inf was falling steadily for a long time, which suggested to me that enough people weren't taking them up on it. -
Quote:I know plenty of people in both camps, and while my anecdotes don't prove much, none of them bother with RMT. The most positive among them tend to ignore RMT as a waste of their real-world money, and the most negative tend to view it like I do. I agree that PvPers are probably the most likely to have the right motives for RMT to make sense, but I'm not sure that many actually use them.Nothing wrong with it at all, but I would think the usual ppl buying influence are the ones with uber builds on multiple toons (the ones that can run whole TFs/SFs by themselves) and PvPers. As long as there are 1 piece IOs that cost 5 billion, Im sure RMTers will continue to do well.
None of the PvPers I know are particularly hurting for money. Most of them are the most capable players I know of for wringing the absolute most reward for least play time from the game, be that via market use, farming, or outright exploits. A few of them could probably lap my net worth 10x over, and I could fork out for several PvP +3% defs this very moment if I really wanted them. When you also consider that most of the ones I know will strip down older characters for IOs to use on new ones, they don't usually need that much wealth, even if you consider that they might have to buy respecs. (But don't forget that vets get all their vet respecs on new characters.)
As for PvErs, I find that people who actually fork out the cash to make "uber builds" while not knowing how to or being willing to milk the game for the money that it pours from its virtual heavens tend, well, not to be the brightest bulbs in the chandelier. It's either that or they are just immensely impatient, and when one is that impatient in PvE in a game like this, I'm back to feeling they're dumb. -
I also suspect there may be a practical reason. The system may not (yet?) be able to keep someone who's neutral from using a Primal Earth SG's base telepads to leave to a Primal Earth zone, and thus exit Praetorea entirely prior to level 20.
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Quote:Don't get me wrong, I'm big on the idea that our characters should be able to mow down lots of bad guys.Sometimes I wonder why this game is called City of Heroes. Aren't we supposed to be the heroes? Instead, average enemies are able to affect our characters in ways that disable or kill us.
But seriously, the foes we're facing are not average enemies. Especially not level 40+ stuff. These foes are metahuman in capability, even if some of them look mundane, like the Nemesis and Malta human troops. The game fiction makes clear that they're using high-tech gear that's tailor designed to take down metahumans.
There are a few places where we get what really seem to be truly mundane foes taking us on, like the low-level Paragon Police. However, by and large that's confined to the lower levels of the game, where it makes more sense if not good sense.
It may seem to stretch credulity that people like Malta could fill maps wall-to-wall with troops equipped with such fancy gear, and so those armies must actually be more mundane troops. Consider the flip side - where on Earth have all those Freakshow filling your map been hiding? -
I exist in a perpetual state of /hide from search, so I haven't gotten any spam mail in ages. (I haven't had to use the new-ish mail filters except in one case where I forgot to rehide someone after leading a team at a Hamidon raid.)
Good to know they've diminished, though. I do consider RMTers something of a blight on any game. People can do what they want with their time and money, but I think paying someone else to play the game for you is dumb, and it's harder for people to do dumb things if the means of the dumbness is less accessible. -
Quote:I disagree vigorously that any mob should ever be consistently be given this particular brand of bypass as a full-time benefit. We have examples of things that bypass particular strategies already. It's called typed damage and typed defense.IMO, it is OK to give certain mobs uniform +tohit, because it is OK that certain mobs are more difficult for various types of mitigation strategies. It was NOT OK when every Lt, Boss, or higher level mob in the game had that property.
The change to get mobs to have 50% base toHit was sought for so long for very sound reasons. I have problems with them making a fairly blanket reintroduction of it; having it apply to an entire faction of mobs full-time is overly severe, IMO. Having powers that grant it temporarily or conditionally (like build-up) I am more OK with. -
I consider this bad mojo. It's irrelevant that DE may have been too easy. In my opinion, blanket +toHit is the wrong way to buff them, or anything else.
Giving mobs 50% base toHit is fundamental to making defense and resistance of proportional value. There was a long-fought struggle, visibly waged by Aracanaville but also others, to first get the devs to understand this, and then get them to make changes that made the survival benefits of +defense actually scale versus foe rank and level the same way that resistance did.
The problem with giving any mobs uniform +toHit is that it causes them to be disproportionally harder against characters who have +defense than against those who have other methods of mitigation, such as resistance, debuffs, control, or +regen/heals. A mob with (using a round number for examples only) +12.5% toHit deals 125% as much average damage as it would with no +toHit against people with no defense. But if you pick someone who has 25% defense, that mob starts dealing 150% as much average damage than it did before. This is, IMO, a balance nightmare, where how challenging these mobs are becomes a function of how much defense each character has and how heavily it depends on that defense to survive.
All things considered, this probably is less of a problem on DE than on any other mob type, given that they blow this bonus out of the water every time they plant a Quartz. I would not want to see it added to additional mob types. If they want to up the DPS of foes, they should do it in a way that applies more uniformly to various player characters, such as +damage or +accuracy.
