-
Posts
6270 -
Joined
-
Actually despite the rather silly name it does make a certain amount of sense. It's basically an online credit card system for people who don't have credit cards.
While PayPal is a decent system for online payments it does pretty much require you to either have a credit card or link your account to an online bank account. This allows you to pay for online goods with cash by going to a 7-Eleven handing over the cash and getting ti credited to your account. The debit side definitely seems solid, no clue how well the credit side would work out. It's basically a pre-approved credit card anyone can get so there is a potential risk there. Assuming Kwedit is honoring the payments made with it then the business model sounds reasonable but whether they can actually make a profit is questionable.
It's not something I'd use but I think for people without credit cards (including teens) this is potentially a very useful service.
Also I lol'd at the marketing speak in LiquidX's second post. -
-
Honestly, I doubt I'll bother being particuarly ebil this weekend. My plan is to try and get my two level 42s to 50 although realistically I doubt I will (I enjoy playing but probably not enough to gain 8 levels on both of them)..
-
Here's my build. I've got a different focus from you, I went for positional defense since Defenders don't have a Defense shield in their epics but it might give you some ideas. It's not finished, I'm still optimizing it .
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Adeon Hawkwood Mk2: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), RechRdx-I(36)
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 6: Acid Mortar -- HO:Lyso(A), AnWeak-Acc/Rchg(33), UndDef-DefDeb/Rchg(33), RechRdx-I(34), Achilles-ResDeb%(40)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), DefBuff-I(23), DefBuff-I(23)
Level 10: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(19), Zephyr-Travel(19), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21)
Level 12: Poison Trap -- Lock-Rchg/Hold(A), Lock-%Hold(43), UbrkCons-Hold/Rchg(46), UbrkCons-Acc/Hold/Rchg(46)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), EndMod-I(25)
Level 22: Seeker Drones -- Amaze-Acc/Stun/Rchg(A), Amaze-Stun/Rchg(43), HO:Lyso(45), DampS-ToHitDeb/Rchg(46)
Level 24: Triage Beacon -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(27), Mrcl-Heal/Rchg(34), Mrcl-Heal/EndRdx/Rchg(43)
Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), RechRdx-I(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(33)
Level 32: Web Grenade -- HO:Endo(A), GravAnch-Immob/EndRdx(48), Enf'dOp-EndRdx/Immob(48)
Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
Level 38: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Knock%(40)
Level 41: Thunder Strike -- M'Strk-Dmg/Rchg(A), Sciroc-Dmg/Rchg(42), HO:Endo(42), HO:Nucle(42)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(45), ResDam-I(45)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), GSFC-ToHit/EndRdx(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance -
It really depnds on your definition of "best". Hibernate has the shortest recharge and heals you as well but you can't do anything else while using it.
Consume works the fastest and is only slightly longer recharge than Hibernate but you need to be in melee range to use it and it's the last power in the pool so you'll have to take at least two other Fire pool powers.
Conserve Power has the longest leadtime and has to be used in advance but it's actually got pretty decent uptime (about 30% without global rechage) and unlike the other two isn't a one time boost.
The other considerations are of course the other powers in the pool. -
I've actually been working on a Traps/AR defender build, I'll post it later and we can compare.
Some general comments:
1. If you want to go with Decimation in Burst for the Recharge then you might want to leave out the Thunderstrike and save a slot. You lose a bit of damage but you probably won't notice it. The same goes for the Devastation/Thunderstrike mix you have in Slug except that Devastation is (IMHO) a poor set for Blasters/Defenders/Corruptors, I'd copy the slotting you have in Burst (with or without the Thunderstrike). I was going to say put Thunderstikes in both but I forgot Corruptors get Scorpion Shield .
2. I'd replace the Dam/Rech in Flamethrower and Full Auto with a generic Recharge. Positron's Blast is overslotted for damage. In ignit I'd just remove that slot entirely, you only really need ti for killing bosses and I find the base recharge from Posi is enough.
3. Personally I'd try and work Buckshot into the build, AR's strength is AoE mayhem and leaving it out lower's your potential (the same goes for M30 but I'd consider that less essential).
4. More than 2 endurance IO's in Assault is a waste the third one saves you about 0.01end/sec. Personally I only put one in the Leadership toggles since the second one only saves about 0.06end/sec.
5. I find the fear effect from caltrops limits the usefulness of procs in it. On the other hand recharge and/or a slow are always useful
6. Scorpion shield is way overslotted, you can easily remove one of the Defense/Endurances
Overall I would say you are focusing to much on set bonuses. You might want to consider frankenslotting some more powers in order to free up some slots. The nice thing about Traps is that it lends itself well to this. Also take a look at HOs. I'm less familiar with the redside market but blueside some HOs are pretty cheap and have useful combinations not easily available through IOs (the Defense Debuff/Accuracy and the Damage/Accuracy are normally quite cheap). -
Quote:I don't say it's a non-issue but I don't think it's the main problem, in fact I think it helped the supply of most items. Tickets can be used for any items that can be gotten through normal drops except for purples. The difference is that the player gets to focus the supply on what they actually want rather than taking a bit of everything. Based ont he supply I would say that most people are either spending their tickets on rare salvage or making random recipe rolls (probably mostly bronze but maybe some silver and gold). The net result is that we do get a decrease in the supply of common and uncommon salvage but rare salvage and non-purple recipes are actually supplied in larger quantities but AE play than non-AE play.Got it and understand all of that. Just seems that cause and effect points more towards the equation of "most ppl running AE and having more toons to outfit + less drops/salvage from mishs overall b/c of #s running AE =s super inflation of redside market" combined with the items that you pointed out as contributing factors as well. Seems to me that AE is the real problem as opposed to a non issue.
This is really noticeable in the tier 3 salvage market. Prior to the AE most common and uncommon salvage here was very cheap while rare salvage was all over the map from very low (such diamonds and rikti alloy) to very high (hamidon goo was very expensive IIRC). During the boss farm AE craze the price of common and uncommon salvage skyrocketed but the price of rare salvage stabilized at about 1 million each regardless of type. With I16 the changes meant that fewer people are playing AE stuff but it's still pretty popular. The price of common and uncommon salvage has dropped but not quite to it's pre-AE levels (especially for some of the magical uncommons). Rare salvage has risen in price but the stock levels and the difference in price is much less extreme. Previously it varied between something like 100K and 10million depending on the item but now it pretty much all goes for between 1million and 2.5million as a buy it now price.
So yes AE has caused some inflation, particularly in Purples, but it has also caused a decrease in the prices of other items and so overall I don't think it's the primary cause of the current state of the economy. -
Quote:The nice thing about Devices is that you can get PvE invisibility (against most enemies) with just Cloaking Device and a Stealth IO in Sprint. Given that Recall Friend is a lot more useful than Super Speed.As for recall friend, if you get a lot of use out of it, then great. Personally, I would switch some power choices and the level you got them at around, take Superspeed instead of recall friend, you can slot it the same, and get the benefit of near invisibility with it and CD activated.
-
Essentially if you had the Numina Proc in a power and you also had Healing or Endurance Modification enhancements then the Numina Proc gave a larger bonus than it was supposed to since the regular enhancements boosted it's power.
-
Ok, I'm really curious now. Here are a few quotes from the announcement a few weeks ago (emphasis mine):
Quote:The Complete Collection will be available both digitally and at retail (in North America) starting in July and cannot be prepurchased (only the separate expansion can be prepurchased). -
It isn't open to interpretation at all. You WILL NOT be able to prepurchase the Complete Collection. You will however be able to purchase the item pack separately, probably for $10 based on past history but no word yet.
-
I agree about the forums. Although I think it's sad that these forums are considered exceptional. It really should be the expected norm rather than the cess-pits most MMO forums seem to be.
-
Never. The Complete Collection will mark the official release of Going Rogue (in July). Effectively you pay $40 and can choose either a month of game play (value $15) or access to DP and DS early (4 and 3 months early respectively). The question becomes is it worth $15 to you to be able to make a DP or DS character before July?
-
Roughly speaking Corruptors do about 11% more damage (ignoring Scourge) while Defenders have buffs that are about 13% to 33% better (depending on the buff type). In team play I think they are reasonably well balanced (with Defenders edging Corruptors out slightly on good teams). However in solo play Corruptors are significantly better largely because of Scourge.
Personally I'm of the opinion that Defenders need a new inherent that provides a bonus while soloing that drops off in effectiveness as team size increases. No, I don't know what it should be. -
Quote:I think you could make it work by giving it Scrapper level damage but significantly lower defenses. Essentially it becomes a contemporary of the Blasters. Both do similar ranged damage but one has better passive defense and one has better active defenses (and melee damage).The problem here is that it's actually either a massive replacement for the scrapper or a weak shadow of a scrappper. The only difference between ranged attacks and melee attacks is that ranged attacks have range. At 7' they're the same. At 20' the melee attacks are useless. Therefore the ranged attacks trump. The secondaries are the same as scraps. The only differences between a scrapper and this AT would be that this one has the advantage of range and any power levels.
That means if the damage/defense was roughly equal or slightly lower this AT would replace the scrapper. If the damage/defense was quite a bit lower then this AT would be useless.
Quote:In order to determine viable ATs, one has to look not at the specifics of anticipated power sets, but instead at the purpose of the sets. There are really only 4 purposes of sets: Damage, Defense, Control, Multipliers. Right now Tanks and Scraps are only seperated by the power levels of their Damage and Defense (Health points are part of defense, really). The same goes for Stalkers and Brutes. When GR hits, the overlaps are going to also include Defenders and Corruptors as well as the Stalker/Brute/Tank/Scrap problem. Throwing another Damage/Defense into the mix is really going to make a bad thing worse. -
Quote:Well arguably a human-form Warshade is sort of a Blast/Armor AT. However in general I tend to agree that it wouldn't be something I'd enjoy playing. The majority of the armor sets are fire and forget so it's basically a Blaster with higher defense/resistance but no controls/melee attacks which frankly sounds boring (at least with Scrappers you can get up in the enemies face).I just don't see the point at all. In team play, if you're ranged, why do you need all those defenses? It might be good for soloing, but it just seems... not good overall.
Personally I think the idea of an Assault/Armor AT sounds a lot more appealing than a Blast/Armor AT since it at least encourages more mobile play darting in and out of melee range. -
Not necessarily overpowered, but like the other popular suggestion (an Assault/Armor AT) it would be tricky to balance without having it overshadow one of the other ATs.
The core problem (IMO) is balancing it on teams. The Damage dealing ATs (Blaster, Scrapper, Stalker, Brute, Dominator to some degree) all deal superior damage themselves but provide little or no benefit to teammates (besides killing things faster). The Support ATs (Tanker, Defender, Controller, Corruptor, Dominator to some degree) all sacrifice personal power for the ability to increase their teammates power or suvivability.
A Blast/Armor AT runs into the problem that it is a Damage Dealing AT and as such needs high modifiers to be useful on a team but conversely they need to not overshadow the other damage dealing ATs. A Blast/Armor AT with Corruptor level damage would be a horrible addition to most teams. Adding a Blaster or Scrapper gives you more raw damage and adding a Corruptor gives you buffs/debuffs.
I'm not saying that it can't be balanced but I don't think the solution is lower damage. My suggestion would be to give it damage a little lower than Blasters and defense values that are quite a bit lower than Scrappers. Essentially you get a Blaster with a lower damage output (due to a lack of Build Up and the melee attacks) but who has passive defenses instead of active ones. Epic pools should probably be a mix of melee attacks and controls. I don't know if that would be balanced or not (or even if it would be fun to play) but it's what I would use as a starting point.
Additionally I think that the defense sets would need to be tweaked. The taunt auras in some sets would be pointless for a ranged AT and the damage auras only marginally less so (Blasters get damage auras, but they aren't very popular). -
-
As Sharker said there is an extensive tunnel system under the dam and the entrances to the missiomns are there. To get to the entrance, exit the door behind Agent G, and head west along the damn until you find a large conrete depression in the ground. Hopefully you still have your Arbiter costume temporary power since the tunnels are tight and full of arachnos (turn of any aura powers you might have).
-
Quote:Well other people answered your RP related questions (which is good since I know nothing about where to RP). I can offer some advice on finding teams though. There are a few global channels I recommend:Other than my RP issues I can not ever seem to find a group to do missions with and im begining to lose hope, that's the whole reason I left pinnacle (I could not find a team, ever).
Virtue TFs 2010 is a very good source of TF teams (or minions for TF teams if you like leading)
Virtue LFG Alpha is a more general channel for finding groups, personally though I don't see that many non-TF teams recruiting there but I do see people looking for teams there so it is a good recruiting tool
Virtuebadges 09 is a badging channel (d'uh!) but it's not uncommon to see TF teams advertising there -
Quote:Well they wanted characters to be able to level from 1 to 50 purely in the AE if they desired. I don't think that this is a bad goal. I also don't think that PL'ing in the AE is significantly faster than old school farm PL'ing (ignoring the various exploits that have cropped up). The problem is that there are so many options that balancing them for XP is almost impossible. The simple solution would have been to restrict AE to the regular enemy groups since that would ensure a solid mix of minions, lts and bosses with a fair selection of powers. Given that the devs wanted to allow as much flexibility as possible for the story writers that wasn't practical so we're left with the current solution where they play whack-a-mole with the XP exploit of the week.Let's face it, the majority of players like to level quickly. NCsoft, by implementing a system that let them tailor-make missions, and making those missions give characters EXP, basically gave them a power leveling tool, regardless of what their intentions were. I refuse to believe NCsoft, being as large an MMO company as they are, didn't see it coming. In fact, if I recall correctly, a post Posi made not long after its implementation actually mentioned that they anticipated it.
The concept of the AE system itself was a good one. The flaw was the EXP rewards. In my opinion, EXP should have been converted in to tickets, rather than tickets taking the place of normal drops.
Is it a perfect solution? Of course not, but in my opinion it's the best solution available. Sure PL'ers can always find new methods to level faster than intended and will no doubt continue to develop and use them. But the nice thing is this doesn't impact me at all (except when they cause nerfs to stuff I enjoy doing). What do I care if someone can PL from 1 to 50 in a day? If it becomes widespread (i.e. the MEOW and boss farms) then it gets annoying but as long as it's limited it doesn't impact me at all. -
Ok, here's a thought. What about removing the common IO recipes from drop pools (and decreasing overall recipe drop rates appropriately so we still get about the same number of set recipes)?
The high level common IO recipes sell for quite a bit at the vendors so this would reduce the amount of new inf entering the system and increase the amount of Inf removed by people working on the crafting badges. -
Quote:The core concept of the AE as a story-telling device is fine, the problem is that like most things in life it runs afoul of Sturgeon's Law. There are good stories there but actually finding them is hard. Add in the fact that the I16 XP nerfs mean that you can't tell ahead of time whether you'll get full XP or not if it uses custom enemies and it becomes frustrating. It sounds like I17 should fix the XP issue for new arcs but the problem is there is no way to tell if an arc is "full XP" or not short of playing it and monitoring your XP.I'm still convinced that the AE system in itself was a mistake. The whole "player-made content" thing was and is a delusion, and NCsoft knows it. It's a potential power leveling tool, nothing more. I've looked for actual storyline content and I've found only a handful that are worthwhile.
-
Quote:True, but on the other hand while making completely new powersets a GR exclusive makes sense I would be surprised if they did a GR exclusive Powerset Proliferation. Obviously they could but from a PR point of view I think it would be a very bad move.Perhaps, rather, define "new powersets". For example, "new powersets" for Corruptors could be, say, Dual Pistols and Poison. The promo statement remains true, but still no sets we haven't seen before somewhere.
EDIT: My bet is that either they plan to include Electrical Control with GR or GR will feature new Epic Power Pools. -
Two Whatever/Traps Corruptors. High Defense and mez protection through double FFGs. Acid Mortars for extra damage. The opportunity to lure enemies into large minefields (Corruptor Trip Mine does Blaster level damage). Seeker Drones to take the Alpha and (effectively) add to your defense. What more could you want?
Unfortunatly unlike Dual Traps Defenders you can't softcap yourselves as easily but it should still be a decent combo.