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I didn't actually notice that the base was excluded, but I can assure you it counts crossing "actual" zones, at least most of the time. When I run missions on characters who can solo high team size settings, I come back to the market every few missions to dump my salvage. As far as I have noticed, every time I do that I am prompted again, even if I have not logged out.
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Quote:Mkay. I think those people were dumb.Funny you should bring that up.
I remember a time before Going Rogue was announced, before the RWZ made co-op a reality. Within my first 10 posts or so, even. I posted that one day there would be side swapping and we'd have Tankers alongside Brutes. I said it was a prime reason why Tankers needed to be reevaluated. I was flamed hard, by many of the people still flaming Ultimo_ and myself, and told that side swapping would "never happen" because it would devastate balance.
I remember a slightly more recent time when the infamous survey came out and I pointed to that as evidence that side swapping was coming, because I still maintained the position that side swapping was going to be a reality. I was flamed and told that it "prooved nothing" and "even if that ever happens, way in the future, we'll cross that bridge when we come to it." A couple months later, Going Rogue was formally announced. Oh hey, look at that, here comes that bridge now. Mind the sides.
The devs added "switched side" versions for the names of badges that only one side could get years ago. -
Quote:While everything you said is true, was there a reason for bringing it up in this context?It's also important to note that a 30% dmg buff is not the same as just modifying their base damage. Namely:
*) Any source of +dmg amplifies higher base damage, but is additive with the Vigilance +30% buff. (ie: Aim, PBU, AM, Fulcrum Shift, etc)
*) It counts against the damage cap. If you're a Kin and ride the damage cap already, the new Vigilance does nothing. If it was a straight damage scale increase, it would've still been a boost.
We know that there's mathematically no way for the devs to make such a boost actually give the two ATs equal damage under all circumstances without actually giving the same AT damage mods, damage buff mods, etc. I still think it's significant that they chose a buff level for the new inherent that, all other buffs but enhancements aside, set their damage equal. -
Quote:That's one explanation. Another is that the impending ability to play two different ATs, one of which extremely similar but a better damage dealer might have had something to do with it. It's notable that Defender base damage, +30% damage buff + 95% damage slotting puts a Defender at the same damage as a Corruptor with 95% damage slotting to 3 decimal places, not counting Scourge. Of course, it's only that strong when solo.(or maybe I'm actually identifying problems that need worked on?)
It's not impossible that you've ever identified real issues, but what's a "real issue" gets pretty fluid when viewed over six years of shifting player focus and new features. If you have a favorite gripe long enough, and the devs of a game are making changes, odds are good they'll eventually at least touch on your complaint. They don't always have to improve it, though. -
Quote:Your side in this argument is that this is a problem that needs address. Using hyperbole the way you did exaggerates your position, suggesting that you have a stronger basis for your argument than you actually do. Leaving that unaddressed leaves you looking better off in this discussion than you actually are. Sorry, but I'm not going to do that.The devs are well aware many people hate the mechanic. Saying "everyone" hates it is hyperbole. "Everyone" hates bee stings but you'll still find some fool who gets off on it. I shouldn't have to explain a figure of speech to you.
In your opinion. And sure, maybe they will. I won't complain if they do. I simply disagree with the assertion that they need to.Quote:Enough people are still complaining about endurance in the lower levels for this to still be considered something the devs should be looking into.
I mean as in Sprint. I have a very strong appreciation for a high tactical ground speed. As terribly useful as things like CJ are for getting around in a fight, particularly when you need to do something 3-dimensional, I very much like being able to zip around on the ground when the situation allows for it.Quote:Do you mean run as in Sprint or run as in operate?
This says volumes about the differences in how you and I play. I essentially always expect my health to go down in fights, because I build to fight at the ragged edge of sustainability. Anything that pushes my green (or blue) bars back towards full extends that envelope of sustainability. Health is one of the biggest things along these lines you can add to a build that lacks inherent +Regen or a self heal. Yes, it's a fantastic foundation upon which to build further with IOs, but that doesn't mean it's "negligable" without them.Quote:I've always found the in-combat survivability the 40% regen brings to be negligible unless you're stacking regen from IO bonuses. It obviously cuts down on downtime due healing faster between spawns, but unless you're always running in with less than full health, I don't see it as a huge survival boon.
Yeah, except there was a pile of precious gems out there big enough for everyone to fill their pockets, but you didn't like quartz. So instead you came back empty-handed and complained you didn't have any fun.Quote:Actually, it's closer to going on a class field trip rockhounding and "the rest of you" bringing back quartz and telling the kids who didn't come that you found precious gems while myself and others are trying to get the fee reduced so less fortunate students would be able to join in on the fun in the future.
No one is taking this away from you. You just don't think you should have to make an effort here. The rest of us make it past the difficulties of endurance, and have done so since before any of the mitigations the devs have introduced. I don't look gift horses in the mouth, but I already had a full stable.
That's not so unreasonable a position as you seem to suggest. If people like the game as it is, it's perfectly fair that they would resist change - especially if they're concerned that there will be some knock-on effect, either because of real balance impacts, or just the idea that the devs will carry changes beyond what was really asked for.Quote:I think the opposition's motivation is that they've got the game pretty much where they want it and will say anything not to rock the boat.
This is a terrible generalization on your part. It speaks of a persecution and/or inferiority complex that you have to paint everyone with that brush. Are there players like that? Of course. The notion, though, that all people who see merit in their being obstacles to overcome in a game are out to create a caste system of "haves" and "have-nots" in the game is ludicrous. Persistent worlds are about achieving things; without that, there's no use in persistence. You attain levels, loot, bangles, etc., and you keep them to use and/or show to others. If there's no personal sense of accomplishment in attaining them, what's the point?Quote:They don't don't want their "accomplishments" to be diminished and let the "nubs" have it easier than they did. They sure don't mind people begging them for build advice, though. If they could, they'd stick a a little veteran pin on their e-peen so everyone would rightfully know to look up to them unquestioningly.
In every such system which tries to create that sense of accomplishment, there will be people who think it's an annoyance and too hard, and people who think it's pathetically easy and thus boring. It's impossible to find a middle ground that will please everyone. Positron pointed out that the "solution" to the endurance "problem" ultimately removes Endurance from the game in the limit. You'll notice that they haven't done that, even though they could. Do you ever wonder why?
Then expect me to dismiss the claim.Quote:I'm genuinely not interested in sharing it with you. -
Quote:I think this thread is rather firm proof that not everyone hates the mechanic. While I certainly don't love it, I just see it as a progress goal to be achieved, just like getting to level 22 for SOs, 32/38 for my "tier 9" powers, 41 for epics, and 50 for ... being 50.And what is required is just about everyone taking the same power pool with two autopowers they likely don't want to get the one they do? Just to get the game to a point where the mechanic the devs admit everyone hates isn't absolutely crushing their fun any more?
Also, I almost always want the two Fitness prerequisites, and I'm not just pulling your leg. I recently built a Regen Scrapper who I decided to skip Fitness on so I could take a different power pool. A Regen doesn't need Health much, but it regularly bugs me a ton that this Scrapper runs slower than all my other characters. On everyone that's not a Regen or something similar, I really want Health - it's a huge boon to survival, especially characters with good +Defense or +Resistance.
Nice try, but the difference is that we've all had the game's analogy equivalent of flying around the solar system. We're all coming back and talking about what we saw, and you're part of a small number of people claiming it was totally different than the rest of us. Don't imply we're all just repeating some party line without actual experience, here.Quote:"Everyone knows the universe revolves around the Earth, Johnny_Copernicus!"
Opec has a monopoly to run. What's our excuse? Do you think NCSoft is paying us to disagree with you?Quote:Right. And OPEC are just a bunch of guys who all like digging holes.
I'm genuinely interested in what this list of implemented suggestions was.Quote:Listen, I've danced this dance over many issues. There's been many times now that people were flaming me for suggestions on changing things that the devs later changed, often along the lines as I was advocating. I don't claim I was the motivating factor, but the syndicate of a dozen or so people who always turn out to troll me or Ultimo_ have been off the mark enough to demonstrate that they aren't the final say on game design they think they are. -
Quote:Uh.I just want the game to be fun for everyone, not just for min maxers with the "right" power sets/build or power gamers with their own PL cliques and farm fresh IOs..
I can say with absolute certainty that if you think any of those things is required to be successful or to have fun (or any interrelated combination of the two) then you are "doing it wrong".
When large numbers of people come along and point out to you that your position doesn't seem reasonable, or that your experiences don't seem at all common, it seems worthwhile to at least consider that they might be on to something. To instead claim that all those people are in collusion to misrepresent the truth doesn't seem reasonable, especially when they don't really know one another.
About all I have in common with most of the people on the same general side with me in this thread is that a lot of them are veterans, and apparently most of us are pretty successful at playing the game. Hell, I argue a fair bit with some of the folks in this thread. It's not like we're some consistent opinion block come to unify against you.
I know I have generally only ever played "FotM" characters by accident, often before were recognized as such. I typically solo all the way to 50, not teaming until I get there (I play 50s a lot). I don't have anything anyone would call a good farming character. Despite that I'm stupidly wealthy in game, and have what I consider plenty of 50s, most of whom got there without much outside help.
This game is not hard. Endurance management is not hard. Even if it's not fun for you to manage your endurance, it's almost ludicrously easy to gain levels and get to the point where endurance is much easier to manage. The notion that it takes a Regen or something with comparable endurance tools to be able to manageable endurance reasonably is just silly. It doesn't just not jive with everyone's experiences, it doesn't even jive that well with the math for the game's mechanics.
This game has an existing balance framework, and other than ED and IOs, it hasn't changed much in six years. I've been embracing that framework since I started playing the game. Not because I love everything about it, but because I find everything about it manageable, and because by working with it, I can make excellent, highly effective characters. They aren't all good at the same things, but they are all very good at something, and they're all capable fighters. I don't particularly care if they don't all fight with the same level of capability - all I particularly care about is that each one function as best as possible for that character, given their AT and powerset choices. Try working with the system some time, instead of at cross purposes. I know I have more fun that way. -
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Quote:Depending on your build and what you're doing, it's not a fallacy.So I'm just wondering where the fallacy comes from that purples help you survive?
Purples are a potential source of intense recharge bonus. There are two situations where very high recharge is key to improved survival.
1) Your mitigation/survival powers are click powers. Regen and Firey Aura are obvious examples. Also fair to include are the control powers of ATs like Controllers and Dominators. While there are some categories of fight where +defense is the only thing that will really make it likely you survive (such as AV or GM fights), at least solo, things like high recharge on a Regen or a Controller are key to survival against large numbers of more mundane opponents.
2) Even if you have a high +defense build, depending what you're fighting you can still find yourself suffering enough DPS to defeat you. The simplest key to victory here is to out DPS your foes. Especially if you have AoE attacks (which usually have comparatively long recharge times), high recharge can have a dramatic effect on what you can fight and survive. This is not because recharge necessarily directly improves your mitigation, but it improves your ability to cut down on your number of enemies rapidly, which in turn dramatically decreases total incoming damage.
There are other ways to obtain high recharge, but purples are something that, generally, every build can slot at least 1-2 sets of, for which you usually get very large +recharge returns. That's part of why they're expensive - they're rare, everyone can use them, and a lot of builds can benefit from them. The same thing is true of LotGs. -
Oh, I'm not sure I do either. I was just throwing out an alternative already mentioned elsewhere in the thread that wasn't clearly a boost to recovery.
Another big reason that SoM is very handy, by the way, is that it's an AoE. If can use it to hit multiple foes, it's a big chunk of DPE for those levels.
As an aside but related to your comments, it seems to that "Beginner's X" effects should probably last until a bit beyond level 20, perhaps level 25 (since the effects at the end of the range are small anyway). Ending at 20 still leaves a couple of levels before SOs can be slotted. -
Quote:The only technical way they could achieve that is to give everyone a new inherent power that's a weaker version of Stamina, and not let anyone slot it. Then you reduce Stamina by an equivalent amount.Or, to put it another way, "raise base recovery" could simply mean a 10% boost added on top of the base recovery - all it means in the scope of this discussion is "the recovery you get without stamina", it doesn't need to be affected by any other powers at all. But of course, your intent is to make it seem more difficult to implement than it actually is in order to avoid having to actually discuss the core suggestion.
Of course, you want it to work out to the same place when Stamina is slotted, and players can't slot it, you have to make it a larger proportion of unslotted Stamina. That means, then, that someone who takes Stamina and doesn't slot it actually comes out ahead compared to previously. As I mentioned earlier, then everyone else who uses anything other than Stamina to boost their recovery also comes out ahead - they just plain have more endurance recovery than before, both base and peak. You only achieve before/after parity for builds that have Stamina and ED slot it.
Certainly we think that's a lot of builds. Is it a doable change? It seems so, though the devs now have to define a new auto power and give it to every player AT. Of course, one has to wonder if the devs think that it's worth even thinking about. The people who want the performance they have today would still want Stamina. Some people who are on the fence would now have more room to skip Stamina. Some of those people might still want Swift/Hurdle or Health. So how many people who aren't already doing so would skip the Fitness pool. Is that number of people worth a balance change? Are there any other versions of the changes with more clearly limited chance for balance impact? "Beginner's Luck" type endurance discounts might be one (assuming even that is required). -
Quote:The thing is, I doubt they're worried about this. Just look at the per merit costs of things. Broadly, the biggest spread in merit costs is a factor of 2. Making merit costs track market costs effectively negates one of the stated purposes - for merits to act as a "pressure" valve for prices. I have no way to prove it, but I'm quite sure they do act this way - if random rolls were the only source of LotGs (for example) I suspect their prices would be far higher, both because supply would be lower (people buy them with merits just to sell) and because demand would be higher (people who currently "buy them nao" with merits would have to buy them off the market.Right - it's the curve-blowers that are the concern. It shouldn't be a better bet to buy LoTG +7.5 day-in-and-day-out as opposed to rolling, at least in my opinion.
I'd throw in desirability in there with rareness, but sure. I guess what my hope would be is that someone on the dev team would be looking at the drop frequency, desirability based on market prices, and merit purchase prices. Then use those to adjust. They'll never get a perfect balance. But I think they can make things a little tighter than they did with the initial weighting.
But this goal would conflict with that pressure valve one. Merit costs would come under supply/demand pressure just like market prices (probably because of market prices). I'm basing this on an ideal where, somehow, merit prices tracked market ones to ensure that outright purchases were always worse than spending merits outright. Of course, I have no idea how you'd fully keep people from gaming this on the purchase side. If there hasn't been a level 47 widget sold for 6 months, you could probably create that level instead of a 50 and save both time and money.Quote:Probably no way getting around WANT IT NAO. But profitability should probably be sacrificed for turn-around. -
Quote:It depends on the recipe. There are recipes that absolutely blow the curve, so that it's better to buy them outright than it is to depend on average returns.Ideally, choosing a recipe should be worth less on average monetarily than rolling randomly. It's the easy way out - you eliminate any risk (even if 10 rolls on average would net more than 200 merits, it wouldn't always), you make less effort and you don't do anything to help overall supply. Fine - if you really want to ensure you get what you want, take the purchase route. But do so knowing that 7 times out of 10 you'd have made out better the other way.
Has anyone ever crunched numbers (using market prices vs the random roll project numbers) to see if it's even close?
The idea that it should always be better to choose a random roll than to choose a specific recipe assumes a few things. In particular, it assumes that the price of an item on the market should have some proportional relationship to how frequently it appears (on average) as a random roll. For example, something that's twice as rare as a Widget: Damage/End should also be twice as expensive as one. We all know though that the weighting isn't that specific, and probably never could be. We have items that are wildly expensive in relation to the number of merits it takes to produce them, and items that are wildly worthless even though they are relatively rare. Those two factors and the merit price of a random roll can work out such that the average inf/merit of a random roll is worse than a specific buy.
It gets even more complicated when you start considering short term strategies rather than long-term returns. If you have some shopping list goal that you want to complete as soon as possible, you might look at what the fastest way to earn enough money to buy what you want. One way to do that is to determine what items sell for the most inf, and use merits to create them. It may not be the best return per merit, but it might be the best return per merit you can achieve in, say, a week. Getting enough random merit rolls to hit the average can take a while, unless you're lucky, and that's exactly the sort of determinism people use merit purchases to lock in. -
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Quote:Maybe in some other channels than I was in. I never saw that level of adverts for KHTFs until after I9 was baked in. I considered public searching for TF teams a fair rarity everywhere except the badge channels until then.From what I recall there would be always 2-3 teams looking to fill up a KHTF during the prime time hours until the wee hours, when it would reduce to around 1 TF per hour or two. I can't recall exactly when it was, but it was definitely before IOs appeared. 15 min TFs x 2 for a 4 hour stretch being advertised is quite a lot compared to what I see now.
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On the matter of tweaking the baseline up and Stamina down, and the associated idea of tweaking the costs of powers down, it's important to bear in mind that the algebra involved means it's basically impossible to stay in the same place we do today.
Think of all the ways we can get +recovery or equivalent effects. IOs like Miracles, having higher base values like VEATs, having in-set powers (which are stronger than Stamina) which you can take with Stamina, +end Procs... Think of the algebraic representation of your net end burn once you include 4-5 of those tools, plus your endurance reduction slotting.
You can, most likely "pin" performance for one "representative" build combination, and all the others will end up either higher or lower in net end burn than they were before, depending on how many of these tools you account for when you try to pin "peak" performance. There are too many variables available to ensure that everyone ends up in a proportionally scaled place. -
Quote:For the sake of clarity, would you spell out what this statement means? I don't want to respond to it without making certain I know what you're saying.The ATs are balanced against each other with their AT mods.
Edit: I know what the mods are. I am looking for clarity on the idea of "balance against each other" and "within" those mods. -
Quote:You act as if that's the only example in the game. It's not. It's not even the only example between Tankers and Scrappers. Overlap is allowed. Your claims that it is not are ridiculous. We have Controllers who overlap with Blasters, Defenders who overlap with Blasters, and Tankers who overlap with Scrappers.False. You're attempting to hide the facts behind powerset balance by stating that it's ok for tank SS ST damage to be as high as scrapper Spines ST damage. No one cares if that's true. It has no meaning in relation to whether porting SS without alteration is ok or not.
It's not trying to hide anything. Your ability to argue this seems to be really losing contact with some pretty simple realities, and I really can't wrap my head around why.
You've asserted that any Tanker powerset that's not considered overpowered for Tankers is fine if ported directly to Scrappers. This is almost certainly false if that powerset would exceed all existing Scrapper powersets performance for some broad measure of DPS, such as AoE DPS.
The claim is that, if a Tanker powerset, on Tankers, which already have a lower set of damage and damage buff modifiers, are operating in Scrapper performance territory, that when ported directly to Scrappers, they will almost certainly outperform existing Scrapper powersets in exactly this way.
Your counter claim is that this suggests the Tanker powerset is broken, because it overlaps Scrapper performance. It might be true that the powerset is overperforming, but this is not clearly implied simply because it operates anywhere inside the Scrapper performance band.
No one claimed equivalent powers. I am talking about whole powersets. Footstomp on its own is not performing in the way you describe. Footstomp + Rage is.Quote:See above. A power does base X damage. A tank is never going to, nor should ever get to, do scrapper level damage with that attack when equivalent buffs are applied. There is no overlap. There should be no overlap. Scrapper base mitigation values don't get overlap with their identical counterpart powers do they? No, they don't.
Again, we're talking about powersets, not individual powers. SS is not balanced based on KoB or Footstomp viewed in isolation. It is balanced on all the powers viewed together. Scrappers get a nonlinear performance increase out of a direct port of SS, because they possess higher damage scales and higher melee buff scales. I believe the math shown in this thread does not support your claim that that's fine when ported to Scrappers.Quote:I have stated nothing of the sort and am annoyed that you would attempt to place words in my mouth in this way. I have NEVER stated or implied that some tricked out SS tanker shouldn't be able to dish out more damage than some poorly slotted and built spines scrapper. What I HAVE stated is that IF SS on a tanker is balanced, then a straight port to a scrapper is ALSO balanced. The math backs this assertion. If KoB is broken on a scrapper, then it is NOW broken on a tank.
I find it very unlikely that this is the sole arbiter of the upper bound.Quote:Nor have I EVER stated or implied that scrappers should have no upper bound on performance. That upper boundary is set in stone by the same math that balances powersets and archetypes.
But that's not how the ATs are balanced against one another. You're assuming it's just about setting the AT mods and power scales and calling it done. But it's not at all clear that this is the case. What matters is the product of the two. In general, Tankers do more damage than their AT damage scale suggests, because they have large damage mod attacks. The same is true of Brutes, and the only thing that lets them to damage comparable to scrappers is an immense persistent damage boost compared to what any other AT has. Rage in particular would function far more strongly on a Scrapper than on either a Tanker or a Brute.Quote:I don't give a rat's *** about relative performance. I care about actual performance. I care about the math. KoB should have the same base damage across all ATs that use it. Period. If the AT mods themselves are balanced, then KoB will be balanced.
Look at what happened to Psychic Assault when ported to Blasters, and yet it was not changed at all on Defenders. If it was fine on Defenders, then why was it changed on Blasters? One possible answer is that the devs did not like what it could do in terms of absolute single-target DPS. -
Are you talking about after merits or after inventions? I was talking about after inventions. Even including using it to PL and farm for +3 SOs (lol) I don't think people were running KH before I9 anything like they were after inventions came along and had been out a few months.
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Quote:This assertion is based on the predication that the damage bands for the ATs are not allowed to overlap. That assertion is not true.I do not find it ok for a any set to be blocked from scrappers because it's currently so horrifically broken that it lets a tank dish out scrapper level damage.
No, we can't. Some degree of overlap is intentionally allowed, and I personally consider it desirable. That overlap also exists among nearly all the ATs. Specifically disallowing it between Tankers and Scrappers doesn't make sense when it's so prevalent.Quote:The AT damage mods are used for a specific reason: Set A does X amount of damage in AT-1's hands and does Y amount in AT-2's hands.
It's that simple. It *should* be that simple. Tanks have higher base mitigation values and caps and thus a lower AT mod. Their inherent does not buff their damage output. This means that *ANY* set used by a tank should never be able to match a scrapper using that same set.
We can all agree on that, yes?
You only can maintain it's broken if you maintain that the cross AT performance overlap is to be disallowed or that we can arbitrarily move Scrapper performance ceilings by porting sets, or both.Quote:Can we also agree that the current balance between scrappers and tanks is acceptable?
If so, then a straight port of super strength should also be acceptable. If it is not, then *something* is broken.
You're trying to assert that the relative performance of Tankers cannot encroach on even low-end Scrapper performance at all, while simultaneously asserting that no matter what's going on between Scrappers and Tankers, that the absolute performance of Scrappers has no upper bound. I believe that both of those assertions are incorrect. It's possible for the performance of a Tanker set to be such that the it's relative performance is acceptable (say, below those of most Scrappers), it's absolute performance is acceptable (because it's below those of most Scrappers) the absolute performance of Scrappers given the same set unaltered would be above their absolute performance bound.
Do I know that SS meets those criteria? No, only the devs do. But I sure bet it meets at least the last one. -
Quote:But we've had that dance before. If a set makes a Tanker able to creep into Scrapper damage-dealing performance levels, that's potentially OK, because both ATs have performance bands, and those bands overlap. There's some level of creeping into the Scrapper band, definitely not formally stated by the devs and possibly not formally defined at all, that's not going to be acceptable to the devs. Your argument states that, if a Tanker exists in the top end of the Tanker band, and possibly in the low end of the Scrapper band (which is allowed), then the porting that powerset unchanged is acceptable even if it would raise the top end of the Scrapper band. I don't agree with that, and I would be shocked in the extreme if the devs did.I'm ignoring exactly nothing. Scrappers will benefit more from rage than brutes and tanks. So what? They also benefit more from followup and buildup. That fact is baked right into the balance between the ATs.
If double stacked rage plus foot stomp is too much for a scrapper to have now, then it's too much for a brute or tank to have. If that statement isn't true, then the ATs are NOT balanced against each other and we have bigger fish to fry.
Does SS have that characteristic? Not in ST DPS. AoE might be a completely different bag of chips.
