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Quote:I think they recognized that having a different carrot on TFs, generally unavailable elsewhere (until Gold Ticket Rolls), was an effective way to get people to keep running TFs. I think it worked - people ran TFs way more post I9 than pre I9.They could have just had all recipes be Pool A and forgone the merits' addition to the game.
Now, we can get into a pretty deep discussion over the merits (pun sort of intended) of intentionally giving people reasons to re-run the same content over and over. That said, the merit system definitely opened up better variety in what people ran. Networking effects do mean that people tend to flock to scenarios that offer clearly superior rewards, and that meant that there were scads more people running Katies and Eden runs than anything else. Nowadays you defintely see more variety. Unfortunately, Katie and Eden are pretty much bottom of the heap - I've only seen people run them for the badges since merits came along. -
Quote:They were pretty clearly a nerf by design, but they offered the choice of, well, self-nerfing.this is funny in a gallows humor sort of way as merits themselves were a GIGANTIC nerf, and yet most embraced them with open arms.
Most of us here like the market as a tool to get access to inexpensive shinies, where "inexpensive" is measured in the time it would take to get one randomly or (often, even the time it would take to earn merits to buy them outright). Hence, we dislike things that reduce market supply, because that degrades that tool's utility. Merits did that by design by, for example, taking away Quick Katies and Speedens. On the side, it also reduced supply by giving people new freedom to never even generate a recipe after a TF.
But it's fair to point out that people like more freedom, even if they choose to effectively "nerf" themselves (or others) with that freedom. I have difficulty taking a hard line on removing that freedom, even if I'm not a fan of what people do with it from an overall market perspective. -
I've got to say that I'd much rather see controllable roll levels before further consideration of forced rolls. I do still think a lot of rolls would be produced at 50, due to a combination of ignorance (meant in the non-mean way Fulmens meant it), laziness or desire for absolute maximum performance at 50. That said, I know more stuff would be random rolled at lower levels, because I know people beyond this thread who talk about wishing they could do that.
No matter how much forcing random rolls might increase supply in theory, I believe many people would view it as a punitive change. I think the option to choose random roll levels would be viewed as a QoL improvement rather than a punitive change, making it a more attractive first choice. -
Not really. In fact, depending on when you last played, DM may have been buffed since you left. Siphon Life was made into a pretty serious attack, and Soul Drain was given a larger "base" bonus with just one foe in range (with additional foes adding less per foe). I can't think of a way that SR has changed in quite some time.
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Quote:If IOs were removed from the game, I would probably stop playing, as chasing them is one of my sole long-term interests. By your logic, I "need" IOs. Should we therefore conclude that it's OK for other people to claim to "need" IOs, and thus conclude that IOs (and the levels of performance they offer) should be far easier to obtain?Need is nearly synonomous with want. Anything you could describe with one I could describe with the other. For instance, you might say you need air to live, but I would counter that you simply want air if you don't want to suffocate. Of course, if you want to suffocate you don't want air. "Need" basically just implies an If/Then of wanting.
That said, I "need" Stamina almost exactly as much as I "need" to play this game. With the current blue usage, if Stamina weren't in the game I probably would have given up on it. I certainly wouldn't have been able to make my Toggle Man-inspired character playable.
The same line of thinking arises from the existence of Stamina. Nearly everyone likes what it does for them, (they "need" it by your logic) so the argument is that everyone should get its benefits automatically. I don't believe that follows. -
My list of constraints pre-20 was given in response to the claim that endurance woes are the primary reason people race to level 20+. I certainly do think it is one reason. I think it is inaccurate to claim that it is the sole reason, in support of the claim that something should be done about pre-20 endurance.
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Quote:The issue here is that endurance management pre-20 doesn't exist in a vacuum, and is actually inextricably intertwined with other limitations that exist in the pre-20 game. To name a few:I know that what I'm about to say will be called anecdotal, but so be it. To everyone insisting there is absolutely no problem at all, I request you sit back and think about the following. How often do you recall seeing people on these forums comment in passing on how they always PL to 20 or otherwise get there as fast as possible? How often do you know of people in game that do it? How often do you do it?
I know I see/hear about people blitzing to 20 A LOT. I admit that when I make a new character I am focused on getting to 20-22 as fast as I can. That simple perception is, to me, indicative that there is a problem of some kind with low level play.
- Limits on available slots, because we only get 2 every 2 levels until the 30s.
- Limits on damage per endurance point (DPE) spent not just due to endurance slotting, but due to limited damage slotting induced by limited slots and weaker enhancements.
- Limits on accuracy, which incidentally affects DPE. (Now heavily mitigated by "Beginner's Luck" until level 12 or so. If you want to hold up something players griped about in the low levels, I think it would be missing.)
- Limits on number of total powers available, especially if you do also choose pool powers in addition to primary and secondary powers, including any prerequisites to open up pool powers you really want.
- Limits on available power recharge, due to lack of available slots and the need to slot accuracy, damage and probably end reduction.
- A lot of highly desirable "special" IOs don't open up until level 20 or 25.
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Quote:I can't begin to express how ludicrous that level of laziness is.I don't care how you want my post to look... I will do it the lazy way... so Yeah BLAH!! I want to reply to one sentence... I do not want to mess around deleting 2 or 3 paragraphs.
I guess we can return the favor by being too lazy to parse your posts. -
As I've already explained, this is not a proof of that assertion. All it clearly shows is that more endurance is near universally considered better, not that pre-Stamina levels are considered inadequate.
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Quote:Hopefully obviously, I don't take any exception to exploring that question. Something I do have some trouble with is the implication that because someone has a problem (or considers something a problem), it must be a systemic problem. Now, reading your follow on posts, you don't seem to be trying to suggest this so strongly. Your original post, though, read to me pretty clearly as an assertion that this definitely was a problem that needed address.I agree, the question of whether something should be done is really part of why I started this thread. It seems to me if people are dissatisfied with an aspect of the game, that it's diminishing their enjoyment of the game, then something should be done. As I say, I'm trying to see if that's the case. Obviously I think so. I'm just looking to see how many agree and how many disagree.
I do think there can be something to the notion that, if a lot of people dislike something it might be worth changing. That said, I want to remind folks though that argumentum ad populum is considered a logical fallacy. "If many believe so, it is so" is not actually a valid argument. It might be compelling on the basis that we're talking about an entertainment channel.
If a sufficient number of people dislike something in it, it might be detrimental to the success of that channel.
How likely that is in this case seems to depend on a large number of factors. How many ways out of the unpleasant situation are there? How long does one have to wait to attain those ways out? Is the situation so disliked that the availability of "ways out" isn't acceptable unless the "ways out" are offered immediately? How many people fall into that category? -
Quote:Oh, there's definite qualitative differences between them. That doesn't invalidate the comparison, though, it simply makes clear that the comparison only applies to a point. I happen to think that the discussion at hand falls within that range of applicability.You can look at the statements made with builds though. With hasten it is for added benefit. For stamina, it is full of "I can't stand the low levels" "pre-stamina this character sucked", etc. Ever see a post like that about haste? stamina is clearly perceived to be removing a barrier to fun. haste is not described in that way. I think, and I may be wrong but I'm fairly confident, that this is a significant qualitative difference between the two.
That low-level, pre-Stamina (and other, similar tools), solo play is limited by endurance is inarguable. What's arguable is whether that pre-Stamina play is intolerable. I think it's also fair to include in that discussion the question of how long one has to tolerate that condition, assuming one considers it intolerable. I find it quite easy to get to the 20s, even when doing something like soloing a Defender.
The key here is that I didn't try to solo any Defenders that would clearly be poor at soloing. When you have a wrench, just because you can use it to drive nails doesn't mean it's very good at it. Not all powersets are designed with rapid soloing in mind*, and it's not reasonable to ask that they solo as well as ATs that are specifically designed around rapid foe defeats.
* It seems likely that some "team AT" powersets are better at soloing than others by accident, but let's just accept that they exist and leave the question of why to another thread. -
Quote:I disagree that it's as distant an analogy as you suggest. Saturated attack chains are something that usually takes most of my characters some time until the low 30s to achieve. Before then, it's extremely common for me to be waiting around on some power to recharge, and even once I'm in the 30s, I'm probably waiting on something to recharge unless I have Hasten.I think the difference here is quantitative. Hasten is useful, but it is not by any means necessary to saturate your attack chain. If we had fewer powers available, or their recharge times were longer by enough that without Hasten we would find ourselves frequently without powers to activate, it might be a closer analogy. But while it's not at all difficult to create a saturated (albeit suboptimal) attack chain, it's significantly harder to create an attack chain that does not drain endurance faster than it recovers. In other words, while endurance and recharge are both limits on performance, endurance is by far the nearer limit on activity, and it's more immediately frustrating to be able to do nothing than it is to be doing less than you could.
This effect is very pronounced in the same levels about which we are complaining about endurance.
Is that a problem? After all, I don't find waiting on powers to recharge to be especially entertaining. I don't consider it a problem. I consider it a goal. The benefit of getting to be "high level" (for some threshold of what that means which varies by player) is that your character improves. Getting rid of attack chain gaps and (more) limited endurance is one of those improvements I look forward to.
In any case, the argument I was making wasn't predicated on the strength of the analogy. -
Quote:That the above represents the distinction between playable and not playable is a matter of opinion.Hasten will usually make a good build better. Stamina makes many builds playable without taking the fun-diluting steps of frequent pauses between spawns or before major battles, or without planning ahead to have an adequate supply of blue inspirations / buffs, etc to make it through a particular sequence.
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Would you like a screenshot of my multiple support tickets where they refunded my lost inf? Because, you know, the fact that the CSRs could find what happened in the logs just a wee more reliable than "anecdotal".
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Quote:This may not prove the argument that you think it does. Consider the parallel argument that the ubiquitous use of Hasten (or other global recharge bonuses) suggests that the base recharge times of our powers are too long.However, I lay out a counter challenge to you. I posit that the sheer weight of builds with stamina compared to builds without stamina is proof that the current system is borked. If you can find more builds that are stamina free than we can find with stamina, I'll agree that endurance costs are not too high in general.
While that's possibly a logical argument, it's not the one that's usually presented for Hasten's common use. Instead, people point out that Hasten is often taken because the benefits of doing so are so high.
So applying that to Stamina, the alternative argument is not that people take Stamina because their base recovery is too low, or that their powers cost too much, but rather that the return on investment for taking Stamina is so good that a lot of players choose to take that route. Whether that means life without Stamina is inadequate is more of a "glass half full/empty" discussion. Most everyone likes to be able to fight longer and faster, so most people will consider more endurance to be better, but that fact alone doesn't make clear what level of endurance is objectively inadequate. -
Quote:Which is extremely strong evidence against the implied assertion that your level of experience with the game has translated into either a) a level of competency in playing the game comparable to other players of comparable play time, or b) a degree of acceptance of the game's intentional design limits.Uberguy:
I'll admit I have made some concept builds, but I AM an experienced player. I HAVE taken advice and tried many of the suggestions offered. I've found them all to be inadequate.
Other players have learned how to deal with these problems. That's where the suggestions people have given you (in various threads) come from - experience with what worked for them. Either you are not able to implement those suggestions mechanically because they don't work with your build goals (suggesting that those builds goals might be rather different than the norm) or your target for what's acceptable play is somewhere very different from that of the players offering the suggestions.
It looks to me like it's often the latter.
You bring this up in a lot of your threads. The thing you need to understand is that there is a difference between assigning the root cause of your problems to your play and build preferences, and disparaging you personally. One can say such things in a disparaging way, but if the claim itself is always considered disparaging, you've got a pretty impenetrable shield for yourself in these discussions.Quote:Also, I feel I should warn you against personal slights. You haven't made any directly, but you're treading the line. I hope we can keep things civil and hopefully productive.
Every time the devs make a design decision, they have to weigh their goals against how they think players will perceive and react to it. There's a huge spectrum of response to every hurdle the devs put before the players - some people will look at a new hurdle as a challenge to be overcome, and some will look at it as a needless annoyance. Pre-20 endurance (and endurance management through the rest of the game) is one of those things that different players view differently. Could the devs change it, in any of various ways suggested in this thread? Absolutely. Should they change it? I think that's far less clear. -
Quote:I did always think that meeting Mu when you're like level 12 was terribly annoying.Personally, my only "pre-stamina" END gripe isn't "I don't have any," but that we end up facing Clockwork and Mu - often in large numbers - before we have the tools (not just stamina, but SOs and near-SO level IOs) to deal with their END drain and recovery debuffs.
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For the benefit of posters here who might not be aware, Ultimo has a past history of ... builds that experienced players wouldn't advise to other players. I don't think that people need to build min/maxed characters to do well at this game at all - it's much too easy for that to be the case, but if you build or slot a really poorly optimized character, and/or don't use any of the strategies that benefit your end burn per XP spent, you're going to find this game a lot harder than you have to.
Based on past threads, I expect that we've got another example of those problems (sub-par build or tactics) going on here.
Do I think that lowbies run out of end, at least solo? Yep. And I don't find that especially entertaining. But I also find it easy to work past. Then again, I find it easy to level, so I don't find myself in that situation long. I also don't have a problem with the low levels being something we enjoy "overcoming". If it took a really long time I might feel differently, but it's never been easier to get to the 20s than it is today, and those levels open up all sorts of endurance management options. -
It doesn't do much when you're relatively healthy. When you're near death, it's pretty noticeable, or at least I find it so. The problem, of course, is what happens when you go from "sort of damaged" to "dead", or something like that. A Brute or Scrapper, for example, given the same scaling resists, would be more likely to survive a given damage chunk just because they have higher base HP.
I find it useful, but not amazing. I do wish it was enhanceable, though. -
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Quote:This, is pretty much me too, but I especially want to emphasize my agreement with the bolded part. I don't like being exemplared down very much. (the I16 changes that grant +5 levels make me very happy.) I spend the vast, vast majority of my time at 50, so that's where performance is important to me.I think you should judge character performance based on the level where you like to play them. I rarely play my level 50 characters at levels lower than 50 simply because the only sub-50 content I enjoy are the Striga TFs and I don't do them to much.
I do make some concessions to playing exemplared, because I want to do some things that happen to involve it. I'll look for low-level global IOs, and order my powers so I get certain things by certain levels. I prefer to stay 50 once there, however. -
Quote:I'll leave it to other readers to decide what's more likely - that everyone here who's disagreeing with you is actually a moron who can't achieve that same basic level of wit, or your arguments are specious.Well I don't know about superiority, but I seem to have been able to meet the requirements you describe above.
The autocomplete behavior forces the market user to seek ease through shortcuts such as those you suggest, whether it's desirable for them or compatible with their market strategy. You've stated that you don't care enough about the actual prices for that to matter to you, and therefore you find the mixture of that with the actual improvements in the new interface fantastic. Bully for you. The interface shouldn't force the rest of us to bid/list like you do. -
You're joking, yes?
I ask because I hope you realize that end cost reduction and endurance recovery are two radically different mechanisms. This is important, because improving both of them together can be much more powerful than simply increasing one.
In particular, they interact to serve your blue bar much the way +Regen and DR interact to keep you alive in combat. If you have lots of +regen, you can sustainably survive a lot of incoming damage even with marginal resistance. If you have lots of resistance and more modest regen, you can sustainably survive a lot incoming damage. If you have high DR and high regen, you can sustainably survive amazingly high amounts of damage.
The same thing happens with high +recovery and strong end reduction, with the "damage" to your blue bar being the base end cost of your powers. The time you can go on activating powers before you drain your blue bar has a term in it of the form 1/(EndBurn-EndRecovery)*. The closer you can get your end burn to your end recovery, the longer you can fight, and the graph isn't linear. The smaller the difference in those two numbers, the closer your time-to-empty gets to infinity.
*Strictly, it's 1/max(EndBurn-EndRecovery,0) -
Quote:Posi's, and most of the TAoE sets, are special cases, because they have a damage/range piece where ranged damage sets have X/Y/Rech or an X/Y/End. With such sets I always sacrifice the dam/range.That said, I have a love/hate relationship with the Posi Blast set. I love the set bonuses, (mainly the recovery, accuracy and recharge), but hate that it gives such poor values for recharge/end rdx but is a little overkill on the damage.
It should be noted that the PvPIO TAoE damage set does not have this situation. If you six slot one of those sets at level 50 (or five slot the non-proc pieces), you end up with about 90% damage, but 85% slotted recharge, 60% slotted endred, and 66% accuracy. That could be considered better than the base stats on the purple TAoE set depending on how badly you want to ED softcap your damage. The set bonuses aren't great, though, at least in PvE.

