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It's definitely fair to say they have more TFs, and especially more TFs that get run more often. When I play a villain, the only SF that is regularly being formed in general channels for my server is probably the BSF, and the only one people I regularly team with run often is the RSF. The rest of the time I'm usually left to run the two coops.
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Quote:That's a bit like saying it's OK if all villains level slower, because they're villains. Given that IO us has always been presented as an alternate progression method to gaining XP (particularly when characters can't gain XP any longer due to the level cap), it is very much like that.I don't see how one side is getting it in the rear versus the other. If you're *that* interested in getting an exact recipe for your specific toon, then secure them from an alternate source. It's really not that difficult, although it might take more time and work differently than the way you want to do it.
It doesn't have to be exactly the same. It should be comparable. Right now, with respect to the market, it is not comparable in my opinion. Just because there are other ways it is not comparable does not justify any of them. They should all be improved if possible.Quote:The gameplay experience from villains to heroes isn't exactly the same and I don't think they could make it the same. If you want to claim a degraded experience because things are not vis-a-vis identical, there are more than a few things that you can say that about, such as strike force level gaps.
That's not a solution to the problem. That's deciding the problem will never be fixed and giving up.Quote:Sorry that the BM has taken a dive, but maybe GR will have more heroes come over to the dark side and help it out. If not, I guess you can always use GR and go blue.
The fact is that the invention system is a part of the game. If it's available, it should be available in an equitable way. Simply because it's optional does not imply that it should not have equal applicability. As soon as it does, there is the implication that if you want to make good use of the system you should choose one side over the other. That's bad.Quote:The game has been balanced around SO's so it's not like not having a huge selection is crippling either. -
Quote:It's often useful to make sure your foot isn't in your mouth when you speak.You would have to program the market to go hey well this villian bought this thing but this hero bought that thing we need to give them the right kind of currency.
There is not such thing as the right kind of currency. During CoV beta, Infamy actually had the "influence" label in the villain interfaces. It's the same thing. That might have been almost completely obvious if you'd considered that the same mobs at the same level give exactly the same inf rewards on both sides, and all fixed cost items cost exactly the same from the same kinds of stores.
Merging the market would do no such thing. I'd love to hear an explanation of how you think it would work.Quote:But merging the market would lead to some huge exploits and the ability to convert currencies. But then I should just wait till GR actualy comes out. -
Quote:Only to a point. On the one hand, it's like they've permanently debuffed your defense by the amount of their toHit buff. But there's an important difference here. In general, if they hit you again the effect on you doesn't get worse. It's typical of the debuffs which ride on mob (and player) attacks as secondary effects that the debuffs are stackable even from the same caster. So if a mob hits you and debuffs your defense, and either the same mob or another one with the same effect hits you again, your debuff gets worse.Malta have decent +ToHit don't they? I guess you could consider that a defense debuff

Mobs with (just) +toHit never have this effect unless they're using something like Blinding Feint, which gives them more +toHit when they hit you. But even in that case, such powers usually have practical stacking limits that mean the mobs can only benefit from one or two buffs. Moreover, -def makes everyone able to hit you more often, while +toHit only affects those wielding it. Of course you can get foes like Nemesis that apply +toHit to everyone around them. The interesting thing about the Nemesis scenario is that DDR is of no help at all. -
Quote:Malta and Longbow still debuff at 50. Rularuu eyeballs are hideous about this debuffing, but they're currently fairly easy to ignore. I learned the hard way that some of the Praetoreans debuff badly. Arachnos are hideous about it - Tarantula Mistresses will ruin your day every time, and the Crab Spider guys have a pretty decent debuff in their lash and bullet attacks.Are there still any ugly Thorns at level 50? or do you outlevel most of the really nasty things, the way you do with DE?
Edit: Malta don't debuff defense heavily, but their Burst clone does do so. In large numbers it can get to be a problem.
I do think it's specious to argue that Def without DDR is useless, but I can see how people get to that hyperbolic statement.
Here's what happens. If you can survive most stuff on traditional solo settings, then adding a good chunk of defense, say 25% or more, probably lets you survive somewhere in the range of, say, 2-5x as many foes. But if those 2-5x as many foes suddenly have frequent defense debuffs, then when one hits you (and one of them will), there's a lot more of them ready to follow up with a better chance to hit you again, and then it goes downhill fast and suddenly you have -60% defense. And you're still fighting 2-5x as many guys as you can survive with no defense, which is probably a problem, since they're actually doing you 190% the average DPS they would against you with no defense.
Does that make the defense useless? You might use that word for the case where the foes actually have prolific debuffs, but even then I think it's a bit strong. But especially if you aren't near the softcap (meaning that first foe to start the debuff cascade has a good chance of landing its debuff), you have to work pretty hard to leverage the +def at all. -
Well, there are people for whom it's easier to make 1M inf than it is to get on a character that can get that as a drop (or exemplar down to get one).
Most of them probably aren't out to craft a stack of enhancements with them, so 1M for instant gratification is probably worth it. -
As opposed to all the AT and powers forums, where those take the form of "I soloed 9 giant monsters at +4/x8 in the AE version of the LSIGTF?" Because, you know, this is the only part of the forums where people wear their e-peens on their sleeve.
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Quote:I have a habit of capping my inf and then some on characters after I IO them out. After all, if I'm not going to play them in some pretty high-value ways, what am I IO-ing them for?I've heard they sell off-market well in excess of 2 billion. Gotta say I can't see that kind of expenditure for a single IO; I doubt I have much more than that in the full IO builds of 14 level 50's.
At some point I figure I should consider spending it on something, so... yeah, that tends to open up new vistas of affordability.
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Quote:Tickets are not a substitute for a market, because they remain a random drop generator. At best they allow for a larger number of rolls, but you still cannot make any determination about what you will get. The exception is for uncommon and rare salvage, but other than the occasional gripe about prices, I don't see many people complaining that they can't obtain salvage. The market's main utilitarian function is to allow people getting random things to sell things they got but don't want for things they want but didn't get. Having more random rolls doesn't get rid of a need for that function unless you make the number of rolls so high that everyone just gets everything they want almost by fiat.The only things that can't be bought outside of the market are PvP IOs and Purples. Using merits and tickets is an alternative to items you can't find on the BM.
I still don't see where being PO'd because there are fewer goods becomes substantial harm.
Merits required to buy an item outright from a Merit Vendor often take substantially longer to obtain than it takes a level 50 character to obtain the inf to buy the item outright on the market. This may not seem relevant if you aren't level 50, but it does matter, because you may be able to convince a level 50 to give you that money for something you sell... assuming a market liquid enough that 50s bother looking for your goods. Indeed, this cost for merit investment appears to have been by design - on the hero side you would have to be sort of daft to consider buying a whole build with merits. It appears that merits are intended to be a spot solution to wanting things, where you can use them to buy a few items which you deem too expensive at going market rates. This makes them a sort of "pressure valve" on upward price pressure.
If one of the root causes of an illiquid Black Market is lack of players, this has implications for teaming, which has implications for merit earning. TFs are far and away the best potential merit/time. The only current crossover TFs are the ITF and LGTF, meaning this pressure valve, already slower than buying items on the blue side, is now potentially even slower for a villain player until they hit level 35. Even then, a hero player is more likely to find a team for TFs other than the two co-op ones, meaning they may have more opportunities to earn merits per day than a villain relying on the two co-ops with hero teammates.
The implication here is that the villain player gets to choose between the Black Market and an even slower merit-based IO accumulation.
The main complaint here is that, if you play both sides of the game, and if you want the same ability to IO characters on those two sides, right now the villain version of that ability is slower and/or more expensive. You either have to accept that about the market and pretty much only seek max-level shinies, or you have to soak time into merits. When you soak time into merits, not only is that time a hero generally not have to spend, but it may actually take longer in both hours played and real calendar days to obtain the same number of merits a hero would due to greater teaming and TF-running access. -
I'm losing about 3.5% AoE defense, some speed slotting on most of my travel powers, a bunch of KB protection I didn't need on the characters I've used these sets heavily on, and a bunch of inf because I'm subbing in a PvP +Def unique. In the process I'm actually gaining about 2% melee defense and 1% ranged.
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Bear in mind that Blessing of the Zephyr will change in I17, losing about 2% ranged defense per set and 1.5% AoE per set.
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Quote:It should be noted that there's a handy mechanism in place already that would make something like this viable for everything but enhancements. Our inventory sizes in the various salvage and recipe "bags" we carry can exceed the listed maximums. During one of the early market muck-up rollbacks, I know someone who was issued around 500 Pangean Soils, despite the fact that at the time the max invention salvage inventory you could possibly have was 70. In the same rollback I was given about 50 recipes, even though I could only hold around 20.A quick and dirty way to do this, by the way, would be to strip all characters of the changed set and have it be retrievable from the Vault Reserve. If they want to put the IOs back in, that's their option.
Perhaps they should ditch the enhancement tray and add it as a tab on our inventions inventory. If they did so, then they could use it as a safe storage area to dump in things they automatically stripped out of our builds, with (apparently) no practical risk of running out of room because your inventory was already "full". -
Quote:Nope.Would you trade the ability to pull IOs out of a build at minimal cost for making set-IOs bind on equip ?
Which probably means we're stuck with the current system.
I'd like to see the respec screens redone though. There has to be an easier way. I hate having to add two slots, hit next, add two slots, hit next, and so on. It drives me nuts. -
Quote:Nope. Actual users of the exploits can be banned and/or lose characters. At least, they were in Issue 14, and possibly again now.I was thinking that the ban-stick only hit those creators of such AE farms? And it was only a short suspension (time to sit in the corner and think about it) while coming back to having -1 to the number of AE arcs that account could create?
If by "true banned" you mean "banned forever", I'm not aware of any (and there's no particular reason I should be, so take that with a grain of salt). Some folks did get temporary bans, however. I don't know of anyone who created a farm being banned for it, though some folks had their arcs locked. But I knew people who were banned for using exploitative maps.Quote:The only true "banned" accounts were those that exploited such old AE enemies like fire imps for the mass ticketing... and maybe xp, or some of the infamously easier boss farms?
As easy as some mobs are for some people to farm, they aren't wildly outside whatever reward/time envelope the devs have in mind for us. The exploits in question were getting people from 1 to 50 in a matter of hours.Quote:Otherwise, why not suspend accounts that do battle maiden or demon farms?
There have been pretty extreme exploits in dev-created maps in the past. Before the AE, I don't know of any reports of them leading to bannings. That I didn't hear of it probably doesn't mean much, but I knew people who used both, and bannings among them only came down for using the AE stuff. (Edit: There may have been some bannination for the folks who abused the Cathedral of Pain trial, which was the most extreme exploit I've ever heard of, and also possibly for a free SG prestige bug. I know the SG using the prestige bug lost their ill-gotten prestige.) -
Quote:My computer zones fast, and that's still a waste of time IMO. And you've still got to go through the character creator.Not really. Zone in to Mercy, go to your base, use the Mercy TP, and bam! You've instantly covered over half the distance to the BM. Use a Stalker, and you'll make it to the market alive for sure.
Plus, it doesn't address the fact that you'd almost certainly glut the market in very short order. I'm still buying these things overnight for 25k. -
Another big change snuck in unannounced when they added XP "smoothing". They dramatically modified how much your reward per mob varied with relative level. After XP smoothing went in, it was dramatically more rewarding to fight +2 and higher mobs, and dramatically less rewarding to fight -1s.
I noted the actual differences at the time, but I'm not sure I still have the notes. It was enough of a difference that it became noticeably more rewarding in XP and inf/hour for me to fight +2s than +1s, according to herostats. Previously, the faster kill rate for +1s made it the superior choice if I had decent AoEs. -
Quote:It's funny ... I didn't know that, but actually saw it in like two other threads today before coming back to this one.Actually Uber I think there is still a timer on the drops themselves so you have the 5 min rep timer and the 10 min recipe timer.
Thanks for the info nonetheless! -
Just to be sure here ... is that an issue because you were going to slot the LotG early in your career? I ask only to make sure you know it doesn't matter when you take the power, but rather what level the LotG is. If you want the LotG while leveling up pre-40's, though, obviously that matters.
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It's always possible the CAs are wrong, but they're how we noticed most of the other stuff that worked this way. Curious. I wonder what Castle's seeing.
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To the OP:
Bear in mind I really don't care if people PL, farm or what have you. I know people who used these exploits. (It was around a lot longer than four days.) I don't know if any of them are banned currently, but if any of them get banned, I won't be terribly shocked. I'm pretty sure they won't either - they've been around the block a few times.
The rule of thumb is that if you find something that's so good that it blows away anything you've ever seen or done before, and especially if it does so through things that don't work like anything you've ever seen anywhere else, making repeated use of it is probably asking for a smackdown by "the man".
If you visit such a mission to see what it's about, how it works or something, or even if you take advantage of it to gain a few levels, odds are you're fine. (Don't mistake that for me suggesting it's a good idea.) On the other hand, if you get something from 1-50 in an extremely short time period, you're probably risking retribution.
The devs believe that widespread use of such things are detrimental to the game, and they have previously put out notice that those abusing them are subject to punishment. It doesn't really matter if some of us disagree or not, it's their house, and we get to play by their rules (unless you break them and don't get caught). -
Quote:Yeah, I was thinking the same. You could buff some of those with powers, like Power Boost, or perhaps the various Mystic Fortune buffs.It just means that those IOs are missing the "Unaffected by buffs and enhancements" tag. I don't think there's any way to, say, slot a +stealth IO in a way that would give it a bonus to the magnitude of the stealth effect.
I wonder how many people have been benefiting from the Impervium Armor piece being enhanceable, though. -
Quote:It'd be nice if you'd call a spade a spade, and stop treating all market forum regulars as some sort of variation on Smurphy. Nearly every time I can think of that you've given a specific example of something you claim is two-faced dealings with market information or activity, he's your example.As to wicked curmudgeons willing to pick on people
There is this fun thread
http://boards.cityofheroes.com/showthread.php?t=213244
But I am sure you have some rationale about how that isn't what it appears to be.
We aren't all the same. -
Quote:There are. The reputation timer is used to suppress getting any PvPO drop from beating on the same target. It means that, by beating on one target (the typical farming scenario) you can't get more than 1 drop per 5 minutes no matter how good your luck.However was it not insinuated in a post somewhere that there was more variables that just that. I'm sure I read that there was various mechanisms to ensure this wasn't abused, meaning PvPing only grants drops. Of course whatever this means who knows.
I beg to differ that it's a simple drop rate. I believe there are strings attached. -

