-
Posts
6270 -
Joined
-
-
Quote:The problem is that this game doesn't rely on the Tank/Healer/DPS team balance metric that other MMOs do. Unfortunately some people don't realize this and insist on trying to build teams that way. This produces a backlash from people like the blaster you mentioned who go out of their way to bash on the very concept of ever doing a Tank/Healer/DPS team in CoX. Of course most sane people take the middle road and will utilize a Tank/Healer/DPS style team if they get one but are neither going to specifically seek it out nor actively avoid it.A response I got from a blaster on the team was something to the effect of:
" OH NO! We lost a tank... Whatever will we do?!?!?"
He went on this sarcastic rant and I had to think about this thread. I realize it may have been his attempt at humour but I couldn't help notice the attitude he took was somewhat mirrored by the rest of the team.
I found this very disappointing and I didn't really say anything in the team window as I wanted to see how this opinion would be reflected in the team without my tainting the conversation.
I really don't know what changed. A game mechanic? A perception of ability? A population fall off?
As for why you're getting fewer invites than a year ago, I think it represents a shift in the attitudes of the player base. More and more people are realizing that a Tank is not necessary for most content so they aren't specifically seeking one out. You should still be able to get teams but you'll probably have to go to them rather than waiting for them to ask you. As others have said, join global channels, set your LFT flag and keep an eye on broadcast in level appropriate zones. -
-
Quote:Yes and no. You are correct that by letting fly with AoEs early the Blaster isn't benefiting from debuffs. However, the problem I find is that if I hold off on my AoEs the majority of the minions are dead (or almost dead) and so the AoEs are wasted. I play an AR Blaster and using my AoEs I can take out the majority of the minions pretty quickly even without debuffs (as well as severely wounding the LTs). So by firing off my AoEs immediately I deal with the chaff quickly and allow time for the tougher bosses to get debuffed before turning my attention to them.For what it's worth, I feel that most Blasters shoot too early.
Right after they have burned off their best attacks, assuming they didn't take the alpha and die outright, all the debuffs and controls start to take effect. Now the enemies will take lots more damage and not fight back...if and when the Blaster's good attacks recharge.
The time you "waste" positioning yourself gives your team time to put their powers into effect and prepare the battlefield. -
-
I'm going to have to say no I'm afraid. It sounds like what you're attempting is an inspiration that boosts the secondary effects of ATTACK powers. That in and of itself wouldn't be to bad, the secondary effects most attacks have are nice but aren't to powerful. The problem is that due to the way the game mechanics work this isn't possible to implement in a way that doesn't also provide the same benefits to regular buffs and debuffs.
Take a look at the various options for doing this now, they are all short duration and pretty long recharge. The least useful is the Vanguard Medallion which only increases the duration of mezzes. An inspiration that did just that would be pretty amazing for controllers and dominators and would get some use for other classes.
An inspiration that emulated Power Boost (and Power Build Up without the damage/to hit bonuses) would be horribly overpowered. A Defender/Controller could pop one of these right before casting long duration buffs and you'd get the increased benefit for the entire duration.
The only way I can see to make these remotely balanced would be to give them a very short duration (i.e. 10-15 seconds) and impose an extremely long time limit between uses (probably 10+ minutes).
Finally as a side note, from what I've heard Castle really dislikes Power Boost (and the various equivalent powers) and if that's true he's extremely unlikely to do something like this. -
-
Sir Patrick Stewart is awesome. Honestly though anyone who thinks the devs shouldn't post on the forums is just wrong. Sure occasionally they might say things which aren't entirely kosher and look a bit unprofessional. But that is more than counterbalanced by the immense goodwill that it generates amongst fans of the game. By posting on the forums they give the impression that the developers are real people who actually care about the game rather than soulless automatons. That in turn makes fans feel a more personal connection to the game which generates goodwill and good PR.
-
Quote:My understanding is that they increased the base XP an enemy awards at those levels. Since base XP is based on your actual level fighting low levels wouldn't increase your XP. That being said it's pretty easy to check this.Semirandom thought:
With AE (as with ouroboros) you get to choose your level. At some point they upped levelling speed for 11-20 and 40-50 - and they did that not by lowering the XP per level, but by increasing the XP per badguy.
If you pick baddies that cap at 20 or 16 (do Skulls cap at 16 or am I misremembering?) you get to keep Stamina and stay in your happy kill zone.
If you pick the right IO's to frankenslot you don't lose much, if any, damage and acc in your happy kill zone.
EDIT: Ok, I tested this. Using a level 30 scrapper an even con minion gives 315 XP (tested on a crey patrol guy and a council flamethrower guy). Setting up an AE mission against Skulls they award 210 XP (exemped to level 14). Running an Ouroborus mission against Trolls (also level 14) an even con minion gives 315XP (also in an amusing bug the mission door was assigned to one of the ouroborus crystals). Did the devs nerf AE XP even for standard groups? -
Quote:You know, I sometimes wonder WTF the devs were thinking when they originally wrote the power system. The fact that so many types of buff and debuff are technically the same has caused an awful lot of problems over the years (notably the HO issues). I realize that it's a core part of the game's codebase and that they couldn't predict everything but doing it this way strikes me as just asking from trouble.To elaborate, it's not true because the ice shields have an enhanceable resistance component. Due to a quirk of the power system, any power with an enhanceable resistance component must be flagged as 'cannot be buffed' in order to avoid having damage buffs boost the resistance granted. So, the ice shields are thus flagged and their defense is not boosted by power boost.
Force field bubbles, on the other hand, have no enhanceable resistance, and thus power boost works just fine for them. -
-
Quote:I assume this was partially directed at me and so I feel a need to explain my comment above a little better. If someone asks to join my team in response to me broadcasting a LFM call I'm not going to turn them away because of AT, similarly I tend to filter the search window for people with a LFT flag up and ask them if they want to join regardless of AT (unless their search comment describes them as a healer). The only time I care about AT is when I'm sending tells to people who don't have their LFT flag up. At that point the number of people available means I have to prioritize somehow so I'm going to start with the people who bring the most to the team and those people are the ATs that have the best force multipliers (i.e. Defenders and Controllers).Finding teams is something people post about from time to time throughout the forums, and it has little to do with your AT (there are some who are like the posters in this thread that only look for certain types, but that's not the only approach... plenty of people like me just look for whoever is on and take whatever people want to bring. All Tanker teams can do great, same for Defenders, Controllers, etc. No need to be picky at all).
Quote:4. Form your own teams. Plenty of people are looking for teams, but fewer are willing to form their own. This is hardly a chore with our ability to bind, cut and paste, etc. Form a team message, and post it on your server's channels, and look for people using the search function. Doesn't take long, and it gets easier the more you do it. People like playing with people they know, and they'll get to know you. -
Yes, but your abuse of the poor comma and neglect of spaces makes me sad . Since I'll have to see this on every post you make I'm going to clean it up for you.
Caution! Angry Drunk Posts may occur in one or more people who take Alcohol. Side-effects are jerk comments, foul mouthing, sarcasm, and being a complete and total *BLEEP!*.
If these problems persist, you should stop taking Alcohol and contact a pot of coffee.
In more then one case of Alcohol, Public Apologies have been reported. You should not operate Heavy Machinery or Forum Boards as Alcohol can make you look stupid. -
I agree with you that a disturbingly high percentage of players hold Empathy (or specifically healing) up as the paragon of defenderly virtue. However it's important to not go the other way and discriminate against Empaths simply for being Empaths. Used well it is a good set although in most cases it is outclassed by other sets although as with all defenders it is important to remember that a Defenders blasts are almost as important as his buffs.
The example that you gave sounds more like a player problem than an Empath problem. Three Empaths working together should be able to keep anyone alive against regular enemies. You didn't specify the level but as long as they were level 12 they could just triple stack Fortitude on you which should be more than sufficient with the occasional heal. The higher level solution is for them to AB each other. With three Empaths AB'ing each other you should be able to have Regen Aura on the team pretty much permanently which leaves the Emps plenty of free time for blasting. The problem isn't that Empathy is a poor set it's that you encounter Empaths who don't know how to use the buffs in the set to their advantage. Once you get to the mid-twenties the utility of heals drops off sharply and the difference between a good Empath and a bad one is how well they utilize the buffs that Empathy provides.
EDIT: Slight mistake in my math there. 3 Empaths can keep up auras constantly without AB. AB'ing each other just means that you get double auras about 50% of the time. -
The exact method for determining the keepout time has never been revealed so I'd play it safe and wait until 24hours after the last attempt. If it is a rolling 24 then trying early would reset it and force you to wait even longer.
-
I believe that there is a limit of one credit/debit card per account. It's a security measure against gold farmers. There is definitely a (hidden) limit on the number of transactions that you can do in an certain amount of time. Wait about three days and try again. Alternatively you might have some luck contacting customer support.
-
Quote:I've got a binary translator I just refrained from doing an actual translation because I wanted to use the quote as it was in the show
-
-
Quote:There's an old android saying which I feel is particularly relevant to this situation. It goes: '0010101011010010110100111100101010100101101100010 1010'There's an old Earth saying that's appropriate here. A phrase of great power and wisdom and consolation to the soul in times of need.
*dons shades, grins at the darkening sky, and produces sonic screwdriver from belt pouch*
Allons-y!
Roughly translated, it means 'Don't stand around jabbering when Rikti are invading"
For those who will try and translate the binary, as far as I know it's gibberish, it's just a quote from Red Dwarf that I wanted an excuse to use. -
-
Quote:The critical difference is that gear discrimination is required in WoW (one of the reasons I quit playing once I got near to the level cap). The power difference between a character with basic leveling gear and full epic gear is enormous so the game requires you to be discriminatory about gear for a lot of challenges.I tried to tell her otherwise, but she commented that she had seen other Rad defenders and they seem to heal faster, take less damage and have their key debuffs up faster. She remained convinced that a TF team leader would one look at her character info, see the karma -knockback IO as her only set bonus and kick her off the team. Understand that the player in question also played World of Warcraft for a couple of years and apparently such gear discrimination is a lot more common in that game.
In this game it's pretty pointless. Sure there's a difference between a character with SOs and one with good IO slotting and it does make a largish difference solo but in a team setting you barely notice it. In any case, you can't really tell anything about the quality of an IO build by looking at the set bonuses. For the most part the actual slotting of the powers is more important than the set bonuses and a character with sensible SO usage will beat out a character that focuses on set bonuses and neglects actual power enhancement. -
Well assuming that you're going to do AE with buffing bets I would say a Blaster. Without the pets a Scrapper or Brute would be better but Blasters benefit more from the buffs than the melee ATs and have better AoE at all levels (allowing you to plow through large quantities of enemies).
-
I'll try and remember to check this evening. Out of curiosity have you tried re-earning them?
-
The problem is that for a lot of searches Google tends to send you to the Wikia version of the wiki. That version is no longer updated by the Paragon Wiki community so although it receives some updates (I suspect mostly from people who aren't aware of the move) it's not a good resource. I recommend bookmarking the current version of the wiki and using the search there rather than Google.
-
Quote:My bad, I misread you .I was referring to the Monitor Banks, not the Mega Monitor. Those are 20,000 each. And can be attached to Mainframes.
Quote:Also, if you can fit an Oversight room, get the Combo energy/control unit. It is the absolute best bang for your buck at 125 energy and 75 control produced for only 25000 prestige, and it does NOT occupy Energy or Control slots. Since the Oversight room is also the cheapest 3x3 room in the editor, it's likely many folks will have one of those anyhow.
Really, no matter what you do it's 1000 Prestige per point of Control. You will spend 385,000 Prestige in some combination of control items to cover the requirements of 22 beacons and 11 telepads.
The only possible 'savings' is getting the aforementioned Combo unit, which saves you 50,000 Prestige off that total. However, this can be difficult to fit in the smallest base plot, as fitting in 11 telepads is already going to take up 2/3rds or more of the 8x8 space.
To control all the teleporters with a mainframe and auxiliaries you have to put in a larger control room. The smallest room that can house 9 auxiliaries is the Secure Control Room which costs 159,000 and is 2x3. So the savings on 385 control is only 56,000. Additionally this uses more power (since you have to use Databases which are inefficient) and produces no excess control.
Finally using the 2x2 control room allows you to fit all 11 teleporters on the smallest plot size (with no medical or workshop facilities) or 8 teleporters with basic medical and workshop facilities.
The oversight center is similar problematic both in terms of plot size and cost. Sure the room itself is cheap, but it takes up a huge amount of room for the benefit that it gives and on a small plot it ends up costing you a lot in terms of using space efficiently since it's an inconvenient size. Even if you use it as your workshop it's still pretty big for what you get.
EDIT: Ok, taking the example above, smallest plot size, 8 teleporters, workshop and medical facilities. Using the Oversight center and a 1x4 control room would cost you 3.5 teleporters (you build 5 but one can only have a single location). You'd also lose a lot of workshop functionality (less storage and no empowerment station). It is cheaper, but that's largely because you don't have as much stuff to buy. You're paying more for your teleporters on a per location basis since you have to use the 3x4 room and the 1x2 room which are significantly more expensive per location than the 2x2 and 5x5 rooms.
Quote:Energy isn't an issue since the basic generator produces so much by itself.